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"End of Abyss Converts Survival Horror into a Top-Down Terror Experience"
“End of Abyss Converts Survival Horror into a Top-Down Terror Experience”
11:43 am

Watching the Summer Game Fest presentation at the YouTube Theatre, I was utterly captivated by the footage of *End of Abyss*. While this year’s showcase featured numerous high-profile horror titles, this smaller, disturbingly atmospheric game gripped me from the moment I first viewed the trailer.

Section 9, composed of industry veterans behind the celebrated *Little Nightmares*, is venturing into a fresh realm: a chilling, immersive combination of Metroidvania exploration and survival horror, all taking place in a forsaken space station. After experiencing a hands-on demo, it’s evident that *End of Abyss* is developing into one of the most unique and unsettling games on the horizon, and I am eagerly anticipating more.

From the outset of the demo, *End of Abyss* establishes its menacing atmosphere—and reveals itself as a twin-stick shooter. Players take on the role of a solitary survivor, awakening on the deserted station armed only with a flashlight and a growing sense of dread. The world is depicted from a stark, top-down viewpoint, offering a comprehensive view of the environment. With each new area, the sense of dread amplifies, and every section reveals a chapter of environmental storytelling, highlighted by flickering lights, shifting shadows, and the remnants of a lost crew, illustrating a tale of disaster and loneliness.

As I settled in to control the game, I was taken aback by the number of genres *End of Abyss* successfully weaves together and how effectively they align with the game’s vision. It merges the interconnected level layout of traditional Metroidvanias with the tension and resource management typical of survival horror. The outcome is a game that requires both careful exploration and fast reflexes—and trust me, it’s not a walk in the park.

While maneuvering through the maze-like station, you’ll find locked doors, concealed passages, and environmental threats that demand both new skills and a watchful eye to navigate. Despite these challenges, the game feels exceedingly fair, providing all the necessary tools to tackle each obstacle. You simply need to take your time, slow down, and investigate everything the station has in store.

Though exploration is deliberate and thoughtful, combat is anything but. You’ll find yourself engaged in intense, formidable battles once you immerse yourself in *End of Abyss*. In contrast to the frantic chaos found in many action games and Metroidvania experiences, the encounters here are calculated and fraught with peril.

Drawing heavily from survival horror principles, ammo is limited, and every bullet counts against the grotesque, body horror-inspired abominations that wander the station’s murky corridors. The game’s twin-stick shooting mechanics permit precise aim, but enemies are unyielding, compelling players to consider every choice: confront, escape, sneak in the shadows, or perish and start anew. The game integrates experimentation into the experience, which is a core element of its design.

Section 9 Interactive aims for players to feel the gravity of each confrontation—to perceive the lurking danger at every turn. This is also what makes the game so captivating. With every new room discovered, you learn more about the space station, gradually piecing together the events that transpired and your purpose there. This history is intricately interwoven into every aspect of the setting. Audio logs, environmental hints, and enigmatic messages allude to the disaster that overwhelmed the crew, inviting players to decipher the narrative at their own leisure. This methodology rewards curiosity and encourages thorough exploration, reflecting the storytelling ethos that made *Little Nightmares* a standout title.

Despite its overhead perspective, *End of Abyss* is a visual treat for aficionados of sci-fi horror. The art style is genuinely sinister—and I’m entirely captivated by it—with warped creatures hiding just beyond view as you navigate sleek, industrial passageways. The creators clearly excel at inducing discomfort—many of them contributed to *Little Nightmares*, after all—and based on what I’ve experienced, it’s incredibly well executed. The lighting design deserves special mention, utilizing darkness not merely as a backdrop but as a gameplay element, compelling players to weigh the necessity of visibility against the risk of attracting unwanted attention. It’s a masterclass of horror tropes—and it truly works.

Though the demo provided only a brief insight into the universe of *End of Abyss*, it managed to leave a significant mark. The game’s dedication to making players feel small, exposed, and one misstep away from calamity contributes to its eerie atmosphere in a brilliantly unsettling manner. Each triumph feels merited, every discovery hard-fought, and every encounter with the station’s horrors serves as a stark reminder that survival is never assured.

I spent approximately 30 minutes with *End of Abyss*, but my desire to see more is already insatiable. The game is scheduled for

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Dead by Daylight Brings The Walking Dead Characters Rick, Michonne, and Daryl
Dead by Daylight Brings The Walking Dead Characters Rick, Michonne, and Daryl
3:13 am

Behaviour Interactive has once more broadened the scope of its well-known asymmetric horror game, Dead by Daylight, by unveiling a fresh crossover with AMC’s The Walking Dead. This partnership introduces legendary figures from the acclaimed survival horror saga into the game’s haunting domain known as The Fog. The newest chapter features Rick Grimes and Michonne as Survivors, accompanied by a Legendary Outfit that turns a character into the beloved Daryl Dixon.

