Jump to:

Sponsor
Skip to content
Claudia Cayama
Claudia Cayama Contributing Writer | Love for Lore and World-Building
Fact checked by: Nate Kencana
Updated: May 8, 2026
Teenage Mutant Ninja Turtles: Empire City Review – Being a Turtle Finally Feels Right
Image Credit: Cortopia AB

This Teenage Mutant Ninja Turtles: Empire City review takes a look at the new first-person VR action-adventure from Cortopia Studios and Beyond Frames Entertainment. It’s built on a singular, ambitious premise: stop watching the Turtles and finally start being one.

Launching April 30, 2026, for $24.99 on Meta Quest 3, PC VR (Steam), and Pico, this is a strictly VR-only affair. There’s no flatscreen version here; you’re either in the headset or you’re missing out on the most immersive version of NYC ever built for the brothers.

What sets this apart is the sheer physicality. Instead of mashing buttons, you’re manually crossing blades as Leo, whirling Mikey’s chucks to build momentum, or keeping distance with Donnie’s reach. It’s a tactile experience where your actual movement, vaulting over New York alleyways or parrying a Foot Soldier, dictates the flow of the fight. 

With 4-player online co-op and a story penned with help from TMNT legend Tom Waltz, this stands as the first-ever first-person VR Turtles adventure. Early previews from UploadVR suggest the combat is fluid and the voice acting is spot-on. 

Join me as we break down the mechanics and combat to see if TMNT: Empire City is worth it for fans of the franchise. 

TL;DR: A Ninja Turtle Simulator That Actually Hits

If you’ve ever wanted to stop hitting buttons and start actually swinging katanas, this is it. As this TMNT Empire City review will show, it is a high-energy VR hack-and-slash that trades flatscreen combos for physical movement

Stepping directly into the shells of the brothers changes the scale of the city, turning every New York alleyway into a vertical playground where you physically pull yourself over ledges. It’s lean, mean, and priced to move.

GenreFirst-person VR action-adventure (hack-and-slash + parkour)
Core loopPick a Turtle → infiltrate Foot Clan strongholds → physically swing weapons → build Focus Meter → trigger Signature Trait → repeat across NYC streets, sewers, rooftops
Biggest strengthFirst-ever first-person Turtle VR experience with distinct weapon feel per character; up to 4-player online co-op; story by Tom Waltz (The Last Ronin, IDW TMNT)
Biggest weaknessVR-only (no flatscreen version); physical melee combat will tire some players faster than flatscreen play
Clear verdictA promising AA VR experience that nails the fan service for Quest 3 owners. While technical bugs exist, the $24.99 price and the sheer joy of 4-player co-op make it a strong launch-window pick
Release dateApril 30, 2026
PlatformsMeta Quest 3, Steam VR (PC VR), Pico
Price$24.99 (20% pre-order discount on Meta Quest store)
Best forTMNT fans with a Quest 3 + 1-3 friends ready to suit up; VR melee enthusiasts; players seeking a co-op AA title between bigger releases

At $24.99, this is a massive win for VR owners. It’s a focused, polished AA experience that understands exactly why we love the Turtles: it’s about the bond, the weapons, and the feeling of clearing a rooftop with your brothers. 

The Sewer Lair serves as a high-detail social anchor between these missions, offering a spot to plan tactics or just hang out. It’s a rare title that manages to satisfy the technical cravings of a VR veteran while remaining accessible enough for someone just looking to inhabit the IDW comic world.

More Than Just a Mask

Leonardo looking at his reflection in a lair mirror next to a collection of TMNT action figures.

Finally, we’re getting a first-person VR experience that actually puts you behind the eyes of Leo, Raph, Donnie, and Mikey. This isn’t a distance-based brawler; it’s a tactile dive into a world that feels dangerous and lived-in

The story kicks off in the power vacuum left by Shredder’s death. Karai has arrived from Japan to whip the Foot Clan into a more disciplined, lethal shape. The stage is set in Empire City, a high-tech, cordoned-off district of Manhattan that serves as your new urban playground. 

The narrative carries real weight thanks to story consultant Tom Waltz. As the writer behind the gritty The Last Ronin and over 100 issues of IDW’s TMNT run, Waltz ensures this isn’t just a generic spin-off, but a serious entry into the Turtle lineage.

