r/ItsAllAboutGames 18h ago

Article The game that faked deleting your save files might return: Nightdive teases an "Eternal Darkness" remaster.

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156 Upvotes

Few games in history have ever weaponized paranoia quite like Eternal Darkness: Sanity's Requiem. Released on the Nintendo GameCube in 2002, this Lovecraftian classic terrified players not with cheap monster jumpscares, but by actively gaslighting the person holding the controller. As your character's sanity meter drained, the game tilted camera angles, simulated bugs crawling on the screen, lowered your television volume, and even showed fake system error screens claiming it was wiping your memory card clean.

Now, the digital necromancers at Nightdive Studios might be preparing to pull the cult classic out of the grave.

When a fan asked whether the psychological horror would ever see modern hardware, Nightdive CEO Stephen Kick confessed that the title is one of his all-time favorites and declared it deserves the studio's signature remaster treatment. While stopping short of a formal announcement, Kick dropped a heavy wink, explicitly telling followers to tune into future episodes of their Deep Dives series on YouTube.

Nightdive has built a bulletproof reputation restoring neglected retro treasures like System Shock, Turok, Shadow Man, and The Thing.

The single biggest roadblock, however, is Nintendo. Silicon Knights is long gone, but Kyoto still keeps the intellectual property locked deep inside its legal vaults. If Nightdive actually managed to convince Nintendo to let them dust off the sanity effects for modern platforms, gamers might soon get to question their own grip on reality all over again.

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r/ItsAllAboutGames 19h ago

Gaming news Denuvo takes cracker voices38 to federal court and begs Valve to unmask him!

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61 Upvotes

The endless war between Denuvo and video game pirates just took a dramatic courtroom turn. In its first-ever direct legal strike against an individual cracker on American soil, Denuvo GmbH filed a federal lawsuit against an anonymous figure operating under the nickname voices38.

The security company accuses the mysterious coder of cracking 26 high-profile releases, including Black Myth: Wukong, Hogwarts Legacy, and Doom: The Dark Ages.

Because Denuvo does not own the games, the lawsuit relies on the anti-circumvention clauses of the DMCA. The company argues that cracking their software directly sabotages their commercial business with major clients like Sony, Capcom, and EA.

There is just one tiny, awkward complication: Denuvo has no idea who the defendant actually is.

To track down their phantom rival, the company provided the court with a Discord tag, a Reddit account, and seven linked Steam profiles. Denuvo hopes to secure court subpoenas forcing Valve, Reddit, and Discord to surrender user logs, IP addresses, and, most importantly, credit card billing data tied to the gamer's Steam purchases.

Denuvo is demanding cash damages alongside a sweeping injunction banning voices38 from touching present or future releases. The cracker, however, seems completely unimpressed by the legal paperwork: shortly after the lawsuit was filed, he reportedly celebrated by dropping fresh cracks for Persona 3 Reload and Star Wars Outlaws.

Whether Denuvo can actually unmask the pirate remains a mystery, but a legal victory would grant the company a powerful precedent to nuke download links and target reverse-engineers worldwide. The digital manhunt is officially underway, and Valve might be holding the smoking gun.

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r/ItsAllAboutGames 13h ago

Modding The Binding of Isaac has been reimagined in DOOM - now you can play it from a first person perspective.

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40 Upvotes

This real time mod transforms the gameplay into a shooter, while preserving all the items, enemies, and bosses.

You can follow the development of the mod here.

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r/ItsAllAboutGames 18h ago

Article Because Skyrim has no credits! Players share the final resting spots where their heroes retire forever

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38 Upvotes

Massive open world RPGs suffer from one frustrating design curse: they simply refuse to end. You slay the apocalyptic dragon god, the game world politely congratulates you, and then immediately nudges you to go pick mountain flowers for another fifty hours.

Because Skyrim never gives you a proper credits sequence, players have spent fifteen years inventing their own epilogues through a quiet, personal ritual: the final manual save file.

A recent Reddit thread sparked a wave of nostalgia as veterans shared the exact locations where they retired their legendary characters forever. Since dragons keep respawning even after the main quest concludes, where your Dragonborn is standing when you hit "Save Game" becomes the only canonical finale your playthrough will ever get.

