#Video Game Article
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thenostalgiadepartment · 5 months ago
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2025 certainly has no shortage of games lined up for fans of all genres for those looking for something new to dive into. While Naughty Dog wants to shove yet another The Last of Us Part II Remastered edition down our throat, let's discuss titles that people actually want to play that will be releasing soon. Here are five games I’m particularly looking forward to this year! 
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05. South of Midnight
A third person action-adventure story that takes place in a Southern fantasy world certainly caught my eye when I saw the first trailer. We see a lot of the same looking shooters, but South of Midnight seems to step outside the box and gives us an eye-catching new setting. The movement seems super fun if the gameplay is smooth. I hope we see more gameplay trailers soon! 
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04. Ghost of Yōtei
You had me at ronin, a wolf companion and Erika Ishii. The gorgeous landscape of Japan as a backdrop had me salivating during the trailer. While I haven’t played Ghost of Tsushima (yet), this game’s aesthetic has my name written all over it. Infamous was the last Sucker Punch game I played, and I hope the Ghost of Tsushima/Yōtei series is just as fun. 
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03.  The Wolf Among Us 2
Will this be the year we'll return to Fabletown to see Bigby and friends? Being a Telltale fan has been like being on a rollercoaster. Telltale pushed back the release date from last year to 2025, but we haven’t seen any news since. I’m hoping the long awaited sequel to The Wolf Among Us will get some traction this year and maybe an actual release date. Telltale style games have been a unique experience to enjoy in the video game medium, so I hope after everything they continue to create their games.
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02. Gears of War: E-Day
It surprised me just how long it's been since we’ve seen a Gears game on the market. Especially with the cliffhanger from Gears 5. Despite the controversial reception of Gears 5, I don’t think ANYONE has qualms about going back to the beginning with this series. Nostalgia hit me hard when we saw a young Marcus in the trailer, and I think we all choked up a bit seeing Dom again. I can’t wait to go back to Sera and see more of our fan favorite characters. 
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01.  FBC: Firebreak
Set sometime after the events of Control (2019)’s, we’re set to return back to the Oldest House in FBC Firebreak. This game will be Remedy’s first first person shooter and multiplayer game. Remedy has set a pretty high bar with their standard of storytelling so I’m very interested in how they will showcase their strengths in a live game. However it plays out, I look forward to jumping back into the Oldest House! It’s been far too long, and maybe we’ll get to see some of what’s been happening behind the curtain during our newest Director’s tenure. 
Did any of these titles make your 2025 gaming wishlist? I enjoy a variety of game types, and I have high hopes for the single-player games this year! With the industry as volatile as it is, maybe we’ll see these titles this year, maybe we’ll have to wait another to get our hands on them. One thing is for sure, I’ll see you at the firebreak.
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lowpolynpixelated · 8 months ago
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The Great Divide
What is an Indie game? Is it the literal definition? A game developed and distributed by an independent developer and/or publisher. Is it a connotation of style? Pixel or simplistic graphics, cozy vibes, outlandish mechanics. Is it a representational title? Small development teams, smaller experiences, cheaper games. It is, in a way, all and none of these things. During what I would call the “true bloom” of the Video Game Landscape in the late 90s and early 2000s, such a term was seldom common nomenclature. No in those days it was “enthusiast titles” or “hobbyist” releases. Nothing like the Indie-Directs we see now. So what happened? And why does there seem to be such a clear divide in people’s minds between what’s Indie and what’s Triple A, and why can’t they explain it very well?
Part One: Where did it start?
To say that it started in the early 2000s would be incorrect. Ever since video games began being made people have taken it upon themselves to let their creativity flow through their digital catalyst of choice. The interactive medium was, and still is, unlike anything that came before. Video games are far more than “movies you can play in” they’re art pieces. Statements. An entirely unique way to engage with and experience a work of art, music, writing, and digital wizardry all packaged onto something that fits in the palm of your hand. Video games are magic. And so its no wonder that people wanted to make them. Look at such a famous game like DOOM. Ids smash hit originally had its first level freely distributed via mail-in receipts or at electronic stores, and was sold by Id itself before it took off to a nationwide scale. Developed and distributed by just a few people in an office. Sure there’s always more logistics to it than that, but doesn’t that fit a few of the definitions already? The 80s and 90s were truly the “Wild West” of video games. Because of the market’s fresh growth and upwards trend it took very little to get your game onto a console. Just look at all the titles on the original NES/Famicom systems. Before the advent of the term “Shovelware” it was quite common for such experiences to flood a library. Though this fell out of fashion more in the 90s during the SNES/Genesis era of things in favour of more well tuned and marketable competitive experiences. Such varied scales of polish and concept were doubly so if you look at the Computer Game community from the time. Developing your own games was a passtime. A trick to learn on new fangled devices. So what happened after? During the 3D revolutionary period in the 5th generation of consoles there were more standards. Sure, there were still some more shallow experiences around, but if you wanted to be known in the mainstream world video games you needed to be on a console. And so this is where I think began the true form of what most modern standards would call an “Indie game”.
