r/ItsAllAboutGames Mar 01 '26

Join "Custodes Ludorum" - The sacred order of dedicated video games.

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The Order of the "CUSTODES LUDORUM"

This is a brotherhood! If you're one of the few who sees an entire world beyond the pixels and buttons - full of meaning, emotion and ideas. Then you've found your place. We are building a sanctum of power, a hidden realm where the wise, the passionate and the truly engaged players gather.

If you crave an environment where depth matters more than hype, where conversations are never shallow and where aesthetic isn't made for the masses...

Then you deserve to be part of the Order. This is your time - not to follow, but to co-create an era.

You’re being offered initiation: into a cult, a brotherhood, a philosophy, an Order - whose sacred mission is to protect and evolve the culture of video games as an art form and a spiritual experience.

🤝 If you feel the call - don’t wait. Join us. We’re already waiting.

  • Your support for further projects and the overall development of the community.
  • Only for members: articles and long-reads about games and gamedev and more.
  • A VIP Tittle in the Discord: 1 of 10 to choose from + Private chat.
  • Plans for the near future and the opportunity to influence, participate them.
  • Additional materials and backstage.
  • Closed Events.
  • Community Digest.
  • QA about "Gaming Blog".

And that's not all, with your support we will achieve a lot.

https://www.patreon.com/c/itsaboutgames/posts


r/ItsAllAboutGames Jan 20 '26

Hey "It's About Games"! Let's Tell the World About Us!

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Hello everyone who loves games as much as we do!

You know what's the coolest thing about our community? It's our shared passion for games and how we share it with each other! And that's exactly why I want to tell you about our interesting and insightful short videos – many of you might not even know about them yet!

We create content that expands the boundaries of what we discuss here on Reddit: exciting facts, reviews, deep thoughts about the industry and just plain fun moments! It's like our Reddit, but in a dynamic video format!

Why is this important, and why am I asking for your help?

"It's About Games" runs purely on ideas and enthusiasm and every like, comment, or subscription is invaluable help. It's our collective contribution to ensure that the YouTube and TikTok algorithms see what a wonderful and active audience we have! This will show other gamers that there's an awesome, positive and passionate community like ours out there!

This isn't coercion; it's an invitation to become part of a cool movement! 

If you want to help out a little and support what we do, that would be absolutely incredible! It will help us open new horizons and create exciting events.

What do you need to do? It's super simple:

Watch videos, like and leave comments! Your reactions are fuel for algorithms and for our enthusiasm!

Let's work together to show the world the power of our gaming community and make "It's About Games" an indispensable source of awesome content!

TIKTOK

YOUTUBE SHORTS

INSTAGRAM REELS

Thank you to each and every one of you for being here! You're the best!


r/ItsAllAboutGames 11h ago

Discuss Delete one gaming mechanic forever!

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Every game developer in the world has to stop using it. What are you deleting?

  • Escort missions?
  • Durability?
  • Crafting?
  • Stamina bars?
  • Unskippable cutscenes?
  • Inventory weight?
  • Forced stealth sections?
  • Quick-time events?

Pick ONE. And don't just name it - convince everyone else that you're right!

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r/ItsAllAboutGames 10h ago

Interesting Warning: Walking fish with breast like eyes. This isn't a fever dream at 39°C; it's a typical enemy in Onimusha: Way of the Sword – the developers have created a bizarre hybrid of a carp and a dead girl.

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By the way, the physics of the "eyes" wobbling are spot on.


r/ItsAllAboutGames 14h ago

GAMING POST Red Dead Redemption 2 proved something strange: players will tolerate slow gameplay if the world makes every minute feel intentional. Would you trade faster missions for deeper immersion?

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r/ItsAllAboutGames 10h ago

Article Red Dead Redemption 2 was deliberately designed so that players who tried to be good would feel the story's ending more devastatingly than players who didn't. The honor system - it's a trap.

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⚠️IMPORTANT! SPOILERS AHEAD FOR THE MAIN TWIST⚠️

So!

Arthur Morgan has tuberculosis. He found out in Chapter 5. He has known he was dying since before you did.

The game's final act is about what a dying man chooses to do with the time he has left. And Rockstar made a decision so specific and so cold that it took the gaming press months to articulate it fully after release.

The players who tried to be good - who accumulated high honor, who helped strangers, who returned stolen horses and paid off debts and chose the merciful option in every encounter - received a better ending. Arthur watched a sunrise. The music was gentle. The weight of what he'd done with his last days was present but resolved.

The players who played low honor - who robbed and murdered and took the violent option consistently - received a darker ending. More brutal. Less transcendent.

This sounds like a conventional morality system. It isn't.

To accumulate high honor in Red Dead Redemption 2, you have to participate fully in Arthur's life. You help the camp. You interact with the Dutch's schemes. You go on the missions. You do the things that the gang asks of you.