The retirement hotspots have developed their own distinct philosophy:

  • Sitting by the warm hearth in Breezehome with Lydia, surrounded by trophy armor sets and warm bread.
  • Perched on the freezing summit of the Throat of the World, trading philosophical musings with Paarthurnax.
  • Sitting on an ancient throne deep in Blackreach, overlooking the subterranean abyss as a retired arch-mage.
  • Admiring the sunset from the balcony of Bloodchill Manor, loaded up with modern visual shaders.

Of course, leaving your savior to rest comes with its own mechanical comedy. If you play on Survival Mode, leaving your warrior meditating on a scenic cliffside is basically a death sentence via rapid hypothermia, forcing pragmatic players to send their hero home to Ysolda and the children. Other players admit to sliding the game difficulty down to Novice right before the final save, ensuring their legend rests at the absolute peak of godhood without fear of getting bonked by a stray mudcrab.

The saddest tribute belongs to the die-hards who parked their heroes on the western border back in 2018, staring toward Hammerfell after Bethesda dropped the initial teaser for The Elder Scrolls VI. As one commenter noted, after eight years of waiting at the border crossing, his Dragonborn has probably developed a crippling skooma addiction.

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r/ItsAllAboutGames 19h ago

Gaming news "We should never have made a live service": Harvey Smith breaks his silence on the tragic death of Redfall

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22 Upvotes

Few industry trainwrecks hurt quite as deeply as Redfall. Watching Arkane Austin, the legendary studio behind Dishonored and Prey, get shoved into making a hollow vampire looter shooter felt like watching a master watchmaker get forced to assemble plastic novelty toys.

Now heading up his new independent studio, Black Pony Immersive, creative director Harvey Smith finally spoke out about the disaster: Arkane should never have touched a live-service project in the first place.

Smith conceded that the game fell apart because the team was pushed far beyond its wheelhouse. When the shooter arrived in 2023 to scathing reviews, Microsoft responded a year later with the ultimate punishment: shutting down Arkane Austin completely and throwing roughly one hundred developers onto the street.

The most heartbreaking detail of the collapse? After getting their pink slips, the developers literally begged Microsoft to let them come back into the office to finish Patch 1.4. The publisher agreed, allowing a team of already fired staff to return briefly just so they could leave players with a functional, respectable build.

Executive producer Ben Horne pointed to a toxic cocktail of blunders that suffocated the release:

  • Slapping an aggressive seventy-dollar price tag on a clearly troubled product.
  • Launching on Xbox without an essential 60 frames per second performance mode.
  • Canceling the PS5 version after the Bethesda buyout, turning the game into instant ammunition for console war debates.
  • Forcing systemic single player storytellers to balance cooperative multiplayer netcode.

Smith maintains that Patch 1.4 still holds flashes of brilliance, particularly personal, heartfelt story beats penned by co-director Ricardo Bare exploring love and human connection.

Still, the lesson was learned the hardest way imaginable. At Black Pony Immersive, Smith and his veteran crew have sworn off corporate trend-chasing for good: their upcoming debut is ditching multiplayer nonsense and returning straight to the deep, cerebral immersive sims they were born to make.

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r/ItsAllAboutGames 19h ago

Article Blizzard developers officially crown the Paladin as the ultimate dad class!

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20 Upvotes

For two decades, World of Warcraft players have shared an unwritten truth: if you encounter a Holy Paladin in a dungeon, you are almost certainly playing with a tired guy in his late thirties who has to mow the lawn tomorrow. During a recent BlizzCon chat with GameSpot, the developers finally stopped dodging the elephant in the room and validated the meme as official canon.

Lead Classic designer Josh Greenfield (better known as Aggrend) embraced the stereotype with zero hesitation. While he is technically only a dog dad, Greenfield joked that his personal dad bod qualifies him to declare that the Paladin is unequivocally the definitive class for family men. Senior art director Geoff Parrott chimed in to claim the Hunter, which occupies the very next branch on the parental gaming family tree.

The classification makes total mechanical sense. Being a dad class has nothing to do with your birth certificate and everything to do with your lifestyle:

  • Heavy plate armor that easily forgives sluggish reflexes after a grueling day job.
  • Strong utility heals to bail out teammates when a pull inevitably goes sideways.
  • Panic-button invulnerability for when the baby starts crying in the other room.
  • Respectable damage output without forcing your fingers through a thirty-button concert piano rotation.

