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If you’ve played the first game, watch their video demo of some gameplay. They’re just not even similar. It’s bold to call this a sequel for how little they have in common.


You called it something it wasn’t, either because you misunderstood the definition or willfully misrepresented it. That was the argument. The game can be criticized in all sorts of ways, but “grift” makes no sense here, assuming they’re doing what GTA V did and didn’t come up with some crazy new scheme that hasn’t been detailed yet. And even if the online mode was a deterrent to you, there’s a whole other part of the game above and beyond the online mode where you never have to even see that stuff that could make the game worth playing, meaning it wouldn’t be “just” a grift.


From the gameplay footage, it looks like a studio that’s only ever made walking simulators before is making their take on Dishonored. Maybe that’ll be pretty good, but I’d be surprised. What it certainly isn’t is an RPG that’s anything like Bloodlines 1, lol.


Realistically, this game’s got bigger problems than what its DLC strategy is.


Honestly, I’m not. Rockstar has changed their formula very little since 2008. But I don’t exactly have a lot of options for crime stories anymore, and they’ve been telling good stories for just as long as they’ve had this format.


I just think that if you’re going to call something a grift, it should actually be one, because words have meaning. We can call it all sorts of other things. “Predatory” is a good one. I myself called it “shitty”. That’s not arguing in favor of a giant corporation. You can’t just pick your favorite negative descriptor when it doesn’t apply.


Are you unaware that there’s a component of GTA 6 besides GTA online? Even in the online mode, they’re milking gamers for weak content using regular gambling. A grift would be like a carnival game that appears winnable but actually never is. For your gambling money, you do get “stuff” in GTA 6, even if you or I would consider it a poor value. I don’t know why a shitty online mode would make me want to play a good crime story single player mode less, but the mere existence of the single player mode easily makes it more than “just” that.


GTA is a crime story video game. “Dishonest gambling” doesn’t mean “gambling I don’t like”. A science-based dragon MMO Kickstarter is a grift. GTA 6 is a video game.


I don’t think you know what grift means.


Nah, that game’s great. The writing’s not good, especially for the villains, but people like that game because it’s good.


It’s hard to consider an 81 on OpenCritic to be a trainwreck. People tend to buy games that review well, especially when it’s a co-op shooter with basically no competition.






I think these online subscriptions are proving to be a major factor in why there’s been a migration of audiences from consoles to PC. People are seemingly running the long-term calculus in their heads and realizing PC is cheaper at a certain threshold.




That’s interesting, because without even really looking for it, it came up in Nintendo Directs, Keighley presentations, Sony presentations, and any discourse about games moving around release dates on account of GTA VI. For whatever reason, this game’s release date was moved up by a couple of weeks over its initial release date announcement, and that pretty much never happens, so it made headlines for that too. Oh yeah, and while trying to watch streamers play Borderlands, those streams have been interrupted by ads for Borderlands 4.


Boards like these don’t talk about Call of Duty or Assassin’s Creed much either, but all of these are multi billion dollar franchises.


It’s by revenue over a certain amount of time, but I don’t know what that period of time is. A $35 game has to sell twice as many copies as a $70 game to rank just as high. Since the Steam Deck is about $400, depending on SKU, it’s usually in that top sellers list despite not matching the volume of sales that certain games do.



I definitely wasn’t playing Borderlands at any point for the story. I like that it has one, but if they wrote some terrible villains, it doesn’t affect how much fun I had with my build synergies in those boss fights.



Alright, fair enough. There are two ways to interpret that sentence in English, and I guess I read it the other way, haha.


Having played through the entire series this year, they’ve constantly communicated via their actions that they’re aware of what the previous game’s shortcomings were, and they acknowledged as much for BL4 in the marketing materials as well. As for Jack, leave him be. We’ve killed him, killed his fucked up clone, killed the AI preservation of his consciousness, teamed up with him in a prequel, and allied with the Terminator 2 friendly version of him via a body double/face-off situation. We’ve had enough Jack. Come up with a new good villain, lol.


The new DLC for Kingdom Come: Deliverance II came out, Legacy of the Forge. I’m playing it after finishing the main game, but it’s looking like it will probably be best enjoyed when slotted into the main game. It’s early goings, but it looks like it will involve a lot of crafting and then selling things to upgrade your home, your shop, and your reputation. Still, there are new quests and more backstory for Henry’s “pa”, Martin, and I’ll take any excuse to play more of this game.