My favourite examples of such titles include games like “Katamari Damacy” and “Okami”. Both games were developed by either a much smaller studio or in Katamari’s case, just a few select people. They were indeed published by established names, Namco and Capcom respectively, but they have much more in common with the Indie titles of today in that regard as well. In this era it was quite common to find games made by smaller studios, or even sometimes smaller teams within larger studios, given a run on the most popular hardware because the idea was fun. Or for perhaps a more clinical point of view, the idea could be sold. So I ask again, what happened? If you could find such games on consoles for six entire generations of video game consoles, why is there now this “Great Divide” between the Indie and the Triple A? Let’s go back to PC gaming during this time for a bit more information.
In 2003 something very important to this conundrum happened. This event would forever change the way digital distribution of video games would happen, and eventually, in my opinion, lead to where we are now. In 2003 Valve Software launched Steam as a software client meant to manage and deliver updates to their catalog of games. In 2005, only 2 years after its launch and the same year as the launch of the 7th generation of games consoles, they began using the client as a digital storefront to sell and distribute 3rd party software. Before Steam digital distribution of games was spread quite thin due to its relatively new nature. The early 2000s saw internet speeds both fast and stable enough to properly facilitate said distribution, and Valve were hardly the only ones to try and jump on the train as it began to speed up. Storefronts like Stardock stand as earlier examples of attempts to sell games over the web. Steam would be the one to not only take off, but to stick the landing as well.
In the year before Steam’s foray into offering 3rd party software, the 6th generation of consoles had an early adopter of this online storefront model. In 2004 the Xbox Live Arcade as launched on the original XBOX. This allowed owners of the console to purchase additional titles directly to their console, granted they had Xbox Live and the hard drive space to spare. These two factors, Xbox Live Arcade and Steam, would become the catalyst for the explosion of digital purchasing as well as ground zero for when The Great Divide would begin to form. When Xbox Live Arcade was in its prime it was offering games more frequently and successfully than any other console at the time. The Wii’s Wii Shop did a decent job keeping up and was a delightful experience in purchasing old Nintendo Software, and the PlayStation Store was no slouch either. Xbox, however, had an edge. As a part of many of their events such as “Summer of Xbox Live” it would offer alongside many well known console titles, smaller titles made by small and often independent developers. Games such as Castle Crashers, Super Meat Boy, The Binding of Isaac, Splosion man, and many others joined the ranks as “Xbox 360 experiences”. Meanwhile on the other side of the coin, Steam was offering these independently made games as a part of its online marketplace. But of course, as we discussed, it was common to find these in the PC space.
So why was Xbox a big deal? Because suddenly, offering these “Indie” games for smaller price tags was wildly successful. It had precedent, certainly. In it’s infancy the Xbox Live Arcade offered games at smaller price tags, anywhere from 4.99-9.99. It wasn’t just a way for smaller games to get recognition on consoles. On the other side of the coin, it was a marketing tactic. “Indies” were hot ticket items all of a sudden. Bolstering your library with indie games meant that the Xbox was the place to go for smaller developers who wanted a life on console, it meant that Xbox was supporting the wider gaming community, it meant that Xbox had video games at bargain prices. I’m sure the executives had dollar signs in their eyes the whole time, and perhaps that is a bit of a cynical way to view it, but it worked out that way. The ramifications of this tactic would continue on and its consequences felt for years to come. Some good, some bad, all very frustrating to categorize.
Part Two: The divide widens
After the massive uptick in the marketing of “indie games” via the pushing of the label in the late 2000s and early 2010s, the gap between what people considered “Triple A” and what was considered “Indie” only got wider. Indie games were small, quaint, not to be judged on the same rubric as those big budget releases that sold consoles. Criticism towards these titles was usually relegated to things like length and price. People were more forgiving to games made by two person teams on aspects like music, gameplay, and graphics. But if you dared to think that your game was worth 30$? Now you’re pushing it. Criticism levied at independently made video games grew more and more harsh in these realms. Why is your 6 hour game 25$? Why does a game with graphics like this cost more than 5$? Pixel art is easier and cheaper, right? This type of criticism was the bread and butter of judging the value of an indie title. If you packed in all the polish and fun of a “triple A” release and sold it for 15$, you were perfect. If it was your first title that you worked on for 5 years straight and DARED to think it was worth 20$, or even 30$, you weren’t experienced enough to ask for that. Every rough edge, every bug, every glitch was now ammunition to say how your game was a “flawed masterpiece that just costs too much” or “A surprisingly fun hidden gem held back by a few things”. The softer “fun little game” approach wore off quickly, and what was left in its place was criticism and judgment just as vicious as those reserved for big name releases.
This was also the time in which some of the more glaring flaws of the “triple A” sphere began to rear their heads higher into the light. The mid 2010s saw the data size of big name releases double or sometimes triple in size demanding more and more storage space for consoles. Some of the time the responsibility was put on the owners of the consoles, with external hard drives being common for the ps4 and Xbox One even more so than they were with the PS3 and Xbox360. A big reason for this was that larger games were steadily getting worse quality wise. Rushed development cycles, overbearing crunch time for developers, and corner cutting development practices encouraged by executives were making AAA games into buggy messes that didn’t go down in price and needed day one patches. Criticism did keep up with these factors, but not in a very popular light. Voices in the gaming landscape who had been advocating for people to pay more attention and demand better from larger companies with resources to do better (a prime example is Stephanie Sterling, who is a longtime video game journalist and extremely vocal about the myriad issues plaguing the industry), and were often ignored in favour of hype and “just wanting to enjoy things”.
