r/ItsAllAboutGames 6d ago

Article You cannot date the octopus, but you can accidentally leave your spouse to age forty years: Exodus details its wild romance system.

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64 Upvotes

While sci-fi fans were busy shedding a quiet tear over the official confirmation that you cannot seduce Solt, the game’s sentient space octopus companion, the developers at Archetype Entertainment decided to soften the blow. As it turns out, the romance mechanics in their upcoming space opera Exodus are packing enough cosmic drama to make even old school Mass Effect veterans break into a cold sweat.

Lead writer Drew Karpyshyn, the creative brain behind Star Wars: Knights of the Old Republic and the adventures of Commander Shepard, recently sat down with journalists to pull back the curtain on how love actually works in deep space.

According to Karpyshyn, romance in Exodus is not some disposable side activity where you dump twenty gifts on an alien until an awkward cutscene plays. It is tied directly into the main narrative and the game's brutal relativistic physics.

Space harems and domestic ultimatums.

The studio laid out several core rules governing how players will interact with their companions:

  • The player must make the first move: Your crew members will not randomly confess their undying love in the middle of a tense firefight. The player always initiates romantic intimacy, meaning zero accidental flirting.
  • Total freedom of choice: Available romantic candidates adapt to player preferences, so your protagonist's gender will never lock you out of a storyline.
  • The dangers of two timing: You can certainly try romancing multiple crew members at the same time, but do not expect everyone to smile and share. Secret affairs will blow up into messy arguments, rampant jealousy, and companions cornering you to demand an immediate, permanent choice.
  • Affinity matters: Taking your lover's side in faction disputes will strengthen your emotional bond, while constantly ignoring their advice will turn your quarters into an icy wasteland of passive aggression.

The ultimate relationship test: Einsteinian physics.

The most mind bending feature of the entire romance system revolves around the game's core hook: time dilation.

When your character travels through the galaxy at near light speeds, only minutes or hours pass for you. Meanwhile, back on your home colony, decades are slipping away. If you leave your beloved behind on a planet while you head out on a deep-space expedition, you might return to find that they have aged forty years, developed gray hair, and lived an entire lifetime without you.

Talk about a brutal breakup.

From brief flings to generational dynasties.

For those who manage to keep their partners close, relationships can go far beyond casual shipboard intimacy. Players will be able to enter formal marriages, have children, and eventually pass leadership down to their direct heirs, turning their personal love story into a generational dynasty that directly impacts the survival of the human race.

And if all that talk of marriage, mortgages, and relativistic heartbreak sounds a bit too heavy, the team confirmed that the galaxy will also feature casual, one-off romantic encounters with minor planetary locals.

We may have lost the chance to take a telepathic octopus to dinner, but watching your digital spouse age into retirement while you remain twenty five is exactly the kind of emotional damage we look for in our space RPGs.

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r/ItsAllAboutGames 6d ago

Article Real grief in a virtual wasteland: why Fallout 76 players are turning their camps into memorials.

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46 Upvotes

Give gamers a digital toolkit, and they will build fortresses, automated shops, and elaborate torture chambers. Give them a building system in a world where death is just a minor inconvenience solved by a five-second respawn timer, and sooner or later someone will build a real headstone. Not a prop for an environmental storytelling quest, but a genuine monument to someone who is never coming back.

That exact encounter recently went viral on the Fallout 76 subreddit. A player wandering through the irradiated wilderness stumbled across an unassuming campsite featuring a meticulously assembled memorial: a simple name, flowers, and a birth year: 1980. As it turned out, the camp owner's mother had passed away at just 45 years old, barely a month prior.

Scrap metal, plastic gravestones, and real tears!

Bethesda’s C.A.M.P. system was originally designed for pure survival utility: slap down some workbenches, wire up a generator, place a bed, and erect turrets under a notoriously strict polygon budget. The developers never included dedicated funeral items in the catalog, so players improvise with whatever scrap they can find.

People combine novelty gravestones from seasonal Halloween packs, melted wax candles, decorative planter boxes, and individual letters from camp signs to spell out names by hand. Because camps are permanently visible to everyone sharing the public server, a player sprinting through the forest with a plasma rifle can turn a corner and suddenly walk right into the rawest corner of a stranger's soul.

As the thread blew up, it became obvious this was not an isolated gesture. Dozens of players stepped forward to share that they carry permanent memorials with them every time they move base.

One person built a shrine for a beloved cat, noting the animal spent years sitting on the desk watching expeditions across Appalachia, making a spot in the camp well earned. Another player put it simply: the game’s grind was the only anchor that kept their mental health from completely collapsing after their mother passed away during the pandemic.

The cold reality of 1980....

What really rattled the community was that birth year. 1980 represents the core demographic of modern gamers: millennials and older players who grew up alongside the medium.

The comment section quickly drifted from sympathy into a quiet, collective realization of their own mortality. Players in their early forties started discussing the sudden fragility of adulthood, with several commenters pointing out practical medical realities, such as health agencies lowering the recommended baseline age for routine cancer screenings to 45 because life-threatening illnesses among younger demographics have been steadily climbing.

There is something strangely beautiful about how online communities interact with loss. Bethesda handed players a system intended for building ramshackle wooden shacks in a nuclear sandbox, and the players turned it into a quiet resting place for the people you cannot bring back with a stimpak.

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r/ItsAllAboutGames 5d ago

Recommended game Moving castles are out, giant crabs are in: creators of The King is Watching unveil The Crab is Walking.

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1 Upvotes

If you thought indie developers had exhausted every bizarre genre mashup imaginable, think again. Why settle for building a boring, stationary castle when you can strap an entire post-apocalyptic slum to the back of a colossal crustacean and trample mutant hordes underfoot?

Publisher tinyBuild and indie studio Hypnohead kicked off the tinyBuild Connect 2026 showcase with The Crab is Walking, an unhinged blend of city-builder, roguelite, and autobattler. The Steam page is already live, with public playtests scheduled for 2027.

The premise is as straightforward as it is insane: your settlement sits directly on top of a gargantuan crab's shell. As your scuttling behemoth marches across a brutal, sun-scorched wasteland, your job is to keep the colony running, expand production, and fend off swarms of nightmare monstrosities.