I’ve been playing Mafia II: Definitive Edition. It’s a pretty good crime story that leans heavily on Goodfellas inspiration (I guess if you had to pick one, that’s the one to pick), but the gameplay often feels arbitrary, which is a weird way to put it but probably most accurate. There was one mission that was literally just drive to a place and drive back with some story in between. Most are simple setups where a firefight happens in the middle. There are mechanics from GTA IV present that don’t really fit back into Mafia II’s core loop. In other words, this game is totally fine but not exactly a masterpiece. It’s serviceable, and I miss crime stories in video games, so I’m playing through this series before I play The Old Country.

I’ll also throw in an anti-recommendation for New Tales from the Borderlands. It animates well and looks nice, but this game basically is only story, and the story is awful. I played through it because I’ve now played through the rest of the Borderlands games, except Tiny Tina’s Wonderlands, and I suspect this game could be canon. If you don’t have the same compulsion to see the rest of the canon story that I do, steer clear. At least I’ve got Borderlands 4 waiting for me this weekend.


For anyone curious, I politely asked a streamer to check for me, and this game seems to still have LAN, despite the lack of mention in their FAQ and the store page and the explicit removal in Borderlands 1 GOTY edition.


Through lawsuits, we did get to see what those payouts were in the past, and they’re all individually negotiated in lump sums, not determined by algorithm. And those payouts were from the good days. Reporting indicates those payouts have dropped off dramatically, which was followed by a drop-off of Xbox ports, since that seems to be the primary way Xbox players play games at all.



There’s Heroic Games Launcher. If you buy GOG games through it, Heroic even gets a cut to support development, so you can simultaneously make an open source launcher better and show GOG what it takes to earn your sale.


I’ve seen Mat Piscatella talking about this, and it seems like his take is, paraphrasing, “it values different games”. Some games see far more success with the broad access they get to subscriptions, and some see less, which seems to be corroborated by the author of this article.

Subscriptions have become the new four letter word, right? You can’t buy a product anymore.

I mean…you can for anything in Game Pass, but that’s not the case for Nintendo.

Without wishing to portray myself as a comprehensive researcher … I have come across one study of Xbox Game Pass and PlayStation Plus that appears to bear elements … showing that in contrast to the music or movie and TV industry, these subscription services have not “substantially cannibalized existing revenue streams”.

And I think a lot of that has to do with how much longer we spend with a given game than any song or movie. And even in television, every current show is on some streaming service, and you really can’t buy those, but in games, it’s the opposite. With few exceptions, you can just about always buy the game, and they’re often not present on a subscription service. When games are sold, they tend to command a higher price, too.

Then, not mentioned in the article, are weird cases like Indiana Jones or Doom, where they’re quality games that don’t sell many copies despite impressive pedigrees, presumably because everyone knows they can get them on Game Pass. But then games like STALKER 2 or Clair Obscur, with low-ish review scores and basically no pedigree, respectively, sell plenty of copies despite being available for far cheaper on Game Pass. Some of this might be the association with Game Pass being for Microsoft-owned studios or something, and Microsoft is aiding that association by making fewer lucrative deals for third party studios.


If you’re using Hamachi, you won’t need port forwarding, correct. I tried to make that clear above, but maybe it was easy to miss.


I’m fairly sure every Battlefield game until BF3 had LAN and private servers, so it ought to work, yes. Bad Company 1 never got a PC version, so you’re at the mercy of what those consoles allowed for, but Bad Company 2 is on PC.


Because then I’d have to set them up on a new chat program that uses a server that isn’t always running.


For sure, my list was not comprehensive. I singled out shooters and racing games because they’ve gone the most astray, and they’re the ones making me pine for the old days.


I suppose the goal here was to put any burden of setup on me and not on my friends. I’m a programmer by trade and not afraid to learn things, but it doesn’t mean I’ve seen it all in my day to day.