The new Survivors are outfitted with six distinct character Perks that highlight collaboration, remaining faithful to the essence of The Walking Dead. These enhancements are further complemented by original voice performances from Andrew Lincoln (Rick Grimes) and Norman Reedus (Daryl Dixon), guaranteeing a captivating experience for enthusiasts of both franchises. An official release trailer has been unveiled, presenting the monumental crossover.

**Dead by Daylight x The Walking Dead – Unique Perks for Rick Grimes & Michonne**

Rick Grimes and Michonne contribute their unique abilities to the game, focusing on cooperation and survival strategies. Rick Grimes’ perks include:

– **Apocalyptic Ingenuity**: Enables players to search through Chests to exchange a Broken Pallet for a Fragile Pallet.
– **Come and Get Me!**: After Unhooking a Survivor, players can silence nearby injured and dying Survivors and conceal their Pools of Blood, at the expense of temporarily exposing their Aura to the Killer.
– **Teamwork: Toughen Up**: Diminishes Grunts of Pain, Scratch Marks, and Pools of Blood when another Survivor stuns or blinds the Killer while the player is injured.

Michonne’s perks, which enhance Rick’s, consist of:

– **Conviction**: Triggers when healing Survivors, permitting players to swiftly recover while in the Dying State, with the danger of reverting to the Dying State if not healed promptly.
– **Last Stand**: Allows players to Fast-Vault near the Killer to stun them after spending time within the Killer’s Terror Radius without being pursued.
– **Teamwork – Toughen Up**: Grants nearby injured Survivors with Endurance and reveals the Killer’s Aura when successfully pallet stunning a Killer.

The new Dead by Daylight x The Walking Dead Collection also includes fresh outfits for the characters, featuring the Legendary Daryl Dixon Outfit, Rick’s Last Day On Earth Outfit, and Michonne’s The Next World Outfit. Unlike earlier crossovers, this one does not introduce a Killer from The Walking Dead series, relieving players from confronting another daunting foe.

The Walking Dead Chapter officially debuted on July 29, granting fans the chance to enjoy the exhilarating crossover. For further details, players may visit the official Dead by Daylight website.

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Thorough Manual to MTG Edge of Eternities
Thorough Manual to MTG Edge of Eternities
6:53 pm

Wizards of the Coast and Magic: The Gathering have revealed the forthcoming details regarding the new expansion, Edge of Eternities.

As we progress through 2025, Wizards of the Coast is fostering unprecedented anticipation for Magic: the Gathering. While the Universes Beyond – Final Fantasy set and Tarkir Dragonstorm are now in the past, MTG aims to explore a new domain: the Edge of Eternities.

As with every expansion, Edge of Eternities presents new (and returning) keywords and mechanics along with a lineup of new cards and unique artwork styles from Magic: The Gathering. The Edge of Eternities introduces a fresh realm within the Sothera star system, featuring the comeback of the villainous artificer Planeswalker, Tezzeret. Similar to past sets, players can also expect familiar creatures such as the Sliver Overlord showcased in new promotional artwork, in addition to a collection of exclusive artwork and special card treatments unique to Edge of Eternities. The fresh artwork is out of this universe and aims to give players the sensation of possessing a new cosmos in their pockets.

Magic: the Gathering – New & Returning Mechanics in Edge of Eternities

Warp – You can play this card from your hand for its Warp cost, after which the creature must be exiled at the start of your next end step. For those who gain advantages from casting spells from exile, the card can be played from exile on a subsequent turn.

Modal – Returning in Edge of Eternities, cards that can be cast for a single mana cost allowing players to opt for one or two of the stated effects make their comeback, similar to the Siege cards found in Tarkir Dragonstorm.

Lander Tokens – This new type of artifact token provides players with an innovative method to ramp lands. By paying 2 mana and tapping the artifact, it can be sacrificed to enable players to search their library for a basic land card and place it onto the battlefield tapped.

Void – A fresh keyword that builds upon Warp. During your end step, if a non-land permanent departed the battlefield this turn or if a spell was Warped, generate a 2/2 colorless Robot Artifact Creature token.

Spacecraft – A new card type introduced in Edge of Eternities that functions similarly to Aetherdrift Vehicles. The distinction lies in the fact that once a Spacecraft is Stationed, it continues to function as an artifact creature following the end step. The only way to revert them to their non-creature status is by removing the charge counters that are necessary to Station the Spacecraft.

Station – Operating like Crew X, the Station keyword allows players to tap their creatures to add charge counters to Spacecraft or Planet Lands equivalent to the creature’s power, functioning uniquely. Players can only Station as a Sorcery (restricting it to their own turns), but once a Spacecraft has been properly Stationed, it becomes an Artifact Creature. Furthermore, once a Planet Land is Stationed, it activates additional effects beyond mana tapping. Speaking of which…

Planet Lands – An innovative land type that implements the new Station keyword. Once the requisite charge counters are satisfied, the Planet can be utilized for effects in addition to mana generation.

MTG Edge of Eternities – Special Card Treatments & Where To Find Them!

Similar to earlier MTG sets,

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