Many of those things are terrible. Robbery. Intimidation. Violence against people who don't deserve it. The honor system rewards helping strangers and punishes cruelty - but the main story requires you to do cruel things as part of Arthur's existence in Dutch's gang.

High honor doesn't mean innocent. It means that despite the violence you were complicit in, you also chose mercy when the choice was yours to make.

The honor system exists to measure investment, not morality.

A player who genuinely tries to be good in RDR2 has to pay attention. Has to engage with the camp, the strangers, the world. Has to care about Arthur's choices. Has to feel the weight of the violence they're complicit in because they were trying not to add to it unnecessarily.

By the time Arthur's diagnosis arrives, a high-honor player has been living inside his decisions for forty hours. They have tried to make him better than his circumstances. They have partially succeeded and partially failed. They know what he was trying to be.

The ending lands differently for these players because they have invested in the aspiration - not just the outcome.

Low honor players experience a technically complete story. High-honor players experience something closer to grief.

Rockstar knew that players who cared most about Arthur, who tried hardest to give him dignity - would feel his death most completely. The reward for moral engagement is not a happy ending. It's an ending proportional to your investment.

The honor system doesn't tell you who Arthur is. It tells you how much you cared about who he was trying to become.

And then it uses that caring against you.

What was your honor level at the end of RDR2 and did the ending land differently than you expected based on how you'd played?

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r/ItsAllAboutGames 15h ago

Gaming news Too much, too fast: Embark studios admits "ARC Raiders" failed the content treadmill test.

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The harsh realities of the live-service market. Yep!
Developers often underestimate the sheer velocity at which dedicated gamers consume content. Whether it’s endless battle passes, "go fetch" side quests, or in the case of ARC Raiders, intense expeditions, players are wired to mainline that dopamine hit and blaze through available activities at record speeds.

Embark Studios learned this lesson the hard way. While they likely anticipated a successful launch, they probably didn't foresee just how quickly their player base would outpace the game, devouring every available task and subsequently moving on when the well ran dry.

In a candid interview with GamesBeat, Executive Producer Aleksander Grøndal opened up about the studio's miscalculation.

(Quote from Aleksander Grøndal)

"We didn't expect this many players to show up and play ARC Raiders. That surprised us. We were a bit unprepared. It was one of the hard lessons we had to learn when January rolled around and the first issues with the game began."

January 2026 was the moment the armor cracked. The initial honeymoon phase wore off, and players began to realize just how shallow the content pool actually was. This was compounded by severe issues with cheaters and stream-snipers, problems that, despite the team's best efforts, have continued to plague the experience.

(Quote from Aleksander Grøndal)

"We have very dedicated players. We struggled with how much content is in the game, how much progression there is. We had some stuff, but players wanted more."

The original strategy relied on rapid-fire updates and a slow drip-feed of new activities. However, the development team simply couldn't keep pace with the voracious appetite of their audience.

"The problem was that the team couldn't keep up with the players. Players were getting frustrated because some of the things we were releasing might not have been as good or as meaningful as they had hoped."

This served as another massive eye-opener for the team.

Embark Studios has been open about the fact that they are a relatively small studio, especially when compared to the behemoths operating other successful live-service titles. They physically cannot compete with the content output of giants like Call of Duty, Overwatch, or Valorant, all of which have massive teams dedicated solely to churning out new stuff.

In today's market, every live-service game is fighting a brutal war for the industry's most precious resource: player attention. Grøndal acknowledged that "this is the main difficulty in supporting a live-service game" and that Embark "cannot beat anyone on quantity."

Instead, their philosophy has been to offer less "filler" and focus on higher-quality, curated content that bears the studio's signature polish.

The inherent flaw in the "quality over quantity" approach is that, in the live-service space, players actually love quantity. Gamers might say they value high end aesthetics, but what keeps them logging in daily is the feeling that there is always something - anything, to do. ARC Raiders promised a ten-year support plan, but right now, that promise is struggling to become reality.

So, what is the solution? Better anti-cheat measures would be a solid first step, but to truly survive, ARC Raiders needs to find its footing and establish a sustainable, engaging content cadence if they hope to win back the players who left.

It seems Embark Studios is preparing for a comeback this October with the major update, Frozen Trail.

According to Grøndal, this update will include:

  • A reworked ranking system
  • New ARC (robot) enemy types
  • Updates to the stash/inventory system
  • A brand new map

The developer noted that these changes are designed to answer "many of the questions we have been asked from a mechanics and content perspective."

Until that update drops in October, all we can do is wait and hope that this course correction is enough to put ARC Raiders back on track.

That's the news for now, gamers. Let us know in the comments did you burn out on ARC Raiders too quickly, and will this update bring you back?