To be clear: this isn’t a side-scroller like Shredder’s Revenge or a rogue-like like Splintered Fate. It’s a VR hack-and-slash with a Skyrim-style mission structure, which is a major talking point in almost every TMNT: Empire City Steam VR review for its sense of scale. The combat blends Arkham’s rhythmic parries with the stance-based depth of Dungeons of Eternity.

First-person combat view of a Turtle striking a robotic enemy with a glowing purple staff.

Within the broader TMNT games hub context, this is the first title to actually let you physically navigate the scale of the city by navigating grimy alleyways and sprawling rooftops, rather than controlling a sprite on a screen. It follows a massive wave of recent hits like Mutants Unleashed, but finally moves the action into a fully 3D, immersive space.

The Sewer Lair serves as your base of operations, packed with personality: from Donnie’s cluttered tech bench to Mikey’s inevitable pizza boxes. You can tackle the campaign solo, but 4-player co-op turns missions into a coordinated team effort. Thanks to a low-friction lobby system, friends can jump in instantly to make every weapon’s reach count.

If you caught the Steam Next Fest demo in February and you’re ready to suit up, grabbing a Meta Quest Gift Card 25 USD on Eneba is the most direct path to the $24.99 launch price.

Where Combat Does the Talking

Combat tutorial showing a blocking prompt while facing a practice dummy.

The core loop highlighted in this Teenage Mutant Ninja Turtles: Empire City review is refreshingly direct: pick a Turtle in the lair hub, hit the exit terminal, and drop into a mission. From there, you’re navigating Foot Clan territory with fluid parkour before closing the distance for a brawl. 

Every successful hit or parry feeds your focus meter, which eventually triggers your Turtle’s signature trait. It’s a rhythmic cycle that takes you from the grimy sewers to the NYC skyline.

What sets this apart from every previous Turtle game is the total removal of the “flatscreen barrier”. Instead of observing a pre-baked animation, you are physically swinging, blocking, and reacting to every strike in real-time.

This isn’t a ‘waggle-to-win’ system. The game utilizes stance-based combat where the specific angle of your blade and the velocity of your swing determine if a Foot Soldier’s guard breaks or if you’re left wide open for a counter-attack. 

That tactile shift is exactly why TMNT: Empire City Meta Quest review scores are expected to highlight the immersion over everything else

As noted earlier in this Teenage Mutant Ninja Turtles: Empire City review, it isn’t just about the individual scrap; there’s a massive District Control system running under the hood. Manhattan is divided into cordoned-off sectors that the Foot Clan has on total lockdown

To actually make a dent, you have to physically dismantle their influence by smashing communication outposts and liberating Civilian Safe Zones. It keeps the grind feeling purposeful.

You also have to deal with a Crime Meter. If you ignore a neighborhood for too long, Karai’s ninjas will try to retake the territory, triggering Urgent Defense missions. The environment is constantly shifting thanks to real-time day-to-night transitions and a procedural weather engine. 

There is nothing cooler in VR than seeing neon signs reflect off your katanas during a midnight rainstorm on a NYC rooftop. Once you flip a zone to friendly, special NPCs spawn in to offer B-Side challenges, like brutal time-trial parkour races, giving you a reason to revisit those spots once the main heat dies down.

Four Brothers, Four Playstyles

Raphael and Donatello talking in an alleyway with a dialogue box at the bottom.

Each Turtle is defined by their weapon physics rather than just a different colored mask:

  • Leonardo: His dual katanas are all about balance and precision. You’re rewarded for clean timing and surgical strikes.
  • Raphael: Uses twin sai for an aggressive, in-your-face style. It’s a parry-heavy kit that turns defense into critical-damage bursts.
  • Donatello: The bo staff is your go-to for crowd control. His reach lets you manage groups from a safer distance.
  • Michelangelo: The nunchucks are built for speed and freeform flow. They build focus faster than any other weapon, making him a momentum machine.

Beyond individual weapons, the brothers share unique co-op synergies. Fighting in close proximity triggers back-to-back combat bonuses, and you can even initiate team-up finishers to clear out the more resilient Elite Foot Soldiers.

Momentum and Movement

The combat system rewards aggression. Since the focus meter only fills when you’re actively engaging or deflecting, you can’t just hang back. This flows naturally into the parkour system: climbing and jumping feel intuitive, with the game offering both smooth locomotion for purists and snap turning for those who need more comfort. 