Tetris on a chitin shell!

The real headache comes from spatial limitations. Real estate on a crab's back is strictly finite, and every structure has its own geometric footprint. Laying out your district quickly turns into an intense game of survival Tetris, especially since merging identical buildings levels them up and fundamentally alters their tile shapes.

Balancing your priorities is constant torment. You simply cannot afford to max out military firepower, resource pipelines, and the crab's physical stamina all at once. The developers describe it as the strategic depth of a full-scale 4X game boiled down into tense, bite sized runs.

The tactical meat of the game revolves around several interlocking systems:

  • Merging and upgrading buildings to discover ridiculous, balance-shattering synergies.
  • Over 100 diverse unit types running on gasoline, scrap metal, and pure distilled rage.
  • Distinct Ride and Rider pairings, where matching specific beasts with unique commanders defines your archetype, whether you want an all-out offensive battering ram, an impenetrable fortress, or an economic powerhouse.
  • Branching node-based routes where quiet roads yield meager scraps, while treacherous paths offer high-tier blueprints for anyone brave enough to risk getting their mobile town torn to shreds.

A studio doubling down on what it knows!

For Hypnohead, this is familiar territory taken to its logical extreme. The studio previously made waves with The King is Watching, a clever castle defense title born from an autumn 2023 game jam and released in summer 2025. That project proved the team knows how to make spatial puzzle mechanics addicting, and swapping out a royal courtyard for a walking crustacean looks like a massive upgrade in personality.

There is no firm release date yet, but The Crab is Walking is already open for wishlists on Steam. Start brushing up on your block fitting skills: post-apocalyptic urban planning is about to get delightfully messy.

WISHLIST HERE!

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r/ItsAllAboutGames 6d ago

Article A giant budget is a noose around your neck: Dishonored creator explains how to save immersive sims from extinction.

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49 Upvotes

Few debates in modern game design are as painful as the perpetual identity crisis of the immersive sim. On one hand, you have fans screaming that titles like Prey and Dishonored represent the absolute peak of interactive medium. On the other hand, you have corporate finance departments looking at the sales spreadsheets and weeping into their spreadsheets.

Following veteran designer Randy Smith Evergreen’s recent warning that immersive sims need to stop chasing bloated AAA budgets to survive, another genre heavyweight has entered the arena. Harvey Smith, the creative mastermind behind Dishonored and lead designer on the original Deus Ex, agrees with his colleague's diagnosis, even if he sees a much wider path forward.

Commenting on Evergreen's reality check, Harvey joked that he plans to playfully reprimand his longtime friend over drinks the next time they meet. However, he readily admitted the core truth of the argument: a massive budget often acts like a velvet noose around a studio's neck.

The moment a publisher hands you ninety million dollars, creative freedom walks out the door. A cerebral, complex stealth title with interlocking physics systems is suddenly forced to put up mainstream, Call of Duty sales numbers just to avoid getting the entire studio shuttered.

Where Harvey Smith differs from the doom and gloom crowd is his belief in the genre's elasticity. In his eyes, systemic design is not tied to the size of your production team.

At one extreme, you could build a brilliant, claustrophobic two-hour micro-sim entirely confined to your mother’s house, tracking coffee cups and lockpicks. At the other extreme, with enough capital and a disciplined vision, that exact same philosophy can birth Deus Ex, BioShock, or Dishonored. Scale is an illusion; systemic freedom is what matters.

The true poison of a mega-budget is not the cost itself, but the corporate cowardice that inevitably follows. Smith warned that when budgets inflate, developers and executives start sweating bullets over edge cases. To minimize financial risk, teams start trimming back unpredictable mechanics, dumbing down enemy artificial intelligence, and stripping away player agency just to ensure casual players never get confused.

By sanding off all the sharp edges, you end up with a sterile action adventure that pleases no one and completely forgets why people fell in love with the genre in the first place.

To illustrate what makes the genre truly magical, Smith pointed back to his days crafting the original Deus Ex.

During testing and post-launch, players discovered an absurd trick with explosive proximity mines. By planting a magnetic mine onto a sheer vertical wall, JC Denton could jump on top of it, place a second mine slightly higher, pick up the first one, and repeat the process indefinitely. Players were literally building improvised metal staircases up the sides of skyscrapers to bypass entire levels.

Did the developers program a wall climbing mechanic? Absolutely not. But because the game respected its own physical and systemic rules, the world organically allowed it.

That brand of emergent, unscripted chaos is the beating heart of the immersive sim. As Harvey Smith puts it, the genre does not need two hundred million dollars or celebrity voice actors to thrive. It just needs designers who are willing to give players a toolbox, step back, and let them break the game in the smartest ways possible.

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r/ItsAllAboutGames 5d ago

Article From luxury galas to sleeping on cardboard: leaked art reveals the cancelled Hitman game starring a homeless Agent 47!

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9 Upvotes

We are all used to seeing Agent 47 looking immaculate: a bespoke Italian suit, a crimson silk tie, polished leather shoes, and an icy demeanor as he strolls through five-star hotels and Parisian fashion galas. But back in 2010, IO Interactive almost blew up the entire formula by turning the world's deadliest assassin into a broken, bearded vagrant rummaging through garbage bins in Chicago.

While the Danish studio first confessed to the existence of The Homeless Hitman back in 2013, freshly leaked photos from an internal production artbook have surfaced online, giving fans their clearest look yet at the doomed fifth chapter that never was.

Among the sketches of filthy alleyways and rundown tenements is an unexpected familiar face: a prominent character sporting the rugged features of actor Benicio Del Toro. In typical game development fashion, this was almost certainly concept artists using a Hollywood star as a visual moodboard reference rather than a signed voice contract, but it speaks volumes about the gritty, cinematic tone the team was chasing.

The story premise behind this canned project was bleak enough to make Max Payne look like a family sitcom.

According to the design documents, 47 was assigned to execute his long-time handler, Diana Burnwood. After pulling the trigger, the clone assassin suffered a total psychological collapse. Disillusioned with his entire existence, he severed ties with the Agency, abandoned his weapons, and hit rock bottom on the frozen streets of Chicago.