If you miss old network multiplayer games, or would like to try them with your friends for the first time, may I suggest setting them up via SoftEtherVPN?
Hey, folks! A lot of us here are pretty down on live service games for all sorts of reasons, but there are a number of great games that will always be playable thanks to DRM-free copies and low-latency VPNs that simulate a LAN. It's been so, so long since a shooter was made for me, and a number of my friends are quite dissatisfied with the market as well, that I decided to put in a little effort and make it happen. ## Disclaimers: - I am not an expert on this stuff. Some stuff I researched for this project, and some I just remember how to do from the old days. - There is an easier way to do this, using free services like Hamachi or similar. I have found that, in rare cases, Hamachi just didn't work for some LAN games for reasons I couldn't discern; and services like these also tend to impose limits on how many users you can have for free. I went with SoftEther because it is still developed in the modern era, works on Linux and Windows, and I can be in control, so that the terms of service will never change. If you don't want to go through setup for SoftEther, a free service like that one will likely work, too. ## Setting up SoftEther VPN I mostly followed the instructions in [this guide](https://www.youtube.com/watch?v=6TB6VR7rx04) to set up SoftEther. I'm hosting the server locally on my Ubuntu desktop machine though, so I made the following changes: - I downloaded the install files with a regular GUI rather than the terminal web browser - I did NOT set the server to start up with my computer, so that I can control when friends can connect to my VPN - Port forwarding is done via my regular router UI, which I'll cover later You'll need a VPN client as well as the VPN server. On Windows, your client is a regular GUI, and you can follow the instructions in the video; basically, you're just right-clicking and creating a new connection with the account that you set up with the server. On Linux, for some reason, we only get a command line client, and you can find instructions [here](https://github.com/bgilmer77/SoftEther-VPN-Client-Setup-on-Linux/blob/master/softether-linux-howto.md). Note that, on Linux, you do need to separately request an IP address from your VPN, as it isn't done for you as part of connecting to the VPN. ## Port Forwarding The newest game I'll mention in this post came out in 2008. That was 17 years ago. Someone reading this post may not have been born in an era where they ever had to port forward to play an online game. These days it's abstracted behind services like Steam or a game's official servers, but if you're hosting the server yourself, you need to port forward. The gist is that your router's IP address is the only thing visible to the outside world, so if you want people who are looking for your VPN server to find it on your computer, you need to tell your router, "Whenever someone comes to your IP address on *this port*, send it to my machine." When friends are trying to connect to your VPN, you give them the IP address that you find on whatismyip.com, and it gets forwarded to your computer on your local network. When people connect to your VPN, they can then just find your hosted game via LAN. You can actually sidestep the entire VPN part of this process if your game can directly connect to a given IP address, which some but not all games allow for. I personally find the VPN easier than trying to find this information for each game. The ports that you need to forward are found in the server setup video that I linked above. I also forwarded port 22 for the SFTP section below. ## The SFTP Server Using Filezilla on Windows or a generic SFTP setup on Linux, I can host any files that my friends need. I can host the client installer for the VPN, so there's no chance we're ever on different versions of the software. I can host mods for Star Wars: Episode I - Racer that fix the network play and add better support for modern controllers. I can host full on installers for delisted games like Unreal Tournament and Battlefield 2; I found one of these to be difficult to even pirate, but fortunately there was an *archive* somewhere on the *internet* that I was able to find. ## The Games GOG has been great for this. They do lots of work to old games, and you can just about always be sure that you've got the latest version compared to installing games off of your old discs. Here's what I've tested so far, all from GOG: - Crysis Wars - F.E.A.R. Combat (didn't work; the GOG version returned a CD error, which I reported to support; allegedly, a mod can fix this) - Red Faction - Star Wars: Battlefront II, the good one (you can't mix and match the Galaxy/Heroic version with the offline installer version, I found out; the Galaxy/Heroic version is one of the few in this list that still has functioning online in the wake of GameSpy's death) - Star Wars: Episode I - Racer - XIII (classic) I still have yet to test (but expect them to work): - Battlefield 1942 (not from GOG) - Battlefield 2 (not from GOG) - Flatout - Flatout 2 - Unreal Tournament (now delisted) - Unreal Tournament 2004 (now delisted) ## Some observations, thoughts, and room for improvement... As I said above, I'm not an expert. There are some things I'd like to improve if I knew the way to get there. 1. Transferring files over that SFTP seems to be limited to about 1.8MB/s per file. If you're downloading multiple files, that's all well and good, but I'm not sure why there's this speed limit there, nor if it's the fault of my server or my friends' clients. 2. Similarly, when my friends connect to my VPN, they're getting about 2/3 access to my entire bandwidth of 300mbps. All traffic from their machine, once connected, is sent through mine before it hits the wider internet, including our Discord call. Fortunately, neither Discord nor online games require a ton of traffic, but it would be nice to have *only* the LAN traffic go through LAN. I've found a number of sources suggesting ways to maybe achieve that, some on the client side, some on the server side, but my friends only have so much availability and tolerance to go through these sorts of tests with me. It's fine for now, when we play in small groups, but if I ever find myself in a situation where we want to get a 16 player game of Battlefield 2 going, which is unlikely but possible with my friend group, this setup might not scale well with my bandwidth limits. 3. For some reason, while we can run LAN games over this VPN setup, I can't ping my friends' VPN IP address directly. This doesn't harm anything, but pinging is a pretty routine troubleshooting step that for some reason just doesn't work for me. 4. When I go into the server manager and check the DhcpTable, I can see every one of my friends' computers' names except my own. I suspect because my Linux client isn't reporting my PC name. I don't know why this is. I'm the only one in the group on Linux, so I know I'm the one with a blank host name, but I found it odd. ## Conclusion There is something that just hits right about some of these old games, when you're just playing them for fun rather than some extrinsic reward like a battle pass skin. Allowing me to be an old man for a second, maybe we added too much to some of these games and genres, and it would be nice to see some more games come out that retain what these games had going for them, knowing that they won't retain an audience for more than a few months. That used to be okay.
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It’s been a few years, but mostly I just remember needing to go to the shop over and over again from various points in the map and it being a long trek. I don’t remember a custom fast travel point, so either I never got it, or it came so late that I didn’t remember its utility.


