{"id":9799,"date":"2026-05-27T16:00:00","date_gmt":"2026-05-27T13:00:00","guid":{"rendered":"https:\/\/imdbnews.ir\/?p=9799"},"modified":"2026-05-27T18:25:00","modified_gmt":"2026-05-27T14:55:00","slug":"mina-the-hollower-review","status":"publish","type":"post","link":"https:\/\/imdbnews.ir\/index.php\/2026\/05\/27\/mina-the-hollower-review\/","title":{"rendered":"Mina the Hollower Review"},"content":{"rendered":"<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">After the opening hour of Mina the Hollower, I found myself dropped into a hostile world with no obviously \u201ccorrect\u201d path to follow and roaming enemies that could kill me in just a few hits no matter what direction I chose. That\u2019s about when I realized this retro RPG was hiding far more than I expected beneath the surface \u2013 and once I burrowed on in, I never wanted to come back up. Mina is a tough-as-nails adventure gorgeously done up in the style of the Game Boy Color\u2019s best, and it isn\u2019t shy about those influences. It borrows The Legend of Zelda\u2019s open-world structure, adds a healthy amount of Castlevania\u2019s horror setting and haunting chiptunes, and peps things up with a surprising dose of FromSoft\u2019s Souls games in its combat and progression. But somewhere in that mix, Mina becomes more than the sum of those parts, cleverly riffing and remixing them them with consistent brilliance. Its blocky exterior disguises rich combat systems, some of the best puzzle solving ever put to screen, and a funny, <em>deeply weird <\/em>world I loved to explore. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Developer Yacht Club Games is no stranger to retro tributes, with its standout Shovel Knight series drawing heavily from NES classics like Mega Man. While Shovel Knight stuck to its source material pretty closely, Mina uses Zelda games like Link\u2019s Awakening and the Oracle duo as a foundation for a much deeper, more modern take on a top-down action-RPG: You have a jump that will get you over small gaps but never up to a higher ledge, an overworld that partially scrolls but has distinct edges between regions, and of course start out with a stubby little weapon (actually, several to choose from). These are not the Zelda games you usually see developers aim their sights at, but I love how the seemingly-limiting constraints of imitating the early handheld Zeldas conceals Mina\u2019s inner complexity. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">However, very much <em>unlike<\/em> the Game Boy games it draws from aesthetically, and more like The Legend of Zelda for NES (or Breath of the Wild decades later), Mina has a completely open world. There are no paths blocked until you get some special item, and nothing but your own skill level keeping you from going to any one of its four initial dungeons first. You just need to fight your way there. And if you can\u2019t cut it, there\u2019s probably another area to try instead, a clever place to grind for money and levels, or some side quests that lead to optional upgrades. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Mina\u2019s world is often surreal, dreamy, and uncanny. Built around the central village of Ossex, the Tenebrous Isles are an entrancing mix of gothic fantasy and magically-infused steampunk tech. There are plenty of adorable animal denizens, like Mina, but also building-busting giants, perfectly friendly abominations, and a whole lotta possums \u2013 which are a <em>type<\/em> of monster. Cutesy overworld sprites are sometimes subverted by ghoulish character portraits when you stop to chat. It all smacks of the David Lynch-inspired characters that make up the otherworldly island of Link\u2019s Awakening in just the right way (and that\u2019s not some snooty art school connection I\u2019m making, Twin Peaks has been widely cited by the devs as a major influence on that 1993 Zelda game). Additionally, these characters all have lives that are affected by your actions, and many end up holding a greater purpose in the larger story, which has some fun (if predictable) twists and turns, but really saves the good stuff for the end.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Mina herself is a bit of an enigma. She\u2019s a monster slayer, but also something of a mad scientist who has outfitted Tenebrous Isles with tech that is being mysteriously sabotaged. The plot follows whether her machines are actually good or bad, and while brave little Mina seems to act heroically in this kill-or-be-killed overworld, often solving problems for the Islefolk, she also causes a few: Without spoiling anything, those can come back to haunt you. This little white mouse explores a lot of grey areas, and I love that! <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Mina\u2019s world is often surreal, dreamy, and uncanny.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There are six main dungeons spread across the Tenebrous Isles, each with a matching area that leads up to it \u2013 a swamp, a beach, a crypt\u2026 you\u2019ve played a video game before. There\u2019s even a small but very cool nod to Castlevania here, with short establishing shots showing the boss towers silhouetted in the distance for every area \u2013 and then those creepy spires showing up in backgrounds as you climb, just like Dracula\u2019s perched lair. While most of Mina\u2019s art choices are limited to blocky tiles, these sweeping scenes and backdrops show off some stunning pixel art that helps set the mood. <\/p>\n<figure class=\"jsx-313219616\"><img decoding=\"async\" alt aria-hidden=\"true\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.gif\" data-cy=\"progressive-image\"><figcaption data-cy=\"caption\" class=\"caption jsx-1762799490 jsx-479945570 article-image-caption\">Mina stares down the spooky menace of Septemberg in Mina the Hollower.