All of this amounted to a market with a clear divide. Indie games were small and shouldn’t be judged as the bigger stuff is, but the bigger stuff is also getting worse and deserves more criticism. Indie games were their own genre by this point. Anything that could be called cheaper or less impressive than a standard console release was an indie game. Anything that could be called WORSE than a standard console game was compared to an indie game. They became both a standard that triple A games should outdo, and an insult to be hurled when the game didn’t. The passion, skill, and artistry of hundreds upon hundreds of developers and artists became nothing more than what the Nintendo Switch was using to boast “hundreds of new games every day!”, with most of said games being shovelware and phone apps being hocked onto the console at inflated prices. Still, with how games had come to be categorized, Hollow Knight and Calculator App 412 are worth the same.
Part Three: What does it mean?
So what relation does this have to indie games? Well, the issue with the way criticism was being levied against big name releases was that the criticism effecting independent releases stayed the same. The late 2010s and early 2020s saw some of the worst triple A launches in gaming history, but when a game made by a few people sold for 15$ does all the supposed highest level of the industry can and sometimes more it’s only “surprisingly polished for an indie game”. I ask you, reader, what are we comparing these games to? When most so called “triple A” releases are half finished, rushed to release, or just barely functional, how are games that meet their own goals or even surpass them still a surprise? My argument here is that the terms “triple A” and “indie” no longer apply as much as they used to. In more recent years (I’m writing this in 2024) a middle step has been gaining traction among popular gaming news and review sites, the AA game. “Double A” games, as they’re being called, are supposedly indie games with much higher levels of polish, but not enough to reach the supposed heights of “triple A” games. A more apt description of how the term is being used though, is a way to justify big name releases, floods of half-baked remakes/remasters, and substandard work being pushed by the heads of the industry. Saying a modern big name release is “about as polished as a double A game”, is less inflammatory than saying “it only plays like an indie game” but is no less insulting.
What even IS a double A game? A previous example, Hollow Knight, has often had this new classification applied to it due to its level of polish and apparent higher value than other independently made games. All this label has done is create yet another step for independent games to never achieve unless they get popular enough. There is no inherent value to a video game. The circumstances of its development and skill of its developers do not make it worth more or less than another. So without labels like indie, double A, and triple A, what do we call video games? The answer lies in the question, Video Games. This isn’t to say you can’t judge the quality of a video game. That quality, however, will vary wildly from person to person. Call of Duty Modern Warfare is a classic masterpiece to some, and a boring military shooter to others. The same can be applied to all “classic masterpieces”, and all modern works as well. Horizon Zero Dawn and Hollow Knight exist on different levels of developer and artist intent. They exist in different genres, in different dimensions of art, in different modes of gameplay, but they’re both video games available for the PlayStation 4 and will have their fans and detractors just the same. Hollow Knight was priced as its creators thought they could value it, but price is not quality. Quality in art cannot be discerned as fact. Art does not exist in such cut and dry terms and circumstances. What is inspiring to one might be mundane to another.
There ARE inherent things on which to judge a video game. To exist within the art medium certain factors MUST be up to snuff with what the developer wants the game to be. Core mechanics and gameplay, graphics reading well for what they represent, audio functioning correctly within the expectations set by the game. A game must be playable to be enjoyed, after all. But this is a baseline. You can’t call a calculator app a video game. That just isn’t what its meant to be. It doesn’t meet the base of what a video game is as an interactive experience. What you actually judge and criticize within a video game is the developer’s skill to make it what it says it is. Its price, and more often than not its length, do not determine that. Neither does an arbitrary category created to split the market into “standard and premium” video game experiences. You, the player, do.
Part Four: Thanks and future thoughts
Hello, and thank you for reading my article. The Great Divide is a theory and thought process I’ve held about the gaming landscape as a whole for quite a while, and it feels good to put those thoughts to digital paper. I do have more thoughts on the subject, but am electing to leave this here for now and return to it later in the form of another article, or perhaps an extension or video companion piece to this one. This piece is an opinion, and though it states true facts about video game history I do not offer the whole as fact. These are the ways I feel, and I hope that if you read them you might feel the same. Thank you for reading.
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beneaththetangles · 11 months ago
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Welcome to Doki Doki News, your source for updates in the world of anime, gaming, and otakudom, for the week of June 30th! Check out the latest episode in our player below! And not just latest, but last!*
It’s been an honor for us to bring you the news for 163 episodes. We love you all. And as always, thanks for listening!
Attributions:
Heaven Burns Red [ANN]
Magic Knight Rayearth [ANN]
Ranma 1/2 [CR]
*But come back for one more week for a special extra!
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xinyuehui · 5 months ago
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△ THEY ARE THE OPTIMAL WEAPON FOR DESTROYING ONE ANOTHER. * THIS EXPERIMENT IS NEVER TO BE RESTARTED
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felassan · 1 year ago
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Solas comes back from the grocery store like how did you guys get in here and Harding why are you wearing my slippers??
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vigilskeep · 7 months ago
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a lot of the articles + reviews are mentioning that the veilguard party feels fairly lacking in interpersonal conflict and thus pretty boring for the first few hours, but then as you progress it suddenly picks up and there’s a big jump in excitement and complexity, so maybe keep that in mind early on if you aren’t initially feeling it
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sweetestcaptainhughes · 5 months ago
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nobody speak to me. so basically quinn spent 2 weeks this summer doing exactly what twitter told him to do, adopt macklin. 😭😭
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yupiipiiu · 19 days ago
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(๑˃‌ᴗ˂‌) ꒱ ꒱ Happy birthday Tsukasa!!