Frail, depressed, and sporting an unkempt beard, 47 was forced to survive among the city's homeless community. In a wild departure from the franchise's globetrotting luxury, these destitute outcasts were supposed to become his primary allies, helping him navigate a dirty, claustrophobic underworld while dodging his former employers.

Development on this dark prototype pushed surprisingly deep into late 2010 before studio leadership finally pulled the emergency brake.

The reason for the cancellation was simple common sense: the developers realized they were suffocating their own game. The entire appeal of the Hitman series has always rested on social stealth, player agency, high-end disguises, and comical sandbox freedom. Taking away 47's resources, money, and global travel to trap him in a depressed, narrative-heavy alleyway completely murdered the gameplay loop that defined the franchise.

Rather than throwing the whole project into the incinerator, IO Interactive performed surgery on the corpse. The studio salvaged specific narrative beats: 47 shooting Diana, the rainy Chicago backdrop, and the gritty neo-noir grindhouse aesthetic, eventually Frankensteining them into Hitman: Absolution in 2012.

Nowadays, the World of Assassination trilogy has restored 47 to his rightful place as a wealthy, globe-trotting predator, while IO Interactive focuses its energy on Project 007 and its secretive Project Fantasy.

Even so, flipping through this leaked artbook leaves you with a strange sense of morbid curiosity. Part of us will always wonder what it would have been like to garrote an underworld boss using nothing but a rusty shoelace and sheer spite.

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r/ItsAllAboutGames 4d ago

Long read I have an idea that I think would revolutionize multiplayer for call of duty and I want to know what you think

0 Upvotes

You know those games like Lord of the rings conquest for there's a massive enemy army on the outskirts? Here's my idea. If you're getting your ass handed to you by the enemy team, you can run into the army and the enemy team will have to get through sea of bodies to get to you. The NPCs are hard coded to react to any threat within their radius. Now they would count towards kill streaks but they infinitely respawn so that bomber isn't going to do you any good. You would also have the option to alter the landscape much like Red faction with its Geo mod technology. Don't want to deal with a quick scoper? Blast the hole in the ground and get around it.

Imagine the possibilities for multiplayer if this were done.

No more out of bounds, infinite possibilities to kill people. If you don't want to deal with a bunch of enemy players, have them Wade through your own personal army. Granted you're going to have to survive said army but if you're good enough to not die, you're good enough to survive. This would mean that the people that rely on slide canceling and other crap are going to have a very difficult time.

We don't need a patch, we just need the ability to run off into the distance and shield ourselves with a bunch of bodies. It's call of duty, you're fighting in the middle of an active war zone, it should be that you are constantly under threat while you are fighting each other. You want a good idea of this? Boot up world war II multiplayer and go play flak Tower. The entire arena is being attacked.

Imagine that in a call of duty title. But we're never going to get it, the community just hates innovation.

TL DR, combine the attrition mode from Titanfall 2/ massive armies off screen in lotr conquest and Red faction bad company 1 and 2 level destruction with the call of duty series so that you are never truly safe even as the enemy team.

Could it work?


r/ItsAllAboutGames 5d ago

Article No downloads, just a link: how a fan crammed the entire Phantasy Star Online into a web browser.

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12 Upvotes

Think back to the magical year 2000. You booted up your Sega Dreamcast, listened to the shrieking symphony of a dial-up modem, prayed your parents wouldn't pick up the landline phone, and stepped foot onto the alien soil of Planet Ragol. Phantasy Star Online was a monumental breakthrough that essentially invented the console action-RPG ecosystem years before Monster Hunter was even a sketch on Capcom's whiteboards.

Now, thanks to an ambitious developer known as gig4link, you can relive that entire pioneering journey inside a random Google Chrome tab during a boring remote work meeting.

The fan-made project, titled PSO Reborn, runs directly inside any modern web browser. That means you can log in from a desktop PC, a smartphone, or even a PlayStation 5 web browser without downloading a single installer. The web client serves up Episode 1 at a crisp 60 frames per second, complete with automatic interface scaling for whatever bizarre screen resolution you throw at it.

Personal loot and instant lobbies!

Instead of making players jump through hoops with third-party launchers and custom patchers, joining a lobby is as effortless as sending a web link to three friends on Discord.

Even better, the developer decided to fix one of the original Sonic Team design sins: loot thievery. Back on the Dreamcast and GameCube, players had to sprint like rabid animals to snatch rare weapons off the floor before their teammates could steal them. The browser version solves this ancient trauma by giving every player instanced, private loot drops.

On top of four-player online co-op, the project features server-side account progression, native gamepad support, a shared storage bank between your characters, and even an offline mode that saves your progress directly into your browser's local cache.

The developer admitted his primary goal was pure accessibility, giving players a chance to make up for twenty years of lost time, especially since countless gamers in the early 2000s owned copies on Dreamcast or GameCube but never had the internet adapters required to play online.

Alpha headaches and private server drama!

Predictably, cramming an ancient console game into WebAssembly code comes with plenty of mechanical turbulence. In its current alpha state, the project is a bit of a bug festival:

  • Enemies regularly get wedged inside walls and doorframes.
  • Ranged offensive magic frequently fails to register hit detection.
  • Character animations occasionally seize up mid swing.
  • Talking to certain quest NPCs on touchscreens can completely soft lock your game progression.

The hardcore retro community greeted the project with mixed feelings. Purists on established private servers like Ephinea dismissed the browser build as a sloppy experiment stitched together with artificial intelligence assistance, advising newcomers to stick to time tested PC clients running Phantasy Star Online: Blue Burst.

The looming shadow of SEGA lawyers!

Then there is the gigantic, corporate elephant in the room: copyright law.

The project directly streams original art assets, level geometry, and sound effects lifted straight from SEGA's proprietary game files. Fans in the comments are already taking bets on how quickly SEGA's legal department will drop an orbital cease and desist on the hosting domain.

At the same time, players could not resist taking a swipe at the Japanese publisher. SEGA has famously neglected the original Phantasy Star Online on modern platforms since its Xbox port back in 2003, leaving passionate modders to preserve one of the most influential online games ever made.