The first-person view makes verticality a core tactic. You can scale pipes to reach rafters for silent takedowns, dropping directly onto enemies to thin out a room before the rest of your squad teleports in via the low-friction join system.

The engine accommodates both silent ghosting and head-first aggression with equal fluidity, which ensures the movement feels ‘ripped from the comics’ regardless of your tactical approach.

Progression Without the Fluff

There are no bloated skill trees here. Cortopia Studios kept progression gear-and-gadget-based, centered around Donatello’s Workbench in the lair. This system allows for meaningful upgrades, like smoke bombs for quick escapes or electric shuriken to stun mechanical Mousers. These tools bridge the gap between your physical skill and the game’s increasing difficulty.

Crafting menu showing blueprints for Health Shots, Smoke Bombs, and Shurikens.

Donatello’s Workbench is the real MVP of your loadout. As you’re vaulting over AC units, you’ll need to scavenge for Electronics Scraps and Bio-Materials hidden in destructible crates. Donnie uses this salvage to 3D-print Ability Cubes, which basically act as your perk system.

You can slot two active Cubes at a time to tweak how you move and fight. If you’re tired of eating pavement, Kinetic Dampeners cut down your fall damage; if you want to play like a ghost, Reflex Boosters slow down time when you nail a perfect parry. 

You’ll also craft your own Healing Injectables and Smoke Bombs here. It forces you to actually think before you head out: are you gearing up for a tanky boss fight with Rocksteady, or loading out with electric shuriken to handle a swarm of mechanical Mousers?

The Lair itself is a massive highlight, featuring distinct bedrooms like character-specific zones that act as more than just eye candy. You can actually practice parry timings in Leo’s dojo or blow off steam with the retro arcade cabinet in the common area. 

It also houses the exit terminal where you set up 4-player online co-op; any TMNT: Empire City co-op review would be remiss not to mention how seamless the lobby system feels.

In these sessions, roles naturally emerge: Donnie clears the crowds, and Raph thins out the heavy hitters; meanwhile, Leo acts as the group’s defensive anchor, and Mikey utilizes his momentum to keep the Foot Clan off-balance.

The VR Reality Check

Be prepared for a workout. Physical melee combat will tire you out significantly faster than a standard controller, with most sessions naturally capping at 60 to 90 minutes. And while hardware limits mean your katanas don’t have “haptic weight,” the sound design and focus system do a heavy lift to make the impacts feel real.

Since moving this fast can be a lot for your inner ear, the Comfort Suite is surprisingly deep. You get the standard vignettes to stop the room from spinning, but you can also swap between Smooth Locomotion, Teleportation, and Snap Turning on the fly.

There is even a Physicality Toggle for when your arms start feeling like lead. It lets you dial back the swing velocity needed for a hit, so you can keep playing effectively even when you’re physically gassed. 

They also included Artificial vs. Real Crouching toggles. This is a massive win if you’re playing in a small space where you can’t actually dive onto your living room floor to avoid a Foot Soldier’s lance. It makes the ‘veteran’ tag feel more like a suggestion than a barrier for entry.

If you’re chasing the best possible version of this IDW aesthetic, the PC VR version offers sharper textures and more dynamic lighting. However, the Meta Quest 3 version remains the gold standard for wireless freedom during those high-intensity brawls.

The Soul of the Sewers

As we explore further in this Teenage Mutant Ninja Turtles: Empire City review, the game succeeds by leaning into a simple reality: players already have a favorite version of these characters.

Cortopia Studios avoids trying to reinvent the wheel. Instead, they’ve built a world where you can project your preferred era of the Turtles onto the gameplay, including the 80s cartoon and the gritty modern comics.

The four brothers stick to their classic archetypes, which pays off in VR: 

  • Leonardo acts as the principled, strategic leader. This trait is mirrored in his measured combat rhythm. 
  • Raphael brings the aggressive energy of the group’s heart-on-sleeve fighter. 
  • Donatello handles the scientific heavy lifting. You’ll see this through his constant presence at the lair’s gear-crafting workbench. 
  • Michelangelo provides the optimistic comic relief. His pizza-obsessed personality translates into the most exuberant fighting style of the bunch.

The supporting cast fills out the lair without cluttering the experience. Splinter provides the necessary direction and mentorship between missions. April O’Neil serves as the vital human link to the city above. 