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r/ItsAllAboutGames 11h ago

Question What's more important in a game: A great story with mediocre gameplay or amazing gameplay with a forgettable story? You can only save one.

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r/ItsAllAboutGames 10h ago

Interesting Hail to the king, baby: Duke Nukem 3D becomes real life with mind-blowing volumetric 3D tech

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Time to kick ass and chew bubblegum, and we are all out of gum. We all remember the classic Duke Nukem 3D. It was a revolutionary title for its time, pushing the limits of Ken Silverman’s Build Engine. But what if we told you that the technology from the game has officially become reality?

Recently, a video of "gameplay" from Duke Nukem 3D went absolutely viral on social media, showcasing something truly unprecedented. The footage was published by Voxel Photonics, a company currently developing actual volumetric 3D displays. Unlike your flat monitors, these displays project physical, tangible 3D light images that occupy real space.

To show off the raw power of their hardware, they chose the legendary FPS as their canvas.

"Here is Duke Nukem 3D running in a physical 3D space on a Voxel Photonics display."

The result is nothing short of mesmerizing. Viewers were stunned to see the retro sprites and environments existing not on a flat plane, but floating as a physical object in the air.

Commenters immediately drew the ultimate comparison, noting that the real-world technology has finally brought the "Holoduke" to life. As fans of the original game remember, the Holoduke was an in-game gadget that projected a 3D hologram of Duke to confuse and trick enemies. Now, we can do it in our living rooms.

This incredible footage offers a tantalizing glimpse into the future of display technology, proving that classic games can still teach us new tricks.

What about you, folks? Are you ready to play Doom or Quake floating in the middle of your kitchen?

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r/ItsAllAboutGames 11h ago

Article Diablo was almost a turn based game. One engineer's twenty minute experiment scrapped the entire design and created one of the most influential combat systems in gaming history.

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David Brevik had a vision for Diablo.

It was a dungeon crawler. Procedurally generated levels. Permadeath. A gothic atmosphere of unrelenting darkness. Players descending beneath the town of Tristram toward the demon Diablo level by level, making strategic decisions at every step.

The key word: strategic. Brevik's original design was turn-based. Every action - movement across the grid, attacks against enemies, spell casting, item use, would play out in discrete turns, like a board game or a classic CRPG.

This was not an unusual design choice for 1994. The genre precedents - Nethack, Rogue, the early Ultima games, were predominantly turn-based. The conventions of the dungeon crawler were built on strategic thinking rather than reactive speed.

The twenty-minute experiment!

At some point during early development, one of Blizzard's engineers implemented real-time movement as a prototype test. Not a design decision. Not a proposal. A technical experiment to see what the underlying systems could support.

The team played it.

For twenty minutes.

And then they scrapped the turn-based design entirely.

What they discovered?

The shift from turn based to real time transformed the emotional register of the game completely. Turn based Diablo was a tactical puzzle - thoughtful, considered, strategic. Real-time Diablo was visceral. The sound of weapons hitting enemies, the spray of blood, the constant movement through darkness, these elements became the core of the experience rather than the backdrop to decision making.

The gothic atmosphere that Brevik had designed for a contemplative tactical game turned out to work even better as the context for frantic combat. The darkness became threatening rather than atmospheric. The enemies became responsive threats rather than strategic obstacles.

So! What the experiment created?

Real time Diablo shipped in 1996 and sold 2.5 million copies. It established the action RPG genre as a commercial force and produced conventions - isometric perspective, loot drops, skill trees, procedural dungeon generation - that shaped every action RPG released in the following three decades.

Path of Exile. Torchlight. Grim Dawn. Hades. Every game in this lineage traces its mechanical trace to a design decision made in twenty minutes by a team playing a prototype that was never meant to ship.

The turn based version of Diablo would have been interesting. The game it became changed the industry.

Brevik's original vision was coherent and thought-through. The engineer's prototype was impulsive and informal. The twenty minute playtest that changed everything was conducted without agenda or expectation.

Some of the most significant design decisions in gaming history were made by people who were playing rather than planning. The experiment produced what the design document couldn't anticipate.

Which game do you think would have been completely different and possibly better or worse, if one early design decision had gone the other way?

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r/ItsAllAboutGames 10h ago

Interesting The realism in Bodycam has gone too far. A player connected a special controller to the game to control an FPV drone exactly as if in real life. This feature was added with the latest update.

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r/ItsAllAboutGames 12m ago

Video A GAME ABOUT LONELINESS THAT MAKES YOU FEEL LESS ALONE! Five minutes into Firewatch and your heart is already broken. Discover the story of Henry and Delilah in the Wyoming wilderness. It’s a 4 hour journey about escape, responsibility and human connection through a radio.