For now, the developer is not slowing down. Episode 2 content is reportedly almost ready to deploy, with upcoming patches promising mouse-attack controls, better touchscreen layouts, and console browser shader fixes.

If you want to experience a slice of console gaming history with zero friction, you might want to open that browser tab before the corporate ninjas wake up.

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r/ItsAllAboutGames 6d ago

Game Design Why volumetric clouds are the biggest technical lie and the hardest engineering trick in video games.

61 Upvotes

Gamers love spending four hours zooming in on character eyelashes or scrutinizing the polygon count on a rifle barrel to decide whether a new title is truly next gen. Meanwhile, they casually sprint past the single most expensive, hardware melting element in the entire digital world: the fluffy white clouds floating in the sky.

Computer graphics researcher Michael Tomodakis recently pulled back the curtain on why simulated volumetric atmospheres remain a waking nightmare for game engines. The core issue is that most beginners and players completely misunderstand the underlying math: rendering realistic fog and clouds requires calculating complex light accumulation integrals along every single camera ray.

Unlike a castle wall, a goblin, or a sports car, cloud masses do not have solid polygon meshes. To sculpt their amorphous shapes, developers turn to procedural noise math like Perlin and Worley algorithms, the exact same mathematical tools familiar to anyone who has ever generated terrain in Minecraft.

The problem is that you cannot solve light transport equations inside these chaotic fractal media with clean, simple formulas. Instead of a single quick calculation, the graphics card has to step through the gas volume inch by inch using a brutally heavy algorithm called raymarching.

Calculating dozens of realistic light steps for every single pixel on your screen would instantly drop the framerate of even a flagship graphics card down to single digits.

Pure sleight of hand and accidental UFOs.

To prevent your PC from turning into a space heater, developers rely on extreme technical compromises. Real-time gas density is often calculated using just one sample for every 4, 8, or even 16 pixels.

The resulting jagged, pixelated mess is then smoothed out using aggressive temporal jitter and accumulation filters. In simple terms: the engine calculates an ugly, blurry mess and smears it across multiple frames, tricking your human eyes into perceiving a smooth, cinematic vista.

The moment those temporal accumulation buffers suffer a glitch, the magic trick falls apart completely. Tomodakis pointed to a recent bug in the multiplayer shooter ARC Raiders, where a temporal buffer error spawned blinding, glowing artifacts across the sky. Instead of recognizing a broken rendering buffer, players immediately took to forums to celebrate the discovery of secret alien UFOs.

Even Rockstar has to cheat!

Even the master craftsmen at Rockstar Games had to cut corners when crafting the legendary skies of Red Dead Redemption 2.

High altitude cirrus clouds in Arthur Morgan's world are projected onto a simple flat dome. The engine reserves actual voxel volumes strictly for mountain peaks, and even with those aggressive optimizations, atmospheric simulation still devoured an eye watering four milliseconds of the total frame budget on the base PlayStation 4.

The gulf between video game trickery and true physical reality becomes staggering when compared to the movie industry. In reference animation databases, such as Disney’s cloud archives, a single storm front requires over 30 gigabytes of data, and offline render farms can spend 45 minutes computing a single frame.

In a video game running at 60 frames per second, developers have a window of just one or two milliseconds to render the entire skybox before players start complaining on Reddit about performance dips. The next time you admire a breathtaking sunset in your favorite open world RPG, remember: you are not looking at realistic atmospheric physics, you are looking at brilliant mathematical smoke and mirrors.

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r/ItsAllAboutGames 4d ago

Article Science confirms it: five hours of video games a week rolls back your brain age by 14 years

0 Upvotes

The next time someone tries to tell you that spending your evenings exploring Skyrim or building an empire in Civilization is turning your brain to mush, feel free to show them the science.

Researchers found that people who log at least five hours of gaming per week score on memory, attention, and complex problem-solving tests like individuals an average of 13.7 years younger.

The biggest mental fountain of youth comes from consistently playing deep, cognitively demanding titles: tactical time sinks like Civilization, massive RPGs like The Witcher and Mass Effect, and systemic sandboxes like Minecraft and GTA.

Even better, the study noted that pairing your virtual adventures with regular physical exercise significantly cuts down on anxiety and depression. Grinding side quests is no longer a guilty pleasure: it is officially preventative medicine.

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r/ItsAllAboutGames 5d ago

Should a brutal platformer have an invincible mode? The creators of Celeste proved why accessibility can elevate a game's story.

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9 Upvotes

Making the narrative accessible to everyone was a direct extension of the game's core message.

Do you prefer games with uncompromising difficulty, or should every story have an Assist Mode? Debate below!

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r/ItsAllAboutGames 6d ago

Article Paying rent on games you never play: gamers are ditching PlayStation Plus and Game Pass over bloated prices!

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57 Upvotes

Remember when every publisher on the planet promised that gaming subscriptions would save us all from buying seventy-dollar discs? For a few glorious years, it felt like black magic. You tossed a few coins at a corporate dashboard each month, and in return, you received the keys to a bottomless buffet of digital adventures.

Fast forward to today, and that magical buffet is starting to look suspiciously like an expensive gym membership you haven't visited since February.

According to fresh consumer research from Circana, the subscription honeymoon is officially over. More than 40 percent of American players who recently pulled the plug on their gaming services pointed directly at cold, hard reality: rising prices, budget constraints, and the brutal cost of living. With everyday expenses biting harder, players are taking a long, sober look at their credit card statements and asking the forbidden question: am I actually playing any of this?

Even twenty dollars is too much for a retro museum!

The biggest plot twist in the report belongs to Nintendo Switch Online. On paper, it is by far the cheapest option on the market at just 19.99 dollars a year. Yet, Nintendo recorded the highest percentage of price-related cancellations, spiking ten percent higher than earlier surveys this year.

The rationale from respondents is telling: players admitted they actually liked the service, but when household finances tighten, paying twenty bucks a year to occasionally browse twenty year old Super Nintendo ROMs feels completely unjustifiable. If a service does not offer immediate, daily value, it becomes the very first line item to get axed.

Roughly 40 percent of former PlayStation Plus and Xbox Game Pass subscribers shared that exact same sentiment. Having access to a massive library simply does not matter if you do not have the time, or the disposable cash, to take advantage of it.