So irreparable. They’ll never financially recover from this.


I think it’s fine to litigate that again if the same criticisms go unaddressed in a sequel. It took how many souls games before From ended up putting checkpoints right before bosses? When they finally did it, they had their most successful game to date.


What about people who like the game but have criticisms? This is the time to discuss it.


FYI: full of spoilers for both Wolfenstein games that Machine Games made. Includes comments about continuing the series.
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To paraphrase Jeff Grubb, there's been more smoke lately indicating a console than VR, but "frame" implies glasses implies VR headset. It could go either way or both, where the console and VR are complementary. Or neither! But I think smart money is on Valve announcing new hardware imminently, and personally, I think it's a console like a Steam Machine but with the library problem now solved. There were leaked specs for hardware that Valve was testing that could theoretically retail between $500 and $700, but that is analysis and inference only, not an announcement. Separately, there were leaked designs of a new Steam controller that was supposedly on its way to the production line for mass production. Valve also has ties to Keighley and the Game Awards, where Alyx was announced back in 2019 before a March release in 2020, so there could be something like that again. Another reminder that the next Half-Life game is also rumored to be imminent, so it would make sense to pair these things together like Alyx and the Index.
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This could just be the vestiges of E3's ghost creating a bad demo, but I was pretty unimpressed by this. If Hitman allowed you to be as freeform as Crysis, this demo looked like Crysis 2, highlighting all the specific options that they crafted for you to use, and there are only maybe three of them rather than allowing you to get creative and come up with your own answers to things. But that's only based on what they showed. Then, regardless of the quality of the game, I still don't trust IO Interactive after the online shenanigans they pulled in those last Hitman games. But hey, I figured I'd share this reveal here, as it is in fact video game news.
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‘Perfect Dark’ Developer Lays Off Staff After Funding Deal Falls Through
Take-Two almost took over the project and seemingly wanted to take over the franchise, but Microsoft didn't agree to the terms, hence the Crystal Dynamics layoffs. I still doubt that this game would have turned into anything other than the most generic form of whatever FPSes are these days, which I'm not enthused about, but it's moot anyway, because the project is dead and these people are out of a job.
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Featured in this video: Blizzard doing exactly the shitty thing that we suspected they were doing, and a Ubisoft developer using an example where they can point to a law on the books to stop their bosses from doing shitty things.
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It would be nice to see some more IPs liberated from Ubisoft, since they're not using them anyway.
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"And at least part of that plan involves AI", reads the subtitle. To be clear, not an endorsement from me. Some of this reads very strangely to me, but this is boots on the ground reporting from Gamescom of developer sentiment. > ...having spent the past four days dashing between appointments with CEOs and developers, there is one sentiment that has remained consistent among almost everyone I spoke to. We need to make games quicker. Amen. Twenty years ago, 3 years was a long dev cycle, and most games were churned out in 12-18 months. It also relied heavily on crunch, but maybe we could get back to 3 year dev cycles that don't, and that can be considered somewhat "normal". > Of course, it's one thing to say you want to make games more quickly, and quite another to actually do it. More to the point, *how* do you do it? Well, I, for one, would start with the bloat that made its way into mainstay series. The icon barf of Assassin's Creed. Turning series open world that have no business doing so. Making a huge game as the first outing in a series instead of seeing if there's even an appetite for the premise in the first place. > One option is to make games that look worse. Given how super-detailed graphics seem to be far less important to a younger generation raised on Roblox and Minecraft, this would seem like a fair enough strategy. ... Yet there seemed to be little appetite for this strategy among the people I spoke to at Gamescom. Perhaps it's an unwillingness to fly in the face of conventional wisdom in an industry where frame rates are often fetishised. Perhaps it's more about simple pride in the craft. So are we refusing to do what's actually necessary to keep people's jobs sustainable, or...? > So what's the alternative? One option is to use AI to