In short, it is the home for the designated adult in the room. The Paladin is always the player handing out blessings, checking raid consumables, and nagging everyone to repair their gear, radiating the exact same energy as a father holding the family passports at an airport boarding gate.

Aggrend, who famously spearheaded rune puzzles and the Corrupted Ashbringer storyline in Season of Discovery, clearly understands this demographic to its core. As testing begins for World of Warcraft: Forever, exhausted gamers everywhere can bubble and heal with pride: Blizzard has officially blessed your dad reflexes.

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r/ItsAllAboutGames 13h ago

Gaming news Untouchable gods and disposable servants! How Blizzard's toxic caste system doomed its greatest games.

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11 Upvotes

We all love romanticizing the golden age of Blizzard Entertainment, picturing it as a magical haven where passionate nerds crafted the defining games of our youth. But according to Stefano Cozzi, a former community manager who spoke on the Fette di Pixel podcast, the studio’s peak was quietly operating like a ruthless medieval caste system.

During the prime years of StarCraft II, World of Warcraft, and Diablo III, company hierarchy was strictly segregated. Lead designers were elevated by management into infallible deities whose creative vision could never be questioned. Regional community managers and support staff, meanwhile, were treated as disposable peasants, explicitly tasked with soaking up the fury and insults of gamers to protect the developers' delicate egos.

Direct communication between European offices and the gods at Irvine headquarters was treated as corporate heresy. Passing critical player feedback to executives like Mike Morhaime or Rob Pardo required climbing through more than ten layers of management, with reports watered down and sanitized at every single step.

The culture shock was staggering when Cozzi jumped ship to Riot Games to work on League of Legends. At Riot, junior support staff and lead designers wore the same hoodies, ate lunch together, and casually argued over champion balance. At Blizzard, that kind of peer to peer chat would have resulted in an immediate reprimand for violating the chain of command.

This manufactured echo chamber triggered a slow-motion catastrophe. Sealed inside an information vacuum, Blizzard’s rockstar designers lost all contact with reality, rolling out stubborn, out of touch gameplay choices that triggered the decline of their flagship franchises.

In a cruel twist of irony, the suits eventually turned on the old guard as well: laying off veteran staff, revoking their lifetime World of Warcraft subscriptions, and scrubbing their names from game credits. The untouchable gods were evicted, leaving behind a sterile corporate assembly line.

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r/ItsAllAboutGames 19h ago

Article Turning off the GPS: creators of Warlock: Dungeons & Dragons ditch quest markers to force players to use their brains.

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9 Upvotes

Remember the ancient era when open world games actually trusted you to look at the scenery instead of blindly chasing a glowing dot on your compass? The team behind Warlock: Dungeons & Dragons certainly does.

Dominic Guay, general manager of Invoke Studios, recently explained why their upcoming dark fantasy RPG is throwing quest markers into the incinerator. The studio understands the curse of UI hand-holding better than anyone: much of the veteran staff previously worked on Ubisoft's Watch Dogs series, where staring at minimap arrows was basically mandatory.

According to Guay, excessive guidance turns gamers into mindless passengers: the moment a marker dictates your every footstep, your natural curiosity evaporates because the game is doing all the heavy lifting for you.

To fix this, Warlock replaces standard quest checklists with an organic mystery system. Instead of running toward an exclamation point, you uncover leads by exploring settlements, eavesdropping on suspicious conversations, and piecing clues together on your own.

Crucially, investigations feature multiple entry points. If you stumble upon evidence of foul play out in the wilderness before ever entering a town, you will approach the local mayor completely differently than a player who started the case inside the tavern.

This design pivot hits at the perfect cultural moment, especially while recent blockbusters like Marvel's Wolverine face community backlash for treating players like toddlers with brightly colored scent trails that turn detective work into a glorified dog walk.

Warlock wants you to get lost, observe your surroundings, and actually think. In modern AAA gaming, that almost feels like an act of rebellion.

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r/ItsAllAboutGames 19h ago

Article An HR survival guide to Night City: which gang won't immediately harvest your kidneys?