These aren’t just static NPCs; you’ll actively engage with them between missions, whether you’re reviewing intel at April’s terminal or receiving tactical advice from Splinter in the training area.

Close-up of Karai prepared for combat against a Ninja Turtle on a city rooftop.

Karai is the most interesting addition: as the Foot Clan’s new leader, her calculated approach to the NYC power vacuum offers a fresh perspective compared to Shredder’s brute force. 

She has transformed a massive, cordoned-off section of Manhattan into a high-tech fortress that makes the environment itself feel like a primary antagonist that reflects her disciplined leadership.

Karai isn’t the only headache, though. She’s flanked by two nasty sub-factions: the Mutant Enforcers, led by a tactical, revamped version of Rocksteady, and the Mystic Wing of the Foot, commanded by the sorcerer Mashima.

Facing Mashima in first-person is a trip: he’ll throw illusions at you or teleport ninjas directly behind your head. This is where Tom Waltz’s writing really shines through; the bosses don’t just bark generic lines, they treat the brothers like a legitimate, high-level threat

It gives the Empire City lockdown a grittier, do-or-die vibe that feels ripped straight from the best arcs of the IDW comic run.

Bringing in Tom Waltz as story consultant anchors the narrative in serious TMNT history. As the primary architect behind 100+ issues of the IDW comic run and the legendary The Last Ronin, Waltz ensures the writing feels authentic with dialogue that strikes the specific balance of being gritty and high-stakes without losing what defines the brand.

Seeing his influence here makes it a great time to revisit the old games via the TMNT games hub to see how far the brothers have come, from the classic arcade pixel art to modern hits like Shredder’s Revenge. To help you choose the one you’ll truly like, here’s the list of best TMNT games.

VR pacing constraints mean cutscenes stay short and direct. Co-op sessions often cause these story beats to take a backseat to the action. To compensate, the game utilizes a dynamic banter system where the brothers exchange contextual quips during combat, reacting specifically to your performance and your choice of teammates.

The veteran voice cast, led by Roger Craig Smith and Yuri Lowenthal, keeps the characterization spot-on. They deliver performances that match the weight of the IDW source material without overdoing it. Having these industry veterans return to these roles provides a sense of continuity that rewards long-time fans.

Is It Worth Your Time and Money?

Is TMNT: Empire City worth it? At $24.99, the answer depends on the format. This is AA pricing for an AA-scale VR game, sitting below larger titles like Asgard’s Wrath 2 or Batman: Arkham Shadow.

Playtime estimates reflect this scale: a solo run takes 8 to 12 hours, while co-op and different Turtle runs can push that to 25 hours. Completionists chasing collectibles can expect 30+ hours. 

Although there is no subscription option at launch, early adopters do get the Owari mask cosmetic. However, industry trends suggest it may eventually join the Meta Quest Plus library, which makes it a potential wait-and-see for subscribers.

First-person view of a Foot Soldier trapped inside a glowing purple energy sphere.

Replayability is baked in. Each Turtle plays differently enough to justify multiple runs, and co-op adds variety depending on who is in your group. Missions can be approached quietly or aggressively, and Donatello’s Workbench introduces new tools over time without turning the game into a heavy progression system.

There are a few practical factors to keep in mind, though. This is a VR-only release, so no headset means no access. For a flatscreen alternative, Teenage Mutant Ninja Turtles: Shredder’s Revenge and Teenage Mutant Ninja Turtles: Splintered Fate are still strong options. 

Waiting for a sale saves a few dollars, but the real incentive is the co-op ecosystem. VR matchmaking is tougher to coordinate than flatscreen play, making the launch wave your best bet for finding lobbies

Thankfully, the inclusion of a low-friction lobby system using room codes helps bypass standard matchmaking headaches when you’re trying to sync up with friends. If you are suiting up today, a Meta Quest gift card on Eneba is the most direct path.

Choosing Where to Play

All versions of Teenage Mutant Ninja Turtles: Empire City deliver the same core experience, though accessibility and visual fidelity vary between a Meta Quest setup and a Steam VR configuration. 

As a baseline, this is a VR-exclusive title with no flatscreen version; a Meta Quest, PC VR, or Pico device is required to play.