speed up the development process. And it's an option that more and more studios are taking up. ... AI is the games industry's dirty little open secret – the majority of people I spoke to said they were using AI in some form or another. And this is where I know a lot of people would like to stop reading, but I'd encourage you to continue anyway. > Utilising AI to generate snippets of code was a popular choice. To date, this is the only use I've ever heard, as a programmer, as something that might be useful for my job. Not that I've done it. I can still come up with snippets quickly enough just from old fashioned documentation most of the time. But sometimes it's written so generic that it takes hours of your day or more to actually learn it. And that's not the most common thing in the world that I run into that. I do wish the author broke down how much, and which pieces, of this came from developers compared to executives/managers/owners. I'm glad to hear that everyone agrees that shorter dev cycles are a goal worth pursuing. I'm not convinced AI gets us there, and I wonder how many programmers really feel it's speeding them along in their day-to-day such that it can reduce a development schedule by literal years.
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If you ever had an interest in Guilty Gear Strive, thanks to the new ranked matchmaking, there’s never been a better time to play!
For four years, we had to deal with the "tower". Even if it functioned properly all the time, which it frequently didn't, it was a miserable experience. They've now got a standard matchmaking and ranking system, which makes it so much easier to keep playing this game that has largely always been excellent once you actually got into a match. The one gripe I have with it is that the ranked matches are first-to-2-wins, or best 2 out of 3, and this game is always played first-to-3-wins, or best 3 out of 5, in any other circumstance. If you have any questions, feel free to ask. I haven't played quite so much for the past year, because having to deal with the tower was quite a deterrent, but I'd still say I have a pretty good understanding of the game, its systems, and how to turn you into a better player. At one point, on the unofficial ranking sites that are now suddenly obsolete, I climbed as high as 1700 Elo as Goldlewis.
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Splitgate 1 Lives on Through Peer-to-Peer Support
They explicitly mention Stop Killing Games discussions from their customers as a large contributing factor to the work they did on this, which is awesome. Less awesome is the things that this announcement leaves to the imagination. It sounds like it will just shift to using the platform's multiplayer services for finding peer-to-peer games rather than letting you point your client at any server IP address you wish. This is absolutely better than nothing, but if I assume that they're doing the minimum required to achieve what this post says they're doing, then there's still more to be done.
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I'll be honest: I think matchmaking is just a better experience for how I like to play FPS games. I never got a sense of "community" from sticking with a given server; I would come to find something like it via Discord years later but not just from frequenting a given game server. My server browser experience was mostly that I'd join a game in a progress, as other people come and go from a game in progress, and I wondered what the point of the match was if the teams weren't even the same at the end of the match as when they began. Most people's default when running a server was to turn player numbers to max and, in Battlefield's case, "tickets" needed to win as well, but just because the numbers are bigger doesn't mean that it's better pacing for a match, for instance. Matchmaking sets the defaults and ensures a pretty consistent experience from start to finish of each match. This comment from the developer is true, too. > "Matchmaking servers spin up in seconds (get filled with players), and spin down after the game is over," Sirland wrote in a thread on X last week. "That couple of seconds when servers lose a lot of players mid-game is the only time you can join, which makes it a tricky combination (and full of queuing to join issues). My preference for the matchmaking experience is reflected across the audience they cater to, and it contributed to an industry focus on matchmaking and the end of server browsers. But we still need real server browsers. If we bought a game, we should be able to do what we want with it, including running those max player/max ticket servers that run 24/7 on one map. We should be able to do it without DICE/EA's permission, on our own if we so choose, without salaried staff running master server operations, because one day the revenue this game brings in will not justify the costs to keep it going. We should be able to deal with cheaters by vote kicking them from the server rather than installing increasingly invasive mandatory anti cheat solutions that don't even fully solve the problem anyway, because it's unsolvable.