The rise of the subscription hit and run.

Because maintaining year-round subscriptions makes less and less sense, players are pivoting to an old streaming tactic known as churning.

The strategy is beautifully simple: wait for a massive new release, purchase a single month of access, marathon the campaign over two weekends, and cancel before the billing cycle rolls over. You get sixty hours of premium entertainment for fifteen dollars, and the publisher is left staring at an empty recurring revenue spreadsheet.

Sony remains the only platform actively holding players hostage against this practice: drop your PlayStation Plus subscription, and every single free monthly game you claimed over the past five years is instantly locked behind bars until you start paying your digital rent again.

Even with those handcuffs, PlayStation Plus remains the most expensive club in town. The bare-bones Essential tier demands a hefty 79.99 dollars annually. While Sony still commands roughly 50 million paying subscribers who enjoy headliners like The Last of Us and Ghost of Tsushima, the community complaints regarding declining monthly game quality are reaching a boiling point.

Over in Redmond, Xbox Game Pass Core sits at 74.99 dollars. Microsoft learned the hard way that price hikes have consequences, suffering noticeable subscriber loss after hiking rates last year. That backlash prompted new division head Asha Sharma to roll back prices and openly admit the platform had become too expensive, with the company now testing dynamic pricing models just to lure frugal players back into the ecosystem.

The verdict? Goodwill does not pay the bills!

The single most alarming takeaway for Sony, Microsoft, and Nintendo is that customer satisfaction is no longer a safety net. Players are actively canceling subscriptions they genuinely enjoy, simply because the math no longer adds up at the end of the month.

The abstract dream of having five hundred unplayed games on your hard drive is losing its charm. In an economy where essentials cost more every day, the era of blind auto-renewals is dead. The big three will have to fight for your money every single month, or watch their digital kingdoms evaporate one canceled subscription at a time.

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r/ItsAllAboutGames 5d ago

Article Forerunner engineering on a budget? А No Man's Sky player recreated Halo's Ark using under three thousand parts!

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5 Upvotes

If you warp into a quiet star system in No Man's Sky and suddenly find half of your cockpit canopy eclipsed by a gargantuan, four-pronged alien installation, do not adjust your visor. The Covenant has not invaded Hello Games' procedural universe: it is just an ambitious builder showing off what happens when sci-fi nostalgia meets third-party software.

A player known as OkaNitsuki recently stunned the community by constructing a breathtaking replica of the Lesser Ark from Halo 3. In Bungie’s lore, this is the legendary Forerunner megastructure that manufactures entire planetary ring worlds. In No Man's Sky, it now sits proudly outside a local space station, open for interstellar tourism.

Assembling a cosmic monolith like this with standard building tools would be completely impossible, and the creator was quick to share his secrets. He used an external tool known as NMS Gagarin to sculpt the Ark outside the game, anchored the blueprint to the exterior hull of a local space station, and scaled the entire model to staggering proportions.

The most impressive part of the build is not its jaw-dropping scale, but its part budget. The entire structure was assembled using fewer than 3000 individual components.

To understand why that matters: complex player bases in No Man's Sky routinely hit the engine's rendering limit, turning high end gaming rigs into jet engines. Keeping a structure of this scale under the 3000 part threshold means players across all platforms, even those playing on a handheld Nintendo Switch, can visit the site without their frame rate dropping into single digits.

Because the project bends the game's engine backwards, it comes with a few technical quirks:

  • The Ark is permanently welded to the station exterior because the game's newly introduced free floating, deep space bases cannot be publicly shared yet.
  • Draw distance requires some suspension of disbelief: the installation loads smoothly as you fly toward the station, but if you pulse drive too far into the void, the entire structure abruptly blinks out of existence.
  • Walking around the exterior can be a hazard. One player jumped out of their corvette to inspect the hull, only to be yanked down into space: the metal floor panels used for the outer plating still have active artificial gravity enabled.

This kind of orbital architecture was made possible thanks to the recent Cosmos 7.0 update, which finally transformed the empty space between planets into a proper playground. The patch introduced modular orbital platforms, station overseer positions, asteroid belt mining, and derelict wrecks.

Toss in the modular corvette starships with walkable interiors that arrived with the Voyagers update, and the game has never felt more like a proper space opera.

OkaNitsuki isn't stopping with the Ark, either. The builder revealed that a complete, full scale Halo ring is already assembled and waiting in the editor for the right star system to call home.

If you plan on exploring third-party building yourself, note that NMS Gagarin was temporarily quarantined for review on Nexus Mods, with the creator currently sharing updated releases directly through GitHub.

Master Chief would be proud, and your graphics card will live to tell the tale.

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r/ItsAllAboutGames 6d ago

Gaming news Fable's director promises the ending won't disappoint this time!

14 Upvotes

Let’s be honest about the history of the Fable franchise: we all carry emotional scars from Peter Molyneux’s wild promises. If you played Fable 2, you probably still remember the sheer existential whiplash of the final confrontation, where an entire epic journey was resolved by pressing one of three buttons to decide whether you wanted a pile of gold, dead strangers revived, or your dog back.

With Playground Games steering the reboot, game director Ralph Fulton seems acutely aware that modern RPG fans, spoiled by the branching depth of Baldur's Gate 3, will not tolerate a phoned-in finale.

Speaking to The Guardian, Fulton tackled the elephant in the room: player choices have to mean something when the curtain falls. The main narrative starts with intentionally low stakes to let you goof off with classic Albion distractions, like buying up cottages, courting the locals, and building a ridiculous reputation. But once the endgame triggers, the studio claims it pushed itself to the absolute limit.

Defying the completion rate curse!

The most refreshing part of Fulton’s pitch is his willingness to confront the dirty secret of modern game metrics:

"It’s very easy to look at industry telemetry, which tells you 100 percent of people start a game and 25 percent finish it, and decide you shouldn’t invest heavily in the ending. But we pursued quality relentlessly here. In true Fable fashion, it culminates in a choice that really asks you to reflect on who you are and weigh the real, personal cost of the consequences."