<\/figcaption><\/figure>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">(And then there\u2019s the soundtrack: Pure Castlevania! Baroque jams performed on a glorious, beepy boopy NES\/Game Boy soundalike instrument set. I\u2019ve been associating this sort of gothic Casio sound with tense horror action games since 1987 and it still feels<em> totally rad<\/em> when executed this well in 2026.)<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">All six areas are filled with charm and challenge, but one called Septemberg especially stood out as a piece of storytelling I\u2019d never experienced before. It\u2019s a region frozen in autumn, with gusty winds that blow you around, piles of fallen leaves, pumpkins, and a general Halloween vibe. All of it is out to kill you. You quickly learn of a lurking terror in your midst there, and the escalating nightmare of trying to manage that threat through a hedge maze, a lightning storm, and more is an absolutely bonkers, adrenaline-inducing sequence I couldn\u2019t stop talking about with others who had seen it; just an incredible amalgam of schlocky, spooky-season fun. <\/p>\n<p><span data-cy=\"poll-view-trigger\"><\/p>\n<section class=\"box-wrapper jsx-2673806401\"><\/section>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">While you could go to Septemberg as your first area or not find it until much later, there <em>are<\/em> areas you can\u2019t access immediately, but the way to reach them is never a dungeon-based upgrade. It\u2019s a secret passage, a side quest, or, in some cases, by using a specific Sidearm (secondary weapon) or Trinket (ability-modifying equipment) that you find while exploring the overworld. This is the best and most pure kind of open world, and it\u2019s executed excellently here. Mina dangles a prize just out of reach to challenge you: Can you get to that treasure chest from another screen? Can you survive long enough in the water to reach that gap under a bridge? Should you go in that creepy hole in the ground <em>right now<\/em> with no save point in sight?<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Mina\u2019s move set as you meet these challenges is all her own, and it is a ton of fun to learn and master as you explore. Her ability to burrow beneath the ground and then pop up for an aerial leap is multipurpose: It\u2019s a dash, a dodge, a long jump, and eventually a graceful way to dance around an enemy like a furry lil\u2019 ninja. There\u2019s a learning curve for sure, and effectively working this move into my hacking and slashing took time. There are no counters or dodge rolls here, just sliding under an enemy to get the better of them. But once I got the hang of burrowing, it became a versatile combat tool that made Mina feel extra nimble compared to, say, a certain squat, little Hylian. <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">I was always excited to experiment with new Trinket loadouts.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">There are two other aspects of Mina\u2019s arsenal that will surely catch Castlevania fans\u2019 eyes \u2013 and ears \u2013 right away. First off, the whip: Mina\u2019s Nightstar (actually described as a mace on a chain) is one of five possible weapons to pick from, and it\u2019s a fantastic go-to option (and, of course, any aspiring Belmont\u2019s choice of weapon). I stuck with the Nightstar for most of the roughly two-dozen hours it took me to reach the credits, but I ended up also falling in love with the daggers, Whisper and Vesper \u2013 more of an Alucard thing. The Nightstar is good for delivering fast, heavy damage at a safe distance (and you can upgrade it to do the useless, dangling chain thing, ala Castlevania IV!). But the daggers, when boosted by a Trinket that adds an attack multiplier for landing hits without missing, became an awesome boss killer. <\/p>\n<p><span data-cy=\"slideshow-view-trigger\"><\/p>\n<div data-cy=\"slideshow-preview\" class=\"jsx-1711207865 slideshow-preview\">\n<h3 class=\"title5 jsx-62124236 jsx-1085005187\" data-cy=\"slideshow-preview-title\">Mina The Hollower &#8211; 15 Reveal Screenshots<\/h3>\n<div data-cy=\"slideshow-images-container\" class=\"jsx-1711207865 images-container\"><button type=\"button\" data-cy=\"hero-image\" aria-label=\"Open Slideshow\" class=\"jsx-1711207865 hero-image\"><img decoding=\"async\" alt aria-hidden=\"true\" role=\"presentation\" class=\"progressive-image jsx-2896921488 image aspect-ratio aspect-ratio-16-9 jsx-2605834259 jsx-2338608387 hover-opacity\" loading=\"lazy\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.gif\" data-cy=\"progressive-image\"><span class=\"button-text jsx-729543028 button button--primary jsx-3381835873 jsx-4266531355 row-pagination-button next contained centered round large\" data-cy=\"paginate next\" title=\"Open Slideshow\"><span