Meta Quest 3

For anyone looking for a TMNT: Empire City Meta Quest review, the Quest 3 is the easiest recommendation because it runs the game natively without cables. Installation is straightforward, with performance specifically tuned for the hardware. 

Visually, the stylized aesthetic excels within standalone limits. This version also includes a unique Mixed Reality training mode, allowing you to practice combat against holographic Foot Soldiers in your own living room via passthrough.

Offering the best balance of cost and convenience, the most direct purchase method is a Meta Quest Gift Card 25 USD on Eneba, which aligns with the game’s price. For those seeking extra credit for add-ons, 30 USD and 50 USD options are also available.

Meanwhile, the Meta Quest 3S provides a similar experience at a lower price point, with stable frame rates despite slightly reduced texture detail during heavy scenes.

PC VR via Steam

April O'Neil at a high-tech computer terminal inside the Turtles' underground lair.

The Steam version offers the highest visual quality, utilizing PC hardware to improve lighting, texture clarity, and sharpness. Steam users can also toggle a PC-exclusive IDW Comic filter that deepens cell-shading and ink lines to mirror modern comics.

While you can connect a Quest headset via cable or wireless streaming, both have tradeoffs: cables restrict movement, while wireless setups depend on network stability and may introduce a slight delay. 

This version is ideal from a TMNT: Empire City Steam VR review perspective, specifically for players prioritizing visuals who already own a capable rig. While PC VR players buy through Steam, Meta Quest gift cards on Eneba remain useful for building a broader library at a lower cost.

Pico 4 and Pico 4 Ultra

Pico devices provide a solid alternative outside the Meta ecosystem. The Ultra model performs similarly to the Quest 3, while the standard Pico 4 aligns closer to the Quest 3S. Pricing on the Pico store can vary, so it is worth checking at launch.

Final Technical Notes

While any TMNT: Empire City review will note that consistency is maintained across platforms, your hardware choice dictates specific tactile features. Multiplayer utilizes room key codes instead of public lobbies, requiring direct coordination for co-op. 

Technically, the Quest 3’s Touch Plus controllers provide more granular haptic feedback during weapon collisions than standard PC VR setups. While vignettes and snap turning are available, the fast-paced locomotion remains best suited for veteran VR users.

What Early Impressions Are Saying

Metacritic score of 63 for Teenage Mutant Ninja Turtles: Empire City on Meta Quest.

Early TMNT: Empire City reviews reflect a clear divide between high-energy fan service and technical polish. While critics praise the co-op joy, technical bugs have impacted initial averages.

Critical Consensus

Players in nearly every TMNT: Empire City co-op review universally praised the fluid parkour and tactile weapon handling. The high-energy soundtrack by Tea Time was also singled out for perfectly matching the kinetic pace of the rooftop chases. 

UploadVR noted that “everything here just works,” highlighting the satisfying hit feedback and authentic voice acting. Road to VR (8/10) called it a “genuinely great VR beat ’em up” that punches above its price point.

However, IGN (5/10) criticized the experience as “buggy and repetitive,” citing “lifeless open-world areas” and quest objectives that frequently broke during sessions. Common community complaints include host-only progression in co-op and “questified” graphics on PC.

Despite these flaws, the overall TMNT Empire City review positions it as the most ambitious VR Turtles game yet, successfully capturing the fantasy of being a Turtle in a way that rivals 2025-2026 AA hits like Behemoth and Batman: Arkham Shadow.

Community sentiment is further bolstered by the announcement of the Shadow of the Shredder expansion, a free post-launch content update that many see as a corrective to the current lack of mission variety.

Built for VR, Not Fighting It

Empire City makes a smart call by leaning into a comic-book aesthetic rather than chasing realism. The Turtles themselves strike a balance between their IDW comic designs and the classic cartoon era.

On hardware like Meta Quest 3, these stylized visuals hold up better at lower resolutions, ensuring the game feels consistent rather than compromised. This perspective works perfectly at a “Turtle’s eye view,” making the world and Foot Clan enemies feel appropriately imposing. 

This immersion is deepened by dynamic weather and day-night cycles that shift the city’s mood in real-time. Furthermore, movement utilizes hand-animated combat flourishes rather than standard VR ragdoll physics, creating a fluid style that honors the franchise’s various eras.

Gameplay view showing an enemy's health bar and a "Tech Scrap" pickup notification.