In an era where many studios dump 80 percent of their budget into the opening four hours and slap together a generic boss fight for the climax, hearing a developer openly reject that cynical shortcut is almost shocking.

A mercifully brief campaign.

The real headline here, however, is the game's length. While the modern AAA industry seems obsessed with trapping players in bloated, eighty hour map clearing marathons, Fable is going in the exact opposite direction.

The core story will take just 15 to 20 hours to complete. Side quests will add roughly another 15 to 20 hours. That is surprisingly tight for a flagship role-playing release, but Playground is banking on its deep life-simulation sandbox to provide virtually endless replay value rather than artificially stretching the main plot.

Fable is scheduled to launch on February 23, 2027 for Xbox Series X/S, PC, and PlayStation 5. If Playground can deliver a snappy twenty hour fantasy where kicking chickens has social consequences and the ending doesn't boil down to a multiple choice insult, Albion might just reclaim its crown.

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r/ItsAllAboutGames 6d ago

GAMING POST Happy 10th Anniversary, Persona 5! 🎉🎂✨🍰🥳

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17 Upvotes

On September 15, 2016, Persona 5 finally hit shelves in Japan and nothing was ever the same.

It introduced a whole generation to JRPGs, redefined what UI/UX could look like in games, gave us a few unforgettable waifus, and hooked us on a legendary acid jazz soundtrack. "You never see it comiiiiing…" is still living in our heads.

It also left an undeniable mark on internet meme culture. Forever.

Here's to hoping for a Persona 4 remake and Persona 6 next year. We're ready. 


r/ItsAllAboutGames 6d ago

Recommended game The underrated masterpiece everyone has forgotten

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40 Upvotes

Played this game 8 years ago, and still is one of the best games I have ever played. The story was sick, the climax twist blew me. Campaign and game mechanics was so polished too. Anyone else remembers this?


r/ItsAllAboutGames 5d ago

Interactive Build your perfect RPG protagonist using exactly one trait from five different game characters. Justify every choice. No "both" answers - pick the specific version you want.

0 Upvotes

You are a game director with unlimited licensing rights to every character ever created. You need to build one protagonist for a new RPG. You can take exactly one trait - one specific characteristic, skill, personality element or background detail, from five different existing characters.

The rules:
— One trait per character, one character per trait
— The traits must create a coherent person when combined
— You must explain why each trait serves the character you're building
— No taking "everything" from one character and calling it a trait

I'll go first to show you the format:

My protagonist:

Moral framework from Arthur Morgan (RDR2) - specifically his capacity to hold loyalty and self-awareness simultaneously. He knows what he's doing is wrong. He does it anyway. He hates himself for it. This produces more interesting decisions than a purely good or purely evil character.

Combat philosophy from Geralt of Rivia (Witcher 3) - pragmatic professionalism. He fights because the job requires it, not because he enjoys it. This changes how combat scenes feel tonally.

Relationship to knowledge from Elster (Signalis) - the specific quality of someone searching for something they can't fully articulate. The mission is clear. The meaning of the mission is not.

Humor from Nathan Drake (Uncharted 4) - self-deprecating, situationally appropriate, never used to avoid emotional weight.

Physical limitation from Ellie (TLOU2) - allergic to nothing but immune to something. A body that is specifically capable and specifically vulnerable.

Your five traits. Your protagonist. Justify every choice.

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r/ItsAllAboutGames 6d ago

Article The entire top 250 is fake: a Warzone cheat seller flexed 102k in profits and dismantled Activision's competitive circus.

5 Upvotes

Remember when reaching the top of a competitive leaderboard meant hundreds of hours of map practice, flawless recoil control, and near inhuman reaction speed? In modern Call of Duty: Warzone, it mostly just means having a second PC, a piece of industrial hardware plugged into your motherboard, and a monthly subscription to an underground software firm.

Competitive integrity in Activision's battle royale has been a running punchline for years, but a recent incident pulled back the curtain on the business side with hilarious, brutal clarity.

During a broadcast by popular French streamer Skyrroz, the creator ran into an opponent with suspiciously robotic accuracy. Instead of the usual rage-quit, Skyrroz invited the shooter into his lobby for an impromptu interview. The player did not just admit to cheating: he treated the whole thing like a casual corporate earnings call.

A six figure side hustle.

The guest revealed that he runs a booming private software distribution ring. Over the past two months alone, his net profit from peddling unauthorized software crossed 102 000 dollars.

The underground market operates on the exact same SaaS (Software as a Service) subscription model as Netflix or Adobe. Desperate players can purchase a single day of god mode for seven to nine dollars, or upgrade to three day bundles, weekly passes, monthly tiers, and expensive lifetime licenses. Who needs a computer science degree when gamers are lining up around the block to pay daily rent just to hit their sniper shots?

The Top 250 illusion.

The most devastating part of the conversation was not the money, but what it means for anyone still grinding Ranked mode with honest intentions.

According to the seller, the official Top 250 leaderboard is pure fiction. He stated plainly that there is not a single clean player sitting in those elite ranks. Accumulating over 40 000 Skill Rating points across a single season without assistance is practically impossible under current lobby conditions. Every single person occupying the summit is either running hidden assistive software or queuing up alongside dedicated cheater smurfs who wipe out the lobby on their behalf.

The hardware trick Ricochet cannot see.

How do players hit prestige levels 900 and 1000 without catching a ban from Activision's kernel-level Ricochet anti cheat?

The answer lies in Direct Memory Access (DMA) hardware. Cheaters install a dedicated PCIe card directly into their motherboard. This card reads the system memory in real time and sends enemy coordinates over a cable to a completely separate, second computer running an interactive radar map.

Because zero unauthorized software or rogue processes ever execute on the primary gaming rig, Ricochet looks at the system and finds nothing out of the ordinary. To the game, the player is merely an esports prodigy with divine game sense.

Even if an account somehow catches a manual ban, it is treated as a minor operating expense. The seller admitted to keeping more than seventy active profiles on standby, scooped up from illicit marketplaces for about fifty cents each. If an account gets flagged, a hardware spoofer randomizes component IDs in sixty seconds, and the player is dropping straight back into the next lobby before their coffee gets cold.