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This is interesting for a couple of reasons. One is that this is about as much market share as Mac ever had at its peak, and almost twice as much as it has currently. Another is that, if you click the link for the site's Steam Linux Data Tracker, you can see that English-only Linux market share (a crude way of filtering out the ebbs and flows of Chinese players on largely-identical hardware and operating systems) is more than 6%, up from under 2% just 5 years ago. A lot of people are unhappy with Windows in general, and especially 11, and Windows 10 is about to force the issue in just a few months as it loses official support. I have a friend whose computer is still in decent shape for gaming but with TPM settings that don't meet the minimum spec for Windows 11; at some point, he'll lose compatibility and have to throw out an otherwise perfectly functional machine, so it's good that some other OS is shaping up to be a good enough option for many people. This has been an upward trend since *slightly before* the release of the Steam Deck, as you can see on the graphs, and I've come across YouTube videos from both James Lee Animations and PewDiePie about how they got to be so sick of Windows (and Adobe) they both switched to Linux with middle fingers raised at their old workflows. Folks like them making videos like that can have real effects on the market. Linux has been my daily driver for gaming for about 8 years now, and it's matured so much in that time that I've hardly booted to my Windows partition for any reason. It's not perfect, but if I'm choosing between the quirks that Linux has by accident and the deficiencies that are in Windows on purpose, I'll take LInux every time, and it seems like more people are coming to that same conclusion. No doubt the biggest remaining frontier is live service gaming with kernel level anti-cheat, but if Linux becomes a larger user base, as it's doing right now, the developers making those games will have to solve that problem to reach that addressable market, and everybody wins.
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Evo Las Vegas 2025 wrap-up
Another year, another Evo. While there were no stories quite like Hayao and "Evo Moment 38" this year, there were still plenty of great tournaments to be had. I'm quite partial to Guilty Gear Strive, and top 8, as usual, was full of inventive uses of the game's systems and characters to come up with clever plays that surprise even the likes of me, with hundreds of hours in the game. Marvel vs. Capcom 2 had its largest tournament to date, and Capcom vs. SNK 2 was in the extended lineup. It's great to see those passionate communities still playing those games 25 years later, even with plenty of new blood, though I will admit that both games fall into a situation where the top tier characters are so dominant that you don't get a lot of variety in character selection in top 8, which can dampen the excitement a bit. I also had a great time watching Killer Instinct top 8 in the extended lineup, and at least until Invincible Vs comes out, there's no other game out there with the kind of mind games it employs around combo breakers. In Mortal Kombat 1, SonicFox won to become an 8-time Evo champion (across 6 different games), just 1 win behind the record held by Justin Wong. Somehow, even though every hit in Mortal Kombat does chip damage, lots of those final matches came down to a "magic pixel" of health left, and that's very rare for that game. I'm not much of a Tekken fan, but even I know that Arslan Ash is a force to be reckoned with, and including his Evo Japan wins, he now holds 6 Evo wins. GO1 got his second Evo win, this time in Fatal Fury: City of the Wolves, [and his opponent sure had some feelings about it](https://bsky.app/profile/evo.gg/post/3lvjlt5m7cs25). I don't know how much of this was a bit and how much was genuine, but it was funny regardless. I wasn't in attendance myself, but some of the better photo ops trickled through social media, [like this man who (speaks softly and?) brought a big stick](https://bsky.app/profile/devilrei.bsky.social/post/3lveagltozc2b). Also, here's Daigo Umehara, famous for "the Daigo parry" and "Evo Moment 37", [sitting down at the Moment 37 Experience](https://bsky.app/profile/evo.gg/post/3lvf23il4ns2y). Plus, we got plenty of reveals. [Here's a list courtesy of Jason Fanelli at GameSpot](https://www.gamespot.com/gallery/evo-2025-everything-announced-at-the-annual-three-day-fighting-game-fest/2900-6841/). Highlights include the first showing of Virtua Fighter 6 gameplay in a training room, a teaser for C. Viper, and the character trailer for Lucy in Guilty Gear Strive. They also teased a Guilty Gear Strive 2.0 patch for next year. I'm a big Strive fan, and I have no idea what this means; even my guesses aren't very convincing. Marvel Tokon got a closed beta announcement for September on PlayStation 5, and a lot of new gameplay came out for it. Most of my concerns (hitstun decay, incentives to tag