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kittydoremi · 5 months ago
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Still crazy to me how people blame the "tarnishing of the Sonic franchise" and all of 06's flaws on Princess Elise. Really?
The character who did nothing wrong. Who went through alot of grief and trauma. is selfless and kind. Who has a character arc shown throughout the story and had a sweet bond with Sonic. She gets the blame for all of 06's flaws and the downfall of Sonic dogpiled onto her.
At most you could say her role in 06's story could've been handled better. But to use her as a scapegoat for all of 06's flaws and the sole reason for the downfall of the franchise is ridiculous.
Tbh alot of Princess Elise hate from the Sonic fandom seems to be driven by sexism imo, with people saying she's useless and blaming her for being kidnapped, calling her a selfish bitch, and calling her a zoophile and necrophiliac for a fairytale kiss :/
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plumbus-central · 9 months ago
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i love imagining scenarios where morty and summer meet rick and minnie when they were their age, whether through time travel, parallel universe, age regression, or some other sci fi nonsense.
god bless him mortys trying hard to relate to his teenage grandmother from the late 70s
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fruitsofhell · 1 year ago
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I used to be one of those guys when I first joined the Kirby fandom, but everytime I hear a discussion of the series writing that starts with "So the Lore is InSaNe-" and not like, "Kirby has a fun writing style that takes advantage of its cute exterior to tell cool stories that reward player's curiosity and leave lots of room for imagination-" I cringe so goddamn hard.
I kinda just hate that people approach things that encourage investment when they don't expect it as inherently absurd. Like it is fun to joke about how absurd Kirby lore can be, but it really often comes with an air of disrespect or exhaustion rather than like, appreciation that these games are made by people who want to tell interesting stories when they could easily make as much money just making polished enough fluffy kiddy platformers. And when it's not met with exhaustion, it's met with - like I said before - that tone that it's stupid for a series like this TO have devs who care about writing stuff for it. Which is a whole other thing about people not respecting things made to appeal to kiddie aesthetic or tone.
Maybe the state of low-stakes YouTube video essays just blows cause people play up ignorance and disbelief for engagement, but like I STG I hear people use this tone for like actual narrative based games sometimes. Some people don't like... appreciate when a game is made by people who care a shitton in ways that aren't direct gameplay feedback. And they especially don't appreciate it when it comes from something with any sense of tonal dissonance intentional or not.
Anyways, I love games made by insane people. I love games made by teams who feel like they wanna make something work or say something so bad. I love that energy, especially when invested into something that could easily rest on its laurels or which obviously won't be taken seriously. I love this in a lot of classic campy 2000s games, I love this in insanely niche yet passionate fanworks, and I love it in the Kirby series and its writing. Can we please stop talking about it like it's an annoyance or complete joke?
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lowpolynpixelated · 1 year ago
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Bloodborne PSX One of the best fanworks on the web
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Though the PS4 boasted and still boasts an impressive library of releases, for many (myself included) the system served to be bought for initially one purpose, to be the Bloodborne Machine. Most of the people in my life who had a PS4 during its generation either bought one exclusively to play Fromsoftware’s Nightmare Hunting Adventure or had initially got one solely to play the game and ended up getting more games afterward. It’s a phenomenon the game industry sees time and time again, with previous generations having swathes of fans buying entire consoles for one or two games. As far as games go though, Bloodborne is at the very least worth the price of entry. At the time, it was heralded as Fromsoftware’s most cutting-edge and impressive game to date. A gorgeous gothic world filled with creatures ripped straight out of H.P Lovecraft’s nightmares, a haunting soundtrack showcasing beautifully composed choral scores and a combat system that incentivized aggression and speed to achieve brutal and bloody efficiency. It’s no wonder then why Bloodborne still has such a large following behind it. Fans of Fromsoftware have hoped for a sequel or PC port year after year to largely disappointing results. But where the community shines is in its fanworks. 
From fanart, comics, music, animations, and even fan-made video game spinoffs, the game has been shown a monumental amount of love since its debut in 2015. One of these fanworks was released back in 2022 and has since become one of the most famous pieces of fan-made content surrounding the game, this of course, being BloodbornePSX by LWMedia. An incredibly impressive feat of coding and art direction, the game serves as a “Demake” of Bloodborne’s first Yharnam segment, made to look like and play as if it were made on the very first PlayStation console. With some custom-made areas and an entirely unique boss to boot the perfectly paced experience is both a treat to fans who have been orbiting the game since its earliest days and new fans looking for the best and brightest fanworks to interact with. 
The game has since gone on to be covered by a variety of news outlets all over the web, along with its creator receiving much-deserved attention for her efforts. One Lilith Walther (AKA b0tster on social media) holds the title of developer for the project. A long-time video game enthusiast and FromSoftware fan herself, she’s had quite an impact on the community I’m sure she’s very proud to be a part of. Later in the article, we’ve got an interview with Lilith herself about both Bloodborne PSX and her current project, “Bloodborne Kart”, but first, let’s talk a bit more in-depth about BBPSX.