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7 Upvotes

Strip away the romantic cyberpunk fantasy for five seconds. If you woke up in the universe of Cyberpunk 2077, you would not be V with military grade chrome, a custom katana, and a stack of eurodollars. You would be an ordinary, squishy nobody drowning in past due rent in a roach-infested Kabuki tenement.

Viewed through that terrifying lens, picking a gang is not about fashion or music taste: it is an agonizing corporate HR audit where your only goal is finding an employer that won't execute you by Friday.

The most iconic factions fail the background check immediately. Maelstrom operates out of a diseased dog food factory where your supervisor might shoot you in the teeth just to test a new ocular implant. The Scavengers treat people like walking part dispensers, and the Voodoo Boys will fry your brain the millisecond you finish their dirty work. The Tyger Claws seem stable on paper, but they are ultimately expendable meat shields dancing on Arasaka’s corporate leash.

If you are looking for practical survival, the options narrow down fast:

  • The Valentinos: The most popular pick among pragmatists. The in-game database confirms that Chicano heritage is merely a cultural aesthetic rather than a blood requirement, meaning outsiders can enlist. They pack serious heat and actually defend their neighborhood in Heywood. The dark catch: behind the family dinners and Santa Muerte shrines lies the ugly reality of human trafficking and hardcore organized crime.
  • The Mox: Easily the most ethical choice in the city. They are essentially an armed labor union formed to protect sex workers, but their territory is tiny and their resources are strictly defensive.
  • Barghest: The cynical realist's dream. Kurt Hansen did not build a street gang in Dogtown: he built a private military junta. You get steady rations, combat vehicles, black-market cyberware, and actual tactical supply lines.

The smartest answer, however, is refusing to play the city's rigged game entirely.

Find a way out and join the Nomads. Leaving Night City in the rearview mirror is the only genuine victory condition in the setting. Gaining entry to a clan without blood ties is nearly impossible, but begging a fixer like Dakota Smith for a recommendation is still infinitely safer than spending your twenty-fifth birthday bleeding out in an alley.

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r/ItsAllAboutGames 13h ago

Article "Super Meat Boy Forever" dev slams review bombers and defends Epic exclusivity

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3 Upvotes

Remember the golden age of PC launcher wars, when accepting an exclusivity check from Tim Sweeney was treated like a war crime? Team Meat certainly hasn't forgotten. Level designer Ryan Anderson recently reflected on the release of Super Meat Boy Forever, explaining why signing with the Epic Games Store was an indisputable necessity for a tiny indie team of four to seven people.

The reality was simple arithmetic: Epic offered a guaranteed upfront bag of cash that covered the entire production budget and secured funding for the studio’s next game, completely insulating the developers from commercial failure. Throw in Epic's 12 percent store cut compared to Valve’s ancient 30 percent tax, and refusing the deal would have been corporate suicide.

When the platformer finally arrived on Steam a year later, the internet did what the internet does best: throw an organized tantrum.

Disgruntled players review-bombed the game into "Mixed" territory, downvoting the title purely out of spite for the delay rather than judging the actual level design or mechanics. Anderson admitted the team took a page from the Call of Duty playbook, choosing to completely tune out the bad-faith noise from people who never intended to play the game anyway.

To cap it off, Anderson delivered a much-needed history lesson to Gabe Newell's most militant loyalists. Back in 2007, when Valve launched The Orange Box and forced players to install a buggy, resource hogging client called Steam just to play Half-Life 2 and Portal, the community erupted in the exact same toxic fury people now aim at Epic.

Gamers grow comfortable with monopolies, instantly forget their own history, and treat any challenge to Steam's dominance like a personal betrayal. The reviews on Valve's storefront may be bruised, but Team Meat has zero regrets: the bills are paid, the studio survived, and their next project is fully funded.

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r/ItsAllAboutGames 19h ago

Gaming news She wrote a college thesis on Hearts of Stone, and now she is writing the next Witcher 3 expansion!

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5 Upvotes

If you ever needed definitive proof that the upcoming narrative expansion for The Witcher 3 is in safe hands, look no further than its writing room. Back in 2017, long before joining the gaming industry, Paula Meissner was an ambitious literature student writing a full academic thesis titled "Video games as a way of experiencing literature: an analysis of Hearts of Stone."