characters, etc.) were alleviated from watching it, and now I'm quite excited for this one! Except it will still probably require PSN, so I doubt I'll be able to play online. Hopefully I'm wrong though! Even more exciting for me is the upcoming Invincible Vs, made by the team that originally made Killer Instinct 2013 for Xbox One. It will have similar combo breaking mechanics, and it looks much faster paced than the likes of Marvel Tokon or 2XKO. They announced that they're adding motion inputs to it, to accommodate people who felt like 8 buttons was too many, but hopefully they don't add some sort of drawback to using the standard inputs, like so many other games do; I want a motionless game that I'm excited about to not functionally make the motions mandatory by way of making them more optimal. Anyway, Omni-Man was announced as a playable character for the game; I know nothing about Invincible's source material, but even I knew that he was required to make the core roster, so no real surprise there. Anything you'd like to add? Put it in the comments! I might have to go to Evo next year; I haven't been since 2022. We could have somewhere between 3 and 5 tag fighters on the official roster next year, which would be wild, and between those and Guilty Gear, I'll have plenty of games to sign up for and compete in.
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Some interesting analysis from Mat Piscatella about the state of the industry. - Exclusives aren't driving console purchases anymore, as evidenced by Forza Horizon 5 most of all. - Nintendo would likely benefit from this too, but they're unlikely to do so anytime soon. - It's too early to predict any sort of success for Switch 2, as the numbers they're seeing right now may be little more than the supply being great enough to reach their biggest fans. - Overall demand for gaming hasn't gone down and has stabilized. Those dollars won't be distributed evenly, but the enthusiasts are showing up. **EDIT**: And now Sony has [a job listing](https://job-boards.greenhouse.io/sonyinteractiveentertainmentglobal/jobs/5587289004) for someone to head an initiative to bring more games to other platforms, including Xbox and Nintendo.
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You know that personal film project they claimed one of the founders was distracted by? It was a Subnautica film they asked him to make.
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Not actually cancelled but "back to the drawing board". It's weird how 4 or 5 years between entries actually feels short these days.
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An additional post on BlueSky from Danny O'Dwyer indicates that NoClip was actively in the middle of filming a documentary about the making of this game.
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The end of Stop Killing Games [Accursed Farms]
* The EU Citizens petition to stop killing games is not looking good. It's shy of halfway where it needs to be, on a very high threshold, and it's over in a month and change. * paraphrasing a little more than a half hour of the video: "Man, *fuck* Thor/Pirate Software for either lying or misunderstanding and signal boosting his incorrect interpretation of the campaign." * The past year has been quite draining on Ross, so he's done campaigning after next month. * It will still take a few years for the dust to clear at various consumer protection bureaus in 5 different countries, and the UK's seems to be run by old men who don't understand what's going on. * At least The Crew 2 and Motorfest will get offline modes as a consolation prize?
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GOG summer sale is live
Enjoy your gaming. I picked up a couple of things already. And DMC1-4 are now in the Good Old Games program. Steam's sale is supposed to start this Friday, if I'm not mistaken.
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Marathon is delayed
No new release date yet. The next update from Bungie will be in the Fall. Quite frankly, I thought the game would just come out and die to cut their losses.
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A lot of it is almost exactly what you'd expect.
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Not just a mini documentary about where this game and studio came from but also a pretty good look at how it works. I can't deduce what the button configuration is or how that top meter on each character works, but it does seem like active tagging reduces your combo meter and allows you to get greedy with longer combos, at the cost of giving your opponent an opportunity to break the combo.
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PlayStation Executive Jade Raymond Leaves Studio She Founded
You can see the writing on the wall for FairGame$ and Marathon from a mile away, and this can't possibly instill confidence in the people still working there.
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Also noteworthy that not only are PS5 sales behind PS4, but the PlayStation's competition has almost entirely disappeared, and that hasn't resulted in more PlayStations sold.