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(Official launch trailer for Bloodborne PSX, uploaded January 31, 2022 by LWMedia on Youtube)
Bloodborne PSX:
So, what exactly is Bloodborne PSX? To start, let’s answer what precisely a “Demake” is first. Demakes often have the goal of remaking the likeness of a game either stylistically, mechanically, or both, as if it was developed on retro/outdated hardware. Famous examples of Demakes include “The Mummy Demastered” developed by Wayforward as a sort of tie-in to the 2017 film “The Mummy” in the stylings of a 16-bit run and gun adventure against armies of the undead, and “Pixel Force Halo” by Eric Ruth games which take the prolific XBOX franchise and shrinks it down to a Mega Man-esque platformer reminiscent of the NES’ 8-bit days. Demakes are intensely attractive looking, not only into the past of video games and their developments but just how creative developers can be with games that they love and appreciate. Bloodborne PSX hits as hard as a Demake can in my opinion, blending masterfully recreated graphics with perfectly clunky early PSX gameplay quirks that go above and beyond to make the game not only LOOK like it belongs on the nearly 30-year-old console but feel right at home on it as well.
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(A screenshot depicting the player character “The Hunter” facing off against two fearsome Werewolf enemies. Screenshot sourced from the Bloodborne PSX Official itch.io page)
Gameplay:
Starting off with the masterfully recreated clunk in the gameplay, Bloodborne PSX “shows its age” by hearkening back to a time when being seamless just wasn’t an option. Much like adventure action games of the past (and much UNLIKE its modern inspiration), you’ll be cycling through your inventory delightfully more than you’d expect. Equipping keys, checking items, and even the trademark weapon transformations are all done through the wonderfully nostalgic menu and inventory screens. Taking one of the foundational parts of Bloodborne’s combat system and making it such a more encumbering mechanic is nothing short of sheer genius when it comes to ways to really make you feel like it’s 1994 again. On top of this, the Hunter’s movement itself has been made reminiscent of classic action titles. Somehow, both stiff enough to feel dated and fluid enough to make combat that same rush of bestial fun found in the original, it goes a long way towards the total immersion into that retro vibe the game sets out to give the player. Anyone who grew up with Fromsoftware’s earlier titles like Armored Core and the King’s Field series will be very familiar with this unique brand of “well-tuned clunk”.
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(A delightfully dated looking diagram showing off the controller layout for Bloodborne PSX’s controls. Image sourced from the Bloodborne PSX Official itch.io page)
Graphics:
Speaking of old Fromsoftware games, though, let’s talk about the absolutely bit-crushingly beautiful graphical work on display. As I’m sure you’ve seen from the videos and screenshots included in the article, BBPSX’s art style and direction are nothing short of perfect for what it aims to be. While playing, I couldn’t help but notice every little detail (or lack thereof) in the environments meant to emulate the experience of a game made on 30-year-old hardware. Low render distances, chunky textures, blocky polygonal models, just the right amount of texture warp, it all blends together to create an atmosphere that I can 100% picture being shown off on the back of a jewel CD case with a T for Teen rating slapped into the lower corner. While playing, something rather specific that called out to me was the new way enemy names and health bars were displayed in the bottom right corner of the screen while fighting. As a big fan of the King’s Field games, this small detail went (probably too much of) a long way toward my love of how everything’s meant to feel older. Other games trying to match the more specific feel of King’s Field, like “Lunacid” created by KIRA LLC, also include this delightful little detail, a personal favorite for sure. 
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(A screenshot depicting the second phase of Father Gascoigne’s boss fight, showing off the game’s perfectly retro art style. Image sourced from the Bloodborne PSX Official itch.io page)
Sound design/Soundtrack:
But where would a game be without its sound and score? No need to fear, however, because Bloodborne PSX comes complete with a chunky soundscape that will make you want to check and see if your TV is set to channel 3. A haunting set of tracks played by fittingly digital-sounding MIDIs ran through filters to sound just as crackly as you remember backs up crunchy sounds of spilling blood with low-poly weaponry. Original sounds from Bloodborne have been used for an authentic sounding experience, but have also been given the CRT speaker treatment and sound like something you remember playing on Halloween 20 years ago. If you watched the launch trailer featured above then you know exactly what I’m talking about. The Cleric Beast’s trademark screech and Gascoine’s signature howl after his beastly transformation have never sounded so beautifully dated, and I’m here for every bit of it. Even the horrific boss themes we know and love from the original Bloodborne have been brought through this portal to the past. One of my favourite tracks, the Cleric Beast boss theme, might just sound even better when played on a 16-bit sound chip. It really cannot be understated just how much weight the sound design of the game is pulling. In my opinion, the only thing missing is that sweet sweet PSX startup sound before the game starts crackling through the speakers of a TV in the computer room.
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(The Bloodborne PSX rendition of the Cleric Beast’s boss theme. Created by and uploaded to Youtube by The Noble Demon on March 20, 2021)
Interview with the developer:
Before writing this article, I had the absolute pleasure and privilege of talking with Lilith Walther about some developmental notes and personal feelings about inspirations and challenges that can come with the daunting task of being a developer. Below are the nine (initially ten, but unfortunately, a bit of the interview was lost due to my recording software bugging out) questions I posed to Miss Lilith, along with her answers transcribed directly from the interview. 