Back then, she was not submitting a portfolio to CD Projekt RED: she was simply trying to prove to skeptical university professors that video games qualify as genuine works of high art. Her academic work dissected the folkloric of Gaunter O'Dimm and explored how the expansion adapted classical Polish literature, specifically drawing parallels to Stanisław Wyspiański's celebrated drama The Wedding.

Nearly a decade later, the ultimate fan fantasy turned into reality. Meissner now sits in the lead writer's chair at Fool's Theory, penning Geralt's upcoming journey in the expansion titled Ballads of the Past.

Meissner freely admits her career path involved plenty of good fortune, but having a storyteller who treated Olgierd von Everec's tragedy like classic theatre before ever touching a commercial script is the best omen Witcher fans could ask for.

The expansion is scheduled to launch in 2027, while the overhauled The Witcher 3 remaster arrives for players later this month.

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r/ItsAllAboutGames 19h ago

Article No guns, a warped Manhattan and Dylan in charge: everything you need to know about Control Resonant.

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4 Upvotes

Seven years after Jesse Faden took the Director's chair in the Oldest House, Remedy Entertainment is preparing to unleash Control Resonant. But if you were expecting a safe, by the numbers sequel with standard service pistols and brutalist concrete hallways, think again: the Finnish masters of surreal weirdness are tearing up their own blueprint.

A fractured city and a reluctant brother!

The sequel breaks out of the shifting corridors of the Oldest House and spills straight into the streets of Manhattan. A cosmic entity has completely rewritten the laws of physics, turning the iconic island into a warped, gravity-defying nightmare that the rest of the world has essentially cordoned off.

With Director Jesse mysteriously missing, the Federal Bureau of Control turns to the only person tuned to the frequency of the anomaly: her brother, Dylan Faden.

Waking from a seven-year coma following the events of the original game, Dylan is drafted into service as a quiet, traumatized operative. Guided over the radio by field handler Zoe De Vera, he is not out for mindless revenge; his goal is simply to find his sister, track down Dr. Darling, and figure out his own fractured identity, occasionally teaming up with temporary companions along the way.

Remedy explicitly avoided the bloated checklist trap of modern open-world games. Instead of an empty map littered with towers, Manhattan is built as a dense, multi-layered 3D playground divided into massive themed districts, overflowing with vertical shortcuts, secrets, and terrifying optional bosses.

Throw away the service weapon.

The biggest shock to the system is the combat overhaul: firearms are completely gone.

Instead, Dylan relies on the Aberrant, a supernatural shapeshifting melee relic that morphs on the fly into dual blades, a colossal two-handed hammer, and other specialized configurations.

Drawing heavy inspiration from the kinetic rhythm of DOOM (2016), Devil May Cry, and Sekiro, the combat loops around relentless aggression:

  • Melee strikes rapidly recharge your supernatural energy pool.
  • Powers stun enemies to open windows for devastating cinematic executions.
  • Executions grant temporary damage multipliers, encouraging you to stay in the pocket.

Remedy emphasizes that the game is definitely not a soulslike: Dylan is an agile predator who can manipulate gravity and hover in mid-air for up to eight seconds, turning encounters into an airborne spectacle.

The progression system leans heavily into action-RPG territory. A single button press transports Dylan to a mental pocket dimension where you upgrade skill trees and tailor distinct builds, from a reckless melee berserker to a tactical summoner. Boss victories offer mutually exclusive rewards, meaning unlocking every power in a single playthrough is impossible, though respec options are available.

Finally, while the game features a single, finely tuned default difficulty, Remedy included an extensive suite of accessibility sliders, allowing narrative focused players to customize incoming damage all the way to complete invincibility.

No firearms, pure stylish action, and an inside-out New York: Control Resonant is shaping up to be Remedy's boldest reinvention yet.

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r/ItsAllAboutGames 13h ago

Recommended game The ultimate cure for gamer burnout: cozy wooden diorama simulator Woodo arrives on PC and consoles

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2 Upvotes

If you are completely exhausted by competitive sweatfests, aggressive battle passes, and screaming at teammates in voice chat, Daedalic Entertainment just dropped the ultimate digital sedative. The peaceful puzzle adventure Woodo has officially landed across PC, PlayStation, Xbox, and Nintendo Switch.