class=\"ign-icon right-chevron jsx-2750866048 jsx-2919720488\" role=\"presentation\" aria-hidden=\"true\" data-cy=\"right-chevron\"><\/span><\/span><\/button><\/div>\n<\/div>\n<p><\/span><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The other system ripped straight out of Castlevania are the Sidearms, which give you a variety of secondary attacks depending on which Sidearm pickup you grabbed last (all of which are in predictable locations you can remember to return to). Options like the sword and axe function almost exactly like sub weapons in Castlevania, and are even replenished the same way, with a resource called Joules that is spent each time you use one (just like so many Hearts in classic Castlevanias). There are some weird Sidearms, though, like the Iron Steed \u2013 a bicycle with a sort of jousting rod attached that serves both as a quick option to dash around and a way to jump over huge gaps to reach secret areas. Other Sidearms I liked were a little ghost that attacked enemies and drained Joules over time, and a demon pet on a leash that acts as your own personal Chain Chomp.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">You can augment most of Mina\u2019s moves through swappable Trinkets, which provide buffs that boost your movement, attack, or defense in helpful and sometimes wacky ways. I was able to expand my Trinket slots to activate five at once, and my preferred combos for exploration (long jumps, increased burrowing time, wall grabs) were very different than those for combat (DPS multipliers, a revive, health extenders). For instance, one Trinket allowed me to float slowly down after a jump, and that became essential to how I moved through this world \u2013 but it was useless in most boss battles, so I\u2019d replace it with an attack buff that shocked enemies at the save room right before a big fight. There are dozens of trinkets to find \u2013 some extremely useful on their own, and others that only add up to huge results when used together. Unlike many games where I tend to stick to a formula I find that works, I was always excited to experiment in Mina.<\/p>\n<section class=\"box-wrapper jsx-2673806401\"><img decoding=\"async\" alt aria-hidden=\"true\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.gif\" data-cy=\"progressive-image\"><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Why isn\u2019t Zelda-like a genre? Probably because making a game like The Legend of Zelda is really, really tough to pull off, let alone top. For four decades, The Legend of Zelda has reigned as the action-adventure king. But these contenders come close:<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>3D Dot Game Heroes <\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">In my review of FromSoft\u2019s crazy, polygonal take on 2D Zelda, I said \u201cOther Zelda imitators seem to lose sight of the playfulness and irreverence that Miyamoto and others infused classic games with, but 3D Dot Game Heroes never pretends that it&#8217;s anything but a game, and games like 3D Dot Game Heroes should be played.\u201d<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Tunic<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Tunic takes The Legend of Zelda worship to another level with its incorporation of an NES style manual that reveals its secrets in a super meta way. Also you are a little fox in the titular green gear, it\u2019s just the best!<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Minishoot\u2019 Adventures<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A criminally underappreciated gem, this is a mashup like Mina: A top-down bullet hell shooter plus a Zelda-style overworld and adventure \u2013 and it pulls it off. Do not miss it. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Okami<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Okami marked the only time IGN ever voted for a Zelda-like over an <em>actual<\/em> Zelda game for our Game of the Year, as it came out the same year as The Legend of Zelda:Twilight Princess. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\"><strong>Beyond Oasis<\/strong><\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">This was the SEGA Genesis\u2019s answer to The Legend of Zelda: A Link to the Past. SEGA kids know it, you should too. It has a lot more Zelda DNA than, say, The Secret of Mana, and I think it\u2019s the best 16-bit attempt at dethroning Princess Z. <\/p>\n<\/section>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">The other way to upgrade yourself brings us to Mina\u2019s third major influence: FromSoft heavy-hitters like Dark Souls and Bloodborne. The \u201cSouls\u201d currency equivalent here are Bones, and they serve the exact same purpose: Experience points gained from both combat and exploration that you must either spend or risk losing upon death. Mina isn\u2019t nearly as punishing, however, as you can quickly gain multiple Sparks that will prevent you from losing your Bones on death, getting stuck inside the enemy that killed you or in the room where you died until you can recover them. This leads to a loop familiar to Souls players that\u2019s just as hard to resist here: Do you delve deeper on this outing, getting more Bones and items, or do you run back to the nearest save point and \u201cBone Up\u201d first? <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Boning