I’d like to start this section of the article by saying Lilith was an absolute joy to talk to. During the interview, I really felt like she and I shared some common ground on some topics regarding how media can have an impact on you and what sorts of things come with video games as an art form. After some minor technical difficulties (and by that, I mean my video drivers crashed), I started off with something simple. The first question posited was: “What got you into video games initially?” Lilith’s response was as follows: “When I was a kid, the family member of a friend had a SNES lying around. I turned it on and didn’t really understand. I was a guy on top of a pyramid, I walked down the pyramid, and some big ogre killed me. Later I learned that was A Link to the past.” and after a brief laugh continued, “A couple years later my parents got a Nintendo 64 with Mario64 and Ocarina of Time and that was it. Never put the controller down since then.” 
She then went on to describe what precisely about Nintendo’s first foray into 3D Zelda had hooked her. “I’ve heard this story so many times. It’s like you’re not even playing the game. You’re just in the world hanging out in Kokiri forest collecting rupees to get the Deku shield, and the game expects you to! It was just, ‘run around this world and explore,’ and that really hooked me.” I couldn’t agree more with her statement about her experience. Not just with a game as prolific as Ocarina of Time but many experiences from older console generations that could be considered “the first of their kind”, or at the very least some of the earliest. Lilith also described her first experience with a PlayStation console, stating: “Later on I got a PS2 which played PS1 games. I didn’t end up getting a PS1 until around the PS3 era, so I guess I’m a poser. I remember my sister bringing home Final Fantasy 9 when it was a relatively new game. If it wasn’t my first PS1 game it was definitely my first Final Fantasy game. Of course I went back and played 8 and 7 afterwards.” A solid answer to a simple question. 
The second question I asked was one starting to move toward the topic of Bloodborne PSX and its namesake/inspiration. Or at least the family of systems it was released on: “What PlayStation console was your favorite and why?” Lilith’s answer surprised me a bit. Not because I disagreed, quite the opposite, actually. But with such a big inspiration for her work being games from the PSX-PS2 generations, what followed was a pleasant bit of insight into one of her favourite eras of gaming, to quote: “I can give you two answers here.” To which I assured her she was more than welcome to, but she was set on having something definitive. “No no I’m only going to give you one answer. I can give you the correct answer that I don’t want to admit, but it was the PlayStation 3. It’s so embarrassing but I genuinely was hooked into the marketing of the whole ‘The cell processor is the smartest thing in the world’ and all that. It really seemed like the future of gaming and I was all about it. I think I owned an XBOX360 before but I did eventually get it and really enjoyed it. It took a couple years for some of the best games to come out but I really did.” A few examples she cited as being some of her most memorable experiences on the console were Uncharted 2, Journey, Call of Duty 4: Modern Warfare, and Warhawk. All games I’ve seen on several top 5 and top 10 lists throughout my life within the gaming space. A delightful show of affection for a generation personally very dear to me as well, in which she ended the segment by declaring “Hell yeag”, a bit of a catchphrase she’s coined online.
Getting into the topic proper, my third question was one about her personal relationship with Bloodborne: “How did Bloodborne impact/appeal to your interests?” A question that received perhaps my favourite answer of the whole interview. From her response: ”Oh that’s a big one. Going to the opposite end of the poser spectrum, I was a Fromsoftware fan before it was cool. One of the games I played religiously on my PS2 was Armored Core.” A statement which made more sense than perhaps anything else said during my time with her. “Then later in the PS3 era everyone was talking about Dark Souls, this was when I was in college. I finally caved and got it and saw the Fromsoftware logo and thought ‘Oh it’s the Armored Core people!’ I played and beat it, really enjoyed my time with it. I skipped Dark Souls 2 because everyone told me to hate it, I still need to go back to that one.” 
It’s something I would recommend anyone who hasn’t played Dark Souls 2 to go and do. “Then Bloodborne came out and I thought ‘Alright this is the new one, gotta play this one’ and I was a huge fan of all the gothic stuff in the aesthetic. And how do I explain this, I do really like Bloodborne. I like the design, and the mechanical suite of gameplay, as a video-gamey video game it’s very good.” The tone shifted here to something a bit more personal. “But as well, I was playing it at a specific time in my life. I came out in 2019, I know Bloodborne came out in 2015 but I was obviously just playing it non-stop. It was just one of my ‘coming out games’, you know?” For those who maybe don’t understand the statement there, “coming out” is a very common term used within the Queer community to describe the experience of revealing your identity to those around you. Whether it be to family, friends, or co-workers, almost every queer person has some sort of coming out story to tell. Lilith is speaking in reference to her coming out as a trans woman. She elaborated: “Obviously I can only speak for myself, but I just feel like when you make a decision like that, that part of my life just ended up seared into my brain, you know? Bloodborne was there, so now it’s just a part of me. And it definitely influenced some things about me. It was there because I was working on Bloodborne PSX at the time, but it had an impact on something I’ve heard a lot of other Trans people describe.” She went on to describe the concept of “Coming out a second time” as sort of “finding yourself more within your identity” and becoming more affirmed in it. She described both Bloodborne and her development on Bloodborne PSX influencing large parts of her life, a good example being how she dresses and presents. As a trans woman myself, this answer delighted me to no end. I, for one, can absolutely 100% relate to the notion of media you experience during such a radical turning point in your life sticking with you. There are plenty of games, shows, music, and books that I still hold very near and dear to me because, as Lilith stated, they were there. All the right things at the right time.