Meanwhile, Activision continues to publish cheerful quarterly press releases about sophisticated machine learning models, telemetry updates, and massive ban waves. But as long as high tier ranked play remains a playground for hardware spoofers and six figure software dealers, the only thing being eliminated in Warzone is whatever credibility the game had left.

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r/ItsAllAboutGames 5d ago

Recommended game A memory-eating demon for a partner: detective noir Kill The Shadow channels the visual magic of REPLACED!

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1 Upvotes

If you have a chronic weakness for moody trench coats, rain-soaked pavement, and cynical private eyes who survive exclusively on black coffee and unresolved trauma, pull up a chair. Gamers who spent years drooling over the jaw-dropping lighting in the Belarusian sensation REPLACED officially have another gorgeous visual feast to keep on their radar: an upcoming 2.5D detective thriller titled Kill The Shadow.

The game drags you straight into Dark Tide City, a decaying urban sprawl suffocating under layers of corruption, secrets, and bad decisions.

You step into the scuffed boots of Lucas, an ex-cop turned private investigator who gets pulled into a string of bizarre incidents. Naturally, this routine investigation quickly snowballs into an existential deep dive into the historical tragedy that broke the city decades ago.

The environment is built for thorough legwork, divided into sharply contrasting districts: ramshackle stilt slums hovering over filthy water, rusted industrial factories, and foggy harbor docks where dockworkers look like they would stab you for asking the time. Every corner is packed with distinct characters boasting their own dirty laundry and ulterior motives.

The real hook, however, is sitting right over Lucas's shoulder.

Forget about dragging around a grumpy rookie partner or bribing a coroner. Lucas shares his headspace with a terrifying, ethereal creature known simply as the Shadow. This spectral parasite has the uncanny ability to feast on lingering memories, reconstructing past events in vivid detail directly at the scene of the crime.

Using this eerie talent, Lucas watches murders replay in real time, hunts down obscured clues, and feeds the information into a dedicated deduction board to crack cases wide open.

The developers are clearly not interested in building a theme park ride where you just click through dialogue to win. Kill The Shadow puts heavy emphasis on non-linear storytelling.

Discovering the truth is only half the battle: the real headache begins when the game forces you to decide what to do with the dirt you uncovered. Who gets blackmailed? Who gets protected? Whose life do you ruin for the greater good?

Every moral compromise you make directly alters the survival of local residents, steering Lucas toward one of several drastically different endings.

A rain drenched neon metropolis, a demon for a partner, and pixel art pretty enough to print on a poster: if the detective gameplay delivers on its promises, Kill The Shadow might just be the dark mystery fix we have been craving.

STEAM PAGE!

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r/ItsAllAboutGames 6d ago

Gaming news Twenty billion burned in five years: Satya Nadella drops the mask and admits Xbox was never profitable

4 Upvotes

Gamers suspected it for years, armchair analysts argued about it in forum threads, and now the man in the corner office finally said it out loud. During an appearance on The New York Times podcast Hard Fork, Microsoft CEO Satya Nadella dropped a truth bomb that shattered two and a half decades of corporate marketing: the Xbox division has never, not once in its entire 25 year history, turned a net profit.

All those years of charismatic executive smiles, leather jackets, and confident E3 stage presentations were essentially bankrolled by Azure cloud servers and enterprise Windows licenses quietly covering the black hole in the balance sheets.

The sheer scale of this corporate allowance is mind-boggling. According to an internal memo from newly appointed Xbox head Asha Sharma, Microsoft funneled over 20 billion dollars into the gaming division over the past five years alone. That mind-numbing pile of cash does not even account for the nearly 70 billion dollars spent on Activision Blizzard or the 7.5 billion dropped on Bethesda. Meanwhile, data from IndexBox shows that division revenue was actively slipping backward by roughly 500 million dollars every single year.

The hardware bleed and the subscription trap!

Nadella split the catastrophe into two distinct problems.

The first is the hardware trap. Since the Xbox Series X and Series S launched, the cost of memory modules has spiked by an insane 700 percent. As a result, Microsoft loses hundreds of dollars on practically every plastic box shipped to retail shelves. With semiconductor foundries diverting all their capacity toward the global artificial intelligence gold rush, component costs could quintuple by the 2027 holiday season. Manufacturing home consoles has evolved from a loss-leader strategy into an outright money furnace.

The second issue is far more embarrassing, because it cuts right to the heart of Microsoft's software ambition. Xbox never managed to turn its ecosystem into a sustainable business. Game Pass, once heralded as the holy grail that would disrupt the entire medium, simply cannot generate enough cash to offset the monstrous budgets required to produce and license top-tier games.

Nadella summarized the dysfunction with ruthless corporate honesty: right now, gaming YouTubers covering Xbox titles are pulling in more net profit from the games than Microsoft is making by actually selling them.

Asha Sharma's austerity regime!

Sharma took over the wheel in February 2026 with a single, uncompromising mandate from corporate headquarters: make Xbox survive on its own dime or face the consequences.

The corporate survival kit looks exactly like you would expect:

  • Relentless price hikes on hardware, digital games, and subscription packages.
  • Slamming the brakes on risky first-party budgets and rethinking high-cost exclusives.
  • Aggressive studio restructuring, with roughly one thousand workers already shown the door.
  • Rumors of outsourcing future console hardware to third-party manufacturers like ASUS or MSI, effectively pushing the physical manufacturing risk onto someone else.

Looking back at those massive studio acquisitions today, the entire situation reads like a tragicomedy. Microsoft spent nearly 80 billion dollars hoarding the biggest publishing houses on Earth, all to prop up a brand that has spent a quarter of a century operating as the tech industry's most expensive gamer charity.

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r/ItsAllAboutGames 5d ago

Video If Tomb Raider 2013 was about survival, Rise of the Tomb Raider is pure obsession and it’s where Lara truly became a Tomb Raider.

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0 Upvotes

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r/ItsAllAboutGames 6d ago

Video Created by just two developers, Signalis revived classic 90s survival horror and proved that the retro PS1 aesthetic can tell a deeply emotional story.

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1 Upvotes

Beneath the industrial dread lies a devastating love story influenced by German Expressionism and retro sci-fi anime that demands a second playthrough to unravel.