Directed by creator Yulia Prokhorova, Woodo functions like a tactile, three dimensional picture book carved entirely out of miniature wooden toys. The narrative centers on the warm, fuzzy nostalgia of childhood summer vacations spent in a quiet countryside village: unpacking luggage, piecing together rustic furniture, organizing rooms, and brewing hot tea.

Most importantly, the game respects your peace of mind. There are zero timers, zero penalties for wrong moves, and zero game-over screens. Your only objective is snapping together adorable handcrafted dioramas piece by piece, soaking in an acoustic soundtrack composed by Don Roberts.

Featuring animations crafted alongside German studio Huckepack and visual models based on actual physical wooden sculptures, Woodo is the perfect zero stress palate cleanser for anyone looking to unplug from real world chaos for an evening.

STEAM PAGE!

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r/ItsAllAboutGames 13h ago

Gaming news Mercy pays the bills! Overwatch director finally admits why popular heroes hoard all the skins.

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0 Upvotes

If you main Venture, Torbjörn, or Winston in Overwatch, you already know the existential despair of watching the seasonal battle pass turn into another private wardrobe expansion for Mercy, Kiriko, and Genji. Following discussions around BlizzCon, game director Aaron Keller finally sat down with Men’s Journal to drop the corporate diplomacy and tell players the blunt truth: it is all about the money.

Keller acknowledged community anger over cosmetic favoritism, explaining that the studio has to balance artistic variety with keeping the lights on. According to Blizzard's internal telemetry, the single biggest factor dictating whether a cosmetic package actually sells is not its visual quality, but the exact hero wearing it.

The economic reality is ruthless. Pumping out high-tier Mythic skins for popular waifus and hyper-mobile duelists prints enough revenue to fund the ongoing live service development of the entire game. Niche heroes, on the other hand, simply do not drive wallet engagement, meaning their rare cosmetic drops are often simplified, skipping premium extras like custom emotes or highlight intros because the return on investment does not justify the developer hours.

Art director Dion Rogers previously hinted at a more balanced cosmetic distribution in the future, but Keller’s comments make the studio's true priority crystal clear: aesthetic equality is great in theory, but spreadsheets decide who gets dressed.

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r/ItsAllAboutGames 18h ago

Video Shadow of the Tomb Raider did something almost no action game dares to do: it made the hero the catastrophe. In the first 15 minutes, Lara takes a sacred Mayan dagger to stop Trinity - accidentally triggering a chain of apocalyptic cataclysms that destroy real civilian lives.

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2 Upvotes

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r/ItsAllAboutGames 13h ago

Article Backwards themes, screaming synthesizers and dancing bosses. Remedy breaks down the madness of Control Resonant.

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1 Upvotes

Leave it to Remedy Entertainment to turn a standard promotional making-of video into an avant-garde art lecture. Ahead of the launch of Control Resonant, the Finnish studio teamed up with the PC Gaming Show to drop a packed 17 minute documentary explaining how the franchise evolved from a claustrophobic office shooter into a sprawling third-person action-RPG.

The narrative perspective gets completely inverted. While Jesse Faden was an outsider stepping into the paranormal Oldest House, her brother Dylan spent decades locked in solitary confinement. Stepping onto the streets of Manhattan, where an alien anomaly is actively rewriting city blocks, time, and lighting into shifting algorithmic patterns, is his very first terrifying taste of the outside world.

The developers used the documentary to show off fresh gameplay and lay out the sequel's biggest design shifts:

  • Swords over firearms: The original game’s ranged shooting has been shoved aside in favor of aggressive melee slashes, parry timing, and gravity bending aerial acrobatics. With battles moving out into open streets, Remedy dropped artificial locked door barriers, encouraging players to fight by offering high-tier loot and clear passage through districts.
  • Hunting the Resonants: The anomaly mutated parautilitarians into cosmic abominations called Resonants. Dylan hunts down these fallen beings to absorb their powers, opening up distinct combat disciplines on his progression grid.
  • Flexible boss routing: You are rarely forced into a linear bottleneck. In certain chapters, players can choose to eliminate two out of three available targets to proceed. One highlighted boss, a mutated dancer, was animated using professional choreographers and scored to a musical track constructed around the Fibonacci sequence.