Halfway through our questions, we’ve finally arrived at one pertaining specifically to the development of Bloodborne PSX: “What are some unique challenges you’ve faced developing a game meant to look/play like something made on retro hardware?”
Lilith answers: “So there’s two things, two big things. One is rolling back all of the quality of life improvements we’ve gotten over the years in gaming. Not automatically using keys is always my go-to example.” Something as well I mentioned in my short talk about the game’s gloriously dated feeling gameplay above. “That was definitely very very intentional. Because it’s not just the graphics, right? It was the design sensibilities of the 90s. Bringing that to the surface was very challenging but very fun. Another big part was, since it was one of the first 3D consoles, I wanted to recreate the hype around the fact that ‘ITS IN 3D NOW!’ So if you go into your inventory you’ll see all the objects rendered in beautiful 3D while they slowly spin as you scroll through them.” This is a feature I very much miss seeing in modern video games. 
She continued, “I think the biggest one was the weapon changes. Bloodborne’s whole thing was the weapon transformations. Like, you could seamlessly change your weapons and work them into your combo and do a bunch of crazy stuff, and I kind of said ‘that needs to go immediately.’ So now you have to pause and go to your weapon and press L1 to transform it, that was extremely intentional. So once I had those three big things down it all just sort of fell into place. Like the clunky UI and the janky controls. You need jank and clunk, and I think that’s why Fromsoft games scale down so nicely, because they are jank and clunk.” 
A point I couldn’t agree with more. Despite all the modern streamlining and improvements to gameplay, Fromsoft’s ever-growing catalog of impressive experiences still contains some of that old-school video game stiffness we’ve (hopefully) come to appreciate. She went on to make a point I was very excited to share here in the article, “It was just a lot of trying to nail the feel of the games and not just the look, right? Like I’m not trying to recreate a screenshot; I’m trying to recreate the feeling of playing this weird game that’s barely holding together because the devs didn’t know what they were doing.” In my humble opinion, something she did an excellent job with. 
Fifth on the list was a question relating to her current project, Bloodborne Kart, a concept initially drawn from a popular meme shared around social media sites like Tumblr when the buzz of a Bloodborne sequel was keeping the talking spaces around Fromsoft alight: “Anything to say about the development of Bloodborne Kart or its inspiration?”
Lilith answers: “So first off Bloodborne Kart is less trying to be a simulation of a PS1 game and more just an indie game. It’s not trying to be a PS1 game, I just want it to be a fun kart racer first. Starting off of course is Mario Kart 64, that’s the one I played back in the day. But I looked at other games like Crash Team Racing and Diddy Kong Racing, but also stuff like Twisted Metal of course. I always used those as a template to sort of look at for design stuff like ‘how did they handle what happens to racers after player 1 crosses the finish line.” The next portion of her answer was initially a bit confusing but comes across better when you consider certain elements present in BBK’s battle mode. “And also Halo, like for the battle mode. I had to do a battle mode and it kind of just bubbled to the surface. Split Screen with my sister was such a big part of my childhood. Thinking about Halo multiplayer while I was making the battle mode stuff.” 
Her answer to the previous question began to dip into the topic of our sixth question: “Are there any unique challenges or enjoyable creative points that go into making something like Bloodborne Kart?”
As she continued from her previous answer: “One of the biggest quirks of the battle mode I had to figure out was how to tell what team you were on at a glance, and that came back to Halo again. I started thinking about how you could tell in that game and it hit me that the arms of your suit change to the color of whatever team you’re on. It was just something I never even thought of because it’s so seamless. So that gave me the idea to change the kart colours, and that’s the most recent example of me pulling directly from Halo. It’s wild how a small change like that can turn your game from something unplayable to something fun.” I would agree. Tons of small details and things you don’t think about go into making seamless multiplayer experiences. Some of which we take for granted nowadays. She then made a point about one of the most challenging aspects of BBK’s development, “The most challenging thing was definitely the Kart AI. AI is just my worst skill when it comes to game development among the massive array of skills you need to make a game. It’s really hard to find examples of people coding kart driving AI, You know? You need to make a biped walk around you can find a million tutorials online but if you need to make something drive a kart, not really. I was really on my own there. A lot of the examples out there are very simulation oriented. Like cars using suspension and whatnot, but I’m making a kart racer. So I started simple, I put a navpoint down and if it needs to turn left, turn left, if it needs to turn right, turn right. And I just kept adding features from there.”
Moving onto our last three questions, we started to get a little more personal. Question seven being: “What’s your favorite part of Bloodborne Kart so far?”
Her answer was concise in what she was excited about most, quote: “The boss fights.” Short and sweet but she did elaborate. “Translating a big part of Bloodborne is the boss fights. So I made a short linear campaign which is basically AI battles and races strung together. Some of those stages are just boss fights which are unique to the rest of the game. When you make a video game you sit down and you make all your different modes of interactions, and then you make a multi-hour experience mixing and matching all those different modes in more complicated ways. I think the most interesting part is when that style tends to fall away and it ends up building something entirely unique to that experience.” An example she gave was the infamous “Eventide Island” in Breath of the wild, it being a unique experience where the game’s usual modes of interaction are stripped or limited, forcing you into a more structured experience that ends up being a majorly positive one. “That’s what the boss fights are in Bloodborne Kart. They do multiple game mechanics like a chase that ends in a battle mode. Like Father Gascoine’s fight where he chases you, and after you blow up his kart he turns into a beast and picks up a minigun.” That sounds absolutely incredible. It’s very easy to see why she’d pick the boss fights as her favorite element when they’re clearly intended to be such unique and memorable experiences. 