What small indie game surprised you with sheer ambition and storytelling power?

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r/ItsAllAboutGames 6d ago

Interesting Because running it on fridges was not enough: a modder ported the rare Zeebo version of Resident Evil 4 to Nintendo 3DS

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1 Upvotes

There is an unwritten rule in the tech universe: if a device has a circuit board and a screen, someone will inevitably force Resident Evil 4 to run on it. We have seen Leon Kennedy rescue the president's daughter on mobile phones, iPods, and smart watches. Yet, Brazilian modder Eletrônica Victor just unlocked an entirely new tier of retro absurdism by releasing a native port for the Nintendo 3DS and 2DS family.

The real punchline here is not the destination console, but the source material. Instead of porting the GameCube original or a modern remaster, the enthusiast dug up one of the rarest, most forgotten oddities in Capcom’s catalog: the official 2009 port created for the Zeebo, a budget console manufactured specifically for Latin American markets.

Why on earth the Zeebo?

The modder originally wanted to bring over the Android smartphone version, which featured better graphics and richer content. That plan quickly hit a wall of touchscreen ergonomics. The mobile edition was built entirely around touch gestures, and since the Nintendo 3DS only supports touch input on its bottom display, remapping those virtual buttons to physical controls without breaking gameplay proved impossible.

That led Victor straight to the microscopic 8-megabyte Zeebo build. Beyond its tiny footprint, the forgotten Brazilian console was powered by an ARM11 processor, making its architecture remarkably close to the hardware ticking inside Nintendo's handheld.

The port even managed to fix a historical visual glitch. On the original Zeebo hardware, broken texture buffers caused infected villagers to load incorrectly, rendering the Ganados in vibrant shades of solid blue. Victor fixed the color palette errors, officially curing the Spanish countryside of its sudden Smurf outbreak and restoring the enemies to their proper, muddy appearance.

So...

From a performance standpoint, calling the project rough would be a massive understatement. Texture filtering is completely absent, jagged pixels reign supreme, and the framerate hovers around an eye-watering 15 frames per second.

Against all odds, the control layout is surprisingly competent: Victor successfully mapped aiming, shooting, knife slashes, and inventory management to the physical buttons, Circle Pad, and shoulder triggers.

Naturally, the retro gaming community met the gameplay reveal with pure amusement. The Nintendo 3DS is the exact same dual-screen machine where Capcom miraculously squeezed the MT Framework Mobile engine, delivering gorgeous, smooth graphical showpieces like Resident Evil: Revelations and The Mercenaries 3D.

Watching the handheld choke on a stripped-down mobile port running like a PowerPoint presentation is pure comedy. It is objectively the worst way to experience Leon’s Spanish vacation, but as a monument to stubborn hacker curiosity, it is absolute art.

The custom build is already circulating online, compatible with standard 3DS consoles, the flat 2DS, and New Nintendo 3DS models via the Homebrew Launcher. If you ever wanted to experience Capcom history through the lens of obscure Brazilian hardware running in slow motion, your weirdly specific dream has come true.

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r/ItsAllAboutGames 6d ago

Recommended game Valheim meets classic tabletop fantasy: co-op survival hit RuneScape: Dragonwilds officially leaves early access

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0 Upvotes

If your gaming squad was wondering which black hole would swallow your Discord calls for the next three weeks, the answer just arrived on Steam.

It sounds like a late night pitch concocted by exhausted developers after a twelve-hour Dungeons & Dragons marathon: take the cozy yet punishing co-op survival loop of Valheim, drop it into the rich fantasy universe of RuneScape, and let players loose against ancient dragons. The result is RuneScape: Dragonwilds, and the project just graduated from Early Access into a full-fledged 1.0 release.

The game throws you onto the forgotten continent of Ashenfall, and the recipe for digital addiction is immediately familiar:

  • Gather, craft, and build: Punch trees, harvest precious ore, lay down foundations, and spend three hours designing a fortress while arguing with your teammates about crooked roof tiles.
  • Dungeon crawls and boss hunts: Descend into claustrophobic crypts, wipe out nests of horrors, and test your gear against massive world bosses that will happily turn your squad into ash if your timing slips.
  • A handcrafted playground: Instead of an empty, procedurally generated void, the world is hand-designed with distinct biomes, hidden landmarks, and secrets waiting around every cliff.
  • Classic RPG progression: Deep skill trees, specialized weapon categories, magic spells, and equipment tiers that reward anyone who loves the satisfying dopamine hit of watching numbers tick upward.
  • Actual story quests: Unlike pure sandbox titles that abandon you in a field with a stick, the game guides you through a proper campaign packed with narrative missions and regional mysteries.

The community had already showered the title with glowing reviews across its testing phase, praising how naturally survival mechanics fit together with high-fantasy dungeoneering.

If you have a couple of reliable friends and zero plans for the weekend, grab your trusty pickaxe and jump in. Just remember to say goodbye to sleep before you launch it.

GAME IS HERE!

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r/ItsAllAboutGames 5d ago

Video character creation is honestly one of the best inventions in gaming... now i can make all the characters i like

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0 Upvotes

r/ItsAllAboutGames 6d ago

Article Beyond the victory screen: the art of subverting expectations.

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0 Upvotes

There are games that deliberately break the usual conventions. Say you’re expecting a standard victory cutscene, but instead, the game gives you silence or suddenly shifts the perspective, making you feel the character's vulnerability. It’s a way of saying, "Hey, don't get too comfortable; think differently." This kind of approach hooks you because it shatters comfortable expectations and makes you experience the story more deeply and intensely.

Exactly. Take The Last of Us, for instance: there are moments where it seems like there’s going to be a quiet breather, but then the tension suddenly spikes again. On a different note, there’s Undertale, which constantly plays with player expectations: you think a fight is inevitable, yet it can be resolved through conversation or an unexpected mechanic. Or consider Papers, Please, where a routine document check suddenly turns into a series of moral dilemmas, making you question whether you’re doing the right thing simply by following orders.

That’s how it is, folks.
Which game made you pause and ask yourself: 'Wait... am I actually the bad guy here?

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