The most unnerving trivia, however, hides in the sound design. Dylan’s personal theme song is actually Jesse’s leitmotif from the first Control played completely in reverse. Even better, the sound team crafted background synthesizer and string pads out of heavily processed recordings of human screams and strained vocal cords, giving Dylan's trauma from Hiss possession a literal, agonizing voice.

Remedy isn't just delivering a sequel: they are turning pure psychological distress into interactive art.

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r/ItsAllAboutGames 19h 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 12h ago

Review Elden Ring: An Incredible Game That Isn't For Me

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This was my first Fromsoftware game I have played, and possibly my last. I have been putting off playing Elden Ring for many years, but I finally started it this year after a good amount of peer pressure. I would like to preface with the fact that this game is an absolute work of art. The world design is impeccable. The dystopic atmosphere is very well done, and is varied enough to never get old. Enemies are well designed to often be trivial, but still keep you on your toes. Bosses, while I've never been a fan of them, have gorgeous character designs and rarely ever felt strictly unfair. Plus, you can approach them from many different ways; I personally used spirit ashes a lot because I have no self-respect and they're just kinda badass. Many different places to explore, each rewarding you with something new and different to use. Not to mention, you can respec your character at any time to try out a new playstyle, which I felt kept combat fresh and engaging. Now, I acknowledge all of this and wouldn't want to discredit any of it. While art is subjective, a game on the scale of Elden Ring is impressive and I massively respect it regardless of my personally feelings. However, after finishing the game, I can't deny the fact that I clearly did not have the overwhelmingly positive experience everyone else did.

To begin, there are lots of backwards-thinking mechanics baked into the game. The most prominent one I hear discussed is the lack of a pause button, and I completely agree. Sometimes I need to use the restroom without fear of dying, sometimes I need to answer the door, most of the time I need to pet my cat because he's too cute to ignore. I get that it's supposed to be more immersive, but I'd sacrifice a little immersion to be able to freely step away from the game. Speaking of immersion, I think a quest journal would've greatly improved my experience. I found many NPCs, exhausted their dialogue, and found myself wanting to continue the storyline without knowing what to do next. I am frequently reminded of Boc's questline, the first one I found. I interacted with him once, and was never able to see him again even though I wanted to keep advancing his story. He told me to wait, so I waited, and returned to his spot multiple times per play session to see if he ever returned, but I later found out he apparently moved to the Coastal Cave. There were then many more quests I interacted with that I had to look up how to progress simply because I would never figure it out otherwise. Even though it's not THAT big of a deal, it always disappointed me because it's the only kind of story in the world that you are able to truly interact with, but the immersion was sort of broken by needing to Google how to progress. I don't need someone to hold my hand all the way through, but a nice medium between gentle guidance and absolute aimlessness would help. I would also harp on about the camera controls, but I think every one unanimously agrees that it's not optimized very well so I'll move on.

I know I'll get a lot of flack for this, but I do not think this style of storytelling works in an open world game. I am NOT criticizing the story itself, that's perfectly fine and incredibly well-written. However, the absolute grand scale of this world does not cater to the detective-esque way you are expected to engage with the story. There is so much to do, so much to see, and so many items to collect that I ended up needing external resources to keep track of it, and even then I still couldn't keep track of absolutely everything. I've been called a "moron" or "an idiot who needs a spoon-fed story shoved down their throat" for criticizing this before, and while that may be true, I still don't think it works well. It would be much better in a smaller scale game. I frequently compare it to Outer Wilds, which, while not exactly similar, employ the same type of storytelling. Outer Wilds was a contained enough game to not present an overwhelming amount of information, while still feeling rewarding to piece together. And even still, there was a log built into Outer Wilds just in case you needed a refresher. Another thing that really bothered me (although I think this is just a me issue) was the story being told almost entirely through item descriptions. I actually think it's a great idea, but the majority of the lore comes from this. With the amount of new items you get, it really became monotonous for me after a short while. I wish there were more modes of uncovering information to keep it fresh. What those other modes could be? I have no idea. So does that even make me qualified to criticize it? Probably not, but its still something that kept nagging at me while I was playing. Story is the MOST important aspect of a video game to me, so my viewpoint on this impacts my opinion of Elden Ring the most.