Our last two questions veer away from the topics of development proper and focus more on our dear dev’s personal thoughts on the matter. Question eight posits: “What’s your personal favorite part of being a game developer?”
After some thought, she gave a very impassioned talk about something she considers to be the best part of the experience: “When people who aren’t game developers think about game development they think of things like ‘oh well you just get to play video games all day and have fun’ but it’s not! Except for the 2% that is, and it’s near the end of development. When all the pieces fall into place and you start actually ‘making the game.’ Game development, especially solo, you’re so zoomed in on specific parts. Because you’re not making a game you’re programming software that’s what making a game is. You spend months working on different systems and then you actually sit down and make a level, and you hit play and it you go ‘Oh my god, I just made a game’. That part is what sustains me. It’s magical. That’s the best part when it comes to true appreciation of the craft aside from the reception.” An answer that I don’t think I could’ve put better if I tried. 
My last question is one that I consider to be the question when it comes to interviewing anyone who works on video games. Perhaps a bit basic, but heartfelt nonetheless: “Anything to say to anyone aspiring to be a game developer?”
Lilith’s answer: “Yes. Just do it. For real. This is what I did and it always felt wrong until I looked at more established devs echoing the sentiment. You cannot plan a game before you’ve started making one. The example I always bring up is the team behind Deus Ex wrote a 500 page design document for the game and almost immediately threw it out when they started development. Just start! You’re going to have unanswered questions and I think that trips people up. Don’t start with your magnum opus idea, start with something simple and achievable. I feel like a lot of people set out with the goal of making a triple-A game, and that’s good! But it can’t be your first game. Game development is creating art, just like any other form of art, and it’s like saying ‘my first drawing is going to be the Mona Lisa’ and it just doesn’t work like that. You need practice and development, and it’s difficult to see that because games take so long and so much, so it’s definitely seen as a bigger undertaking. But it’s still art. You’re still making mistakes and learning from them for your first project. Your next game will be better. View your career as a game developer as a series of games you want to make, and not just one big game.” A perfect response to an otherwise unassuming question. 
Lilith’s passion and love for video games were reflected very clearly in every response she gave during my time with her. Her dedication and appreciation for the art form can be seen in every pixel of Bloodborne PSX, as well as the development logs and test builds of Bloodborne Kart. I really do think that the way she answered my final question speaks volumes to the type of attitude someone should take up when endeavoring to make art as intensive as a video game. Whether it’s fanwork of a game that’s important to you or an entirely new concept, do it. 
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(developer of Bloodborne PSX Lilith Walther, image provided by Lilith Walther via Twitter)
Closing:
If you’d like to check out the positively phenomenal experience that is Bloodborne PSX  I’ve included a link to the official itch.io page below the article, as well as a link to the official LWMedia Youtube page where you can check out Lilith’s dev logs, test videos, and animations about her work and other art. Thank you so much for reading, and another very special thank you to Lilith for setting aside some of her time to talk to me about this article. Now get out there and cleanse those foul streets!
Links:
Bloodborne PSX official itch.io page: https://b0tster.itch.io/bbpsx
LWMedia Official Youtube page: https://www.youtube.com/@b0tster
Lilith Walther Twitter page: https://twitter.com/b0tster
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beneaththetangles · 11 months ago
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Welcome to Doki Doki News, your source for updates in the world of anime, gaming, and otakudom, for the week of June 23rd! Check out the latest episode in our player below!
And we have a major announcement. We’ve decided to officially close this service in two weeks. I hope you’ve enjoyed Doki Doki News and that you’ll listen along during these final episodes. Thanks for listening!
Attributions:
Ranma 1/2 [CR]
Kana Nishino [ANN]
Hakuouki [ANN]
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felassan · 8 months ago
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New article from IGN: 'How Dragon Age: The Veilguard Grapples With the Series’ Wildly Expansive Lore (and Your Choices in It)'
Creative director John Epler dives deep into the lore of Dragon Age: The Veilguard, the emphasis on not contradicting previous choices, and more.
[source]
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phantompeaches · 2 months ago
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All I have been seeing since yesterday's Switch 2 Nintendo Direct is people spreading misleading articles and complaining about the Switch 2 and the cost associated with it. I get it, it's expensive and not everyone can afford it, but this isn't a case of Big Evil Nintendo are Big and Evil, it's a case of Nintendo keeping up with the current state of the game's industry and the rising costs. Games are a luxury item, and as unfortunate as it is, they're not always going to be financially accessibly to everybody.
In light of this, however, I've decided to share some of my favourite games that are (around) £20 or under! This is an opportunity to share and support smaller game developers, if you can't afford to buy from the bigger ones :]
I could go on forever with these games, all of the Itch.io games on this list I got in charity bundles, both Itch.io and Steam are full of cheap and free games, and some of these you can find on console too, you just need to take the time to look. You don't need libraries full of AAA games to enjoy gaming.
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luxurysystems · 1 month ago
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The way he has to (sweatily and with labored breath) remind everyone he’s the Florida champ bc Dory Funk Jr stole the belt from him. 💦
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