UI design is handled with VR in mind; health and focus meters remain readable without cluttering the view. Combat is punctuated by stylized comic-book onomatopoeia during heavy hits, bridging the gap between VR action and its print origins. 

Audio further carries the atmosphere, with strong voice work from Roger Craig Smith, Yuri Lowenthal, Dale Inghram, and Dominic Catrambone. These performances match each Turtle without resorting to caricature, helping the characters feel grounded during longer sessions.

The Sewer Lair is more than a menu; it’s a high-detail social hub for your squad. You can shoot hoops on the basketball court, play chess with collectible pieces, or use the retro arcade cabinet to swap character shells. It’s a low-pressure space perfect for pre-mission pizza. 

While weapons lack physical weight and standalone textures are softer than PC VR, the game leans into these hardware tradeoffs rather than being hindered by them.

Cowabunga in First Person – And It Works More Often Than Not

teenage mutant ninja turtles empire city team pizza time
Enebameter 8/10

As this Teenage Mutant Ninja Turtles: Empire City review has highlighted, the game does what most TMNT games never quite manage. It puts you inside the action and builds everything around that idea

Combat feels immediate, each Turtle has a clear identity in your hands, and co-op adds the kind of replay value that keeps sessions fresh beyond a single run. 

At $24.99, it lands in a comfortable spot for what it offers, especially compared to larger VR titles like Asgard’s Wrath 2 or Batman: Arkham Shadow. This is not a perfect package. The VR-only barrier is real, longer sessions can be tiring, and players expecting deep progression systems will not find them here. 

Still, for what it sets out to do, it stays focused and consistent. The Tom Waltz involvement helps ground the story, even if narrative delivery stays brief, and the overall experience feels tailored for players who want something active rather than passive.

Quest 3 serves as the most accessible entry point with its exclusive Mixed Reality mode, while PC VR and Pico 4 provide high-fidelity alternatives. Regardless of hardware, remember that co-op requires room codes rather than public matchmaking.

PROSCONS
Immersive first-person combat that fully delivers on the ‘become a Turtle’ fantasy

✅Each Turtle has a distinct weapon feel that changes how you play moment to moment

✅4-player online co-op adds strong replay value and social appeal

✅Story backed by Tom Waltz, grounded in established TMNT lore

✅$24.99 price point feels accessible compared to larger VR releases

✅Parkour movement is fluid and easy to pick up

✅Lair hub is detailed and full of personality, with each Turtle’s space clearly defined

✅Free Shadow of the Shredder expansion confirmed for post-launch support

✅Exclusive Mixed Reality training mode for Meta Quest 3 users
❌VR-only release with no flatscreen version limits accessibility

❌Physical melee combat can lead to fatigue in longer sessions

❌No traditional skill trees may disappoint players who want deeper progression systems

❌AA scope may fall short for players expecting AAA scale and polish

❌Post-launch reception and long-term support still unknown at this stage

❌No cross-buy between Meta Quest and Steam VR, requiring separate purchases

❌Lacks public matchmaking; requires room codes for co-op coordination
  • Great for: TMNT fans with a headset, co-op groups, and players looking for a lighter VR action game between bigger releases.
  • Less ideal for: anyone without VR hardware, players sensitive to motion or fatigue, and those looking for deep RPG systems. For a flatscreen option, Teenage Mutant Ninja Turtles: The Cowabunga Collection is still an easy recommendation.

If you are ready to jump in, a Meta Quest Gift Card 25 USD lines up almost exactly with the game’s price. Ultimately, is TMNT: Empire City worth it? It clearly shows where the franchise fits naturally in VR, which leaves plenty of room to grow into something even stronger.

★ The First Real VR TMNT Experience
TMNT: Empire City

How useful was this post?

Click on a star to rate it!

Average rating 4.2 / 5. Vote count: 4228

No votes so far! Be the first to rate this post.

Claudia Cayama

Contributing Writer | Love for Lore and World-Building

Writer, translator, and narrative explorer with a deep appreciation for the atmospheric. While some focus on mechanics, I’m usually the one poking around a game's lore to see what’s hidden beneath the surface. I’m drawn to the intersection of folklore and cosmic horror, especially games that treat world-building as an art form. From the cinematic tension of Metal Gear to the "weird fiction" of Silent Hill and H.P. Lovecraft, I’m always hunting for the next great myth to unravel.