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Giant Bomb, a web site about video games, has been purchased from Fandom
Just announced on twitch.tv/pax, live from PAX East. The reaction was so negative to what happened with Giant Bomb that Fandom sold to Jeff Grubb and Jeff Bakalar. It sounds like this deal closed yesterday. Along with those two, Dan Ryckert and Jan Ochoa are now co-owners. Mike Minotti was informed of this deal this morning, and he will be the fifth co-owner when he comes back from Disney World. Blight Club and Grubb's morning news show sound like they are returning this coming week. This PAX panel is officially episode #889 of the Giant Bombcast.
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> “We think there’s a large audience for compelling stories that don’t require massive time commitments,” 2K president David Ismailer said in a statement. “We’re excited to offer a game like Mafia: The Old Country in our portfolio, and to provide a linear highly-polished narrative experience that can easily complement the other more persistent games our players also love and engage with on a more consistent basis.” So wait, is this that thing where AAA publishers think shorter, linear action games are inherently worth less than shitty bloated open world games? Like how Hi-Fi Rush was $30 and Redfall was $70? I mean, I'm not complaining about it costing less, but it's so weird, if so. Going by the store page, it seems like you do have to travel places, implying open world in some capacity, but maybe just a small open world? Cynically, is this them pricing a game lower than usual that they know is bad? EDIT: Confirmed via FAQ, this is a linear action game and not open world. Optimistically: great! Most open world games don't make great use of it, and I'm here for the crime story anyway. Pessimistically: there's a good chance they salvaged a bad open world game into a wonky feeling linear game with open world vestiges, like Ride to Hell: Retribution, and the low price is to just get any kind of return on a project that produced a bad video game. I hope it's the former!
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Xbox first party titles expected to hit $80 USD this holiday; Game Pass pricing currently unchanged.
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Other than what they explicitly call out as a change to address criticisms of Borderlands 3, I don't know what this does differently from Borderlands 3, but I really like what I see. This looks great.
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Wario64: Borderlands 4 is moving its release date up to September 12th
I've been playing through the Borderlands games for the first time lately and really enjoying them. I should be through the Pre-Sequel and 3 by then. Also, there's probably something we can infer about the GTA 6 release date from this, given the leak that Mafia: The Old Country comes out August 8th.
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1. Larian is working on two games right now and restructuring the company around making both of those projects flow. 2. They've got a new narrative team meant to improve the work processes of detecting issues with player reactivity in complex RPGs. 3. Vincke has a lot to say about machine learning, and it's somehow both vague and nuanced. He sees it as a way to speed up development on certain tasks, particularly prototyping and detecting problems that come up from iteration and changes, without replacing the need for handcrafted content. 4. For some reason, we're still talking about "single player games are dead" discourse, even though Larian made the Best Multiplayer Game of 2023 and single player games are demonstrably, all the time, not dead. 5. At least #4 led to an interesting discussion about how to lead a sustainable game business, including how to manage your "S" growth curve with more innovation. Mostly, Vincke summarizes it as "happy player, happy business", which you might have surmised from his Game Awards speech. 6. Then there's some pretty low-hanging fruit when it comes to interacting with a game's community that's difficult to argue with, like "embrace mods that put your characters in other games". 7. Vincke says the team finds DLC boring to make, so they don't really want to make it anymore. 8. As far as what Larian's actually doing next, with the interviewer Tamoor Hussain keeping it to things that Vincke will actually answer, Vincke is hoping to make a pipeline over the next 5 years where they can get multiple RPGs in development at the same time smoothly. About as close as we'll get to a timeline on their next game is that Vincke says his wife will divorce him if their next game isn't out 5 years from now.
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Prices for accessories will be increasing to compensate for tariffs.
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"Europe" also includes the UK. It's worth noting that GTA 6 will move a lot of PS5s when it releases.
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