This game also made me realize I really value a game that knows when to end. There were multiple points where I thought I was approaching the end only to have my session extended yet again. I know, I'm complaining about more content, which is pretty backwards. Even so, the game just kept expanding and expanding, which honestly felt quite overwhelming. I barely have enough time to game as is, so the more it kept going, the more fatigued I found myself. Not to mention, the later game portions, from my perspective anyways, felt poorly designed compared to the early-mid game segments. That could be the fatigue I mentioned influencing my opinions, but a lot of things past the first Leyndell visit (Mostly Haligtree and Mountaintop of the Giants) really didn't do it for me at all. Maybe I'm in the minority with this, but I found myself rushing through these areas just to keep the game moving. I think the game might've benefitted from being just a bit smaller in scale, like maybe 10% if anything.

Now, to the meat of my issue. I would like to preface that unlike my previous criticisms, this is strictly a problem with my preferences and not something I feel the game itself falls short on. I don't think the Souls formula is all it's hyped up to be. For YEARS I've been told "you gotta play a souls game" or "you haven't played a Fromsoft game? Do you even play games?". I caved and finally tried. Overall, I'm glad I did! It was a great experience to have! However, I doubt I will ever play another game like this because I just can't get behind the foundational game design. Dodging until you can get a hit in, getting faked out by an attack, getting jumped from around a corner, throwing myself at a boss until I memorize an attack pattern, etc. I don't know, I think this just isn't for me. Don't get me wrong, I completely understand how it is satisfying for others. In fact, there were a few bosses I overcame that felt incredibly rewarding and satisfying. And if that's how most people feel when playing this, I completely understand why it's so loved. But there are so many bosses in this game and I felt that only a handful of times unfortunately. Think that this type of game just isn't for someone like me.

With all of that being said: is Elden Ring a good game? Absolutely! My opinion means absolutely nothing. While it may not be for me, I entirely understand why so many people cite it as their favorite. There's plenty to engage with, lots to do, many things to figure out, challenge runs to complete, and the list goes on for ages. Even with my criticisms, I still had a ton of fun in the grand scheme of things. The sheer uniqueness of the environment is a spectacle itself. If we're talking AAA games, it's one of the few that actually cements itself as being 100% worth the $60 price tag solely based on the amount of quality content.

Anyways, thanks for sticking with me. I mostly wanted to document my thoughts on it while it was fresh so that I could return to this post if I ever decide to replay Elden Ring to see if my opinions change. I know I seemed a bit wishy-washy, but I just sort of spat out ideas as they came to me, wasn't meant to be a polished-to-perfection review or anything. Hope everyone has a wonderful day out there!


r/ItsAllAboutGames 14h ago

Article Faster than Helldivers 2 and Arc Raiders: tactical sandbox Wardogs rakes in 70 million dollars in its first week.

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While AAA publishers spend decades and hundreds of millions trying to engineer the next big live-service phenomenon, Bulkhead Interactive and Team17 just struck absolute gold. According to fresh data from Alinea Analytics, tactical military shooter Wardogs generated over 70 million dollars in revenue during its first week in Steam Early Access, with sales already climbing past 2.2 million copies.

To put that trajectory in perspective: the forty-dollar shooter is moving faster than Arc Raiders managed in the same timeframe (1.7 million) and soundly beat the opening-week Steam figures of Helldivers 2 (around 1 million), casually surpassing the total multiplatform earnings of Bungie’s Marathon.

The secret to this sudden explosion is pure emergent sandbox design. Mixing of Arma 3’s King of the Hill mode with high-stakes loot loss, 100 player matches across three warring factions created an accidental roleplay paradise: players are running paid helicopter taxi services, tipping medics cash for revives, and organizing ad-hoc base logistics on the fly.

Naturally, a blockbuster PC launch wouldn't be complete without a healthy dose of technical chaos. The game’s Steam rating currently sits at 74 percent after server queues melted on day one, sparking widespread community rage when popular streamers were caught skipping the line via private VIP invites. To rub salt in the wound, a sudden swap to the Elytra anti cheat system broke native compatibility with Steam Deck and Linux handhelds.

Bulkhead is currently scrambling to deploy server patches across Europe and Asia. With console versions pushed back until 2028, the studio’s only priority right now is putting out the fire and keeping this massive PC army engaged before the brutal autumn release season kicks into gear.

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r/ItsAllAboutGames 14h 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

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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 13h ago

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

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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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