Up allows you to spend an escalating amount of Bones to level up either your main weapon attack, defense, or Sidearm attack, with a fourth option to store the Bones for safekeeping in a \u201csavings account\u201d of sorts, which is impervious to death. I found that going all in on attack was the best bet early, and did a fair amount of grinding to do so. <\/p>\n<figure class=\"jsx-313219616\"><img decoding=\"async\" alt aria-hidden=\"true\" role=\"presentation\" class=\"progressive-image article-image article-image-full-size jsx-1809694635 jsx-2338608387\" loading=\"lazy\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.gif\" data-cy=\"progressive-image\"><figcaption data-cy=\"caption\" class=\"caption jsx-1762799490 jsx-479945570 article-image-caption\">Whipping up some trouble in Mina the Hollower.<\/figcaption><\/figure>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Finding grinding spots proved a major component of Mina, which I had a lot of fun with in the late game especially. It was cool to feel slightly OP at times if I found a really good spot, though that does mean pushing through the already tough intro first. Dumped into the open world after the on-rails opening area, you are nudged in the direction of the Crypt to the east of Ossex as your first dungeon, but the path there is really, really hard at starting levels. Once I hit an area with a particularly invincible-feeling set of knight enemies, I was caught a bit off guard by Mina\u2019s difficulty curve. But fear not: This first hurdle is also the biggest, and it can be solved simply by spending some time to level up your attack, maybe some defense, and look for secrets. <\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">The healing system presents an amusing gamble that I ended up loving.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">This is because Mina starts to throw a <em>lot <\/em>more Trinkets at you, as well as opportunities to score Bones naturally as you explore. In this way, Mina, which is a very hard game, sets itself apart from another recent 2D action game notorious for toughness: Hollow Knight: Silksong. In Silksong, your primary options are usually to \u201cget good\u201d or just go somewhere else. There are items and upgrades to find, but grinding just to level up your stats doesn\u2019t exist, and that limitation made that particular Metroidvania-with-bugs feel less open than something like a Castlevania: Symphony of the Night.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">In contrast, Mina let me solve difficulty checks like bosses in multiple ways, which I appreciated a lot. You can certainly learn a tricky boss\u2019s patterns, or you can grind for Bones to up your attack and then absolutely<em> roll it<\/em>. Alternatively, you could play with your Trinket build until you find some combo that makes that particular boss a breeze. All of these upgrades really matter: Enemies that take 10 hits could take half that after a Bone Up, and then half that again, so just finding a clever grinding spot can make things much easier. Crucially, that grinding feels perfectly tuned to allow for multiple playstyles, not like a slog you are forced into.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Your healing and life bar also owe a debt to Dark Souls, but there\u2019s a really fun and twisted\u2026 twist to it. You have a stock of health potions called Plasma Vials, but you can only replenish your health bar if you attack enemies. Each hit you land fills in the missing section of your bar with a yellow part called Plasma, and that Plasma can then be converted into good old fashioned red health when you use a Vial. So that means if you are getting low on health, you <em>have<\/em> to go on offense. There are a few environmental items that can help you heal, and Trinkets can once again play with Vials and Plasma in cool ways, but the core healing system presents an amusing gamble that I ended up loving \u2013 and making plenty of wrong bets on. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Of course, every Souls-inspired game also has its version of a save point that both heals you and restores all the enemies to the world. Mina\u2019s is cute and clever: A tiny \u201cUnderlab\u201d specific spots let you burrow down to where you can use stored Bones to level up, swap Trinkets, and change weapons. The main loop of Mina becomes centered largely on whether or not you can make it to (or find) the next Underlab, or whether you should retreat to the last one you visited. This sets up that ultra-tense, risk-vs.-reward version of exploration that makes so many games so appealing and hard to put down, from Resident Evil to Metroid. After each successful outing, you\u2019ll think, \u201cJust one more try \u2013 at least I know where the enemies are now!\u201d A neat twist to Mina\u2019s Underlab is that you can outfit it with things like a way to store Sidearms, replenish your Joules, and even look at a rudimentary map that tracks collectibles by region.<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">Speaking of maps, Mina does not have a detailed, room-by-room one to pore over for secrets. While this makes it a lot more like Dark Souls and Bloodborne in terms of the sheer, terrifying unknown of what\u2019s ahead, it cuts out Zelda, Metroid, or Castlevania\u2019s ability to constantly probe the edges of a pause-screen map to sniff out some collectible hidden past a breakable wall. There are plenty of secrets out there; you just have to probe every element of a room in order to find them. This helped me focus on the combat, platforming, and survival, which I did appreciate, but filling out a map is one of my favorite activities in any game. However, I didn\u2019t miss it as much as I thought I would since it significantly ups the challenge of finding secrets in a fun way. (And over at IGN Guides, you know we are hard at work on a map, so you will have an option I didn\u2019t!)<\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">A game with so many disparate influences like this always runs the risk of becoming a mishmashed hodgepodge, but Mina\u2019s inspirations are all <em>awesome<\/em> choices that mix well together. The result is a sort of Breath of the Wild moment for top-down adventure games: Mina takes a bunch of ideas found in the most popular open-world games of the modern era and squishes them into the \u201890s Zelda mold. What comes out is a game Nintendo would be too scared to make, FromSoft has already tried, and Konami gave up on for two decades.<\/p>\n<div class=\"display-title jsx-684634384 jsx-2659527929 quote-container\" data-cy=\"quoteBox\">Despite being so referential, Mina is actually quite unpredictable.<span class=\"stack jsx-2959124702 jsx-326843967\"><span>\u201c<\/span><\/span><\/div>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">And despite being so referential, Mina is actually quite unpredictable, and frequently plays up the element of surprise. These surprises can be small: A giant hand pulls you into a shop; some creep just <em>shows up<\/em> in your Underlab; a freaky clown jump scares you only to tell a dad joke. Or they can be really big. While I obviously won\u2019t spoil anything here, Mina\u2019s triumphant ending is its biggest surprise of all. It may set up more questions than answers, but this conclusion and the run up to it is undoubtedly one for the books, full of excellent twists I didn\u2019t see coming. And darkness \u2013 \u201cTenebrous Isles\u201d is accurate. Look it up. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">To get to that ending takes a while, too. After 23 hours, I rolled credits with 72% completion and immediately started into New Game+ to find all the stuff I didn\u2019t the first time around. Those 23 hours were more than enough for me to fall head over heels for Mina, but there\u2019s<em> a lot more<\/em>, too. You can go for 100% completion within your original save thanks to a clearly labeled point of no return \u2013 but what\u2019s interesting is that, since your completion rate and all the treasure you\u2019ve found will carry over into New Game+, you can continue to chip away at that 100% goal in your new save as well. Returning to boss fights with all your gear or noticing that crack in a wall you forgot to delve into the first time around is a blast. I\u2019ve never played a game that allows you to do a second playthrough with a bunch of chests sitting there open, while others remain undiscovered. It\u2019s extremely cool. <\/p>\n<p data-cy=\"paragraph\" class=\"paragraph jsx-2269604527\">On top of that, each New Game+ through the <em>seventh run <\/em>has unique permutations: The initial version I\u2019m on now has far fewer save spots, making runbacks an absolute killer (which, blissfully, is not a concern at all in the base playthrough). And for you oldschool cheat code fans, there\u2019s a massive menu of modifications to turn on and off, which range from goofy to helpful. You can even toggle on a sort of &#8220;God mode&#8221; for when you get stuck \u2013 just remember that this disables the \u201cFeats\u201d (achievements) system. I left it alone for that reason, but started a new save up just to mess around with it, and it\u2019s fantastic for making Mina more accessible.<\/p>\n<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<div class=\"media_block\"><a href=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.jpg\"><img decoding=\"async\" src=\"https:\/\/imdbnews.ir\/wp-content\/uploads\/2026\/05\/mina-the-hollower-review.jpg\" class=\"media_thumbnail\"><\/a><\/div>\n","protected":false},"author":1,"featured_media":9800,"comment_status":"open","ping_status":"closed","sticky":false,"template":"Default","format":"standard","meta":{"footnotes":""},"categories":[49],"tags":[60,51],"class_list":["post-9799","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-49","tag-awakening","tag-51"],"_links":{"self":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/9799","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/comments?post=9799"}],"version-history":[{"count":1,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/9799\/revisions"}],"predecessor-version":[{"id":9801,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/posts\/9799\/revisions\/9801"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media\/9800"}],"wp:attachment":[{"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/media?parent=9799"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/categories?post=9799"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/imdbnews.ir\/index.php\/wp-json\/wp\/v2\/tags?post=9799"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}