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r/ItsAllAboutGames 16m ago

GAMING POST I love when a game gives you a huge open world and then game says: "Okay. Now get lost." No objective marker. No GPS. Just curiosity. That's the kind of exploration I want more of.

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r/ItsAllAboutGames 16m ago

GAMING POST The best horror games don't constantly show you the monster. They make you imagine what might be standing behind the door. Your brain is still the best horror engine ever created.

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r/ItsAllAboutGames 16m ago

Recommended game Forget Vampire Survivors: Go Next! is a 3D bullet heaven roguelike that lets you parkour over thousands of enemies

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Yep! About the evolution of a genre. We all love the addictive chaos of Vampire Survivors. The "bullet heaven" formula has consumed hundreds of hours of our lives. But let's be honest - most of these games are strictly 2D, flat experiences where you just stand still and watch the enemies melt.

Well, an indie developer going by the pseudonym Mixidev is looking to change that. They have just dropped the gameplay trailer and Steam page for their ambitious new project, Go Next!. This isn't just another clone; it’s a 3D action roguelike that injects high-octane parkour and verticality into the familiar horde slaying loop.

The core gameplay follows the automatic firing concept - you don't need to aim. Instead, your focus is entirely on survival through high speed mobility. You are constantly surrounded by hundreds of advancing foes, and standing still for even a second means guaranteed death.

The main character is incredibly agile. You can sprint, climb sheer castle walls, slide across the ground, perform double jumps, and dive-bomb onto boss heads from great heights. The movement system emphasizes momentum, making positioning on the arena the single most important strategic factor.

More, More, More

The developer is promising a massive amount of content for the final release in November 2026:

  • 9 distinct worlds with varied biomes, ranging from deserts with sphinxes and floating cloud platforms to neon-drenched mega-cities.
  • A huge arsenal featuring 44 weapon types9 gear sets, and over 100 passive items with unique modifiers.
  • Scalable technology: The engine has been heavily optimized to handle over 1,000 monsters on screen simultaneously without tanking the frame rate.

It’s worth noting that the promotion of Go Next! has been accompanied by some fiery takes from the developer. On social media, Mixidev has been openly roasting big-budget AAA blockbusters, contrasting their solo project’s efficiency against the rumored multi-billion dollar costs of Grand Theft Auto 6. They’ve even mocked modern upscaling tech, claiming good visuals don't need DLSS 5.

When critics point out visual similarities to other indie hits, the creator responds with sarcasm, publicly thanking "haters" for mentioning other popular titles, which inadvertently boosts their own game's SEO rankings.

In an unusual move for a Steam page, the developer has officially admitted to using AI. They clearly state that the Claude neural network was actively used to optimize the technical side of things and assist in debugging the source code.

Additionally, Go Next! will feature online co-op, full controller support, and cloud saves.

If you want to see if your thumbs can handle 3D bullet-hell parkour, you don't have to wait until November 2026. A free demo is available on Steam right now.

What about you, folks? Are you ready to take your "survivors" addiction to the third dimension?

GAME IS HERE

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r/ItsAllAboutGames 16m ago

Article Why Bethesda’s lockpicking minigame is one of the greatest achievements in modern RPGs!

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Let's talk about the unsung heroes of game design. While we often focus on massive open worlds or branching narratives, sometimes the true genius lies in the smallest details.

Looking back at the last decade and a half of sprawling RPGs, it’s hard to ignore the massive impact of one specific mechanic: lockpicking. Specifically, the system perfected by Bethesda Game Studios.

This tactile, instantly recognizable minigame made its debut back in Fallout 3. It was an immediate hit - it felt satisfying, intuitive, and added a genuine layer of tension to exploring the Capital Wasteland. Naturally, the studio carried this winning formula over to The Elder Scrolls V: Skyrim, where it became an iconic part of the adventuring experience.

What’s truly surprising is just how influential this single mechanic became for the entire industry. The "Bethesda method" of lockpicking, involving rotating the bobby pin and finding the sweet spot with the screwdriver, was so successful that it was adopted by numerous other developers. Most notably, a very similar system can be found in the Dying Light series, proving that sometimes, you really don't need to reinvent the wheel if it’s already rolling perfectly.

It is genuinely difficult to find a lockpicking mechanic that feels more "native" more integrated into the natural flow of gameplay - than this one.

However, as much as we love the classics, it’s time to look ahead. With the highly anticipated Gothic Remake on the horizon, we are keeping our fingers crossed that its developers manage to create a lockpicking system just as addictive and popular. We need mechanics that don't hold your hand, reminding us that adventuring in the Valley of Mines shouldn't always be a walk in the park.

What about you, folks? Do you still get excited every time you start wiggling that bobby pin, or are you ready for a new challenge? Let us know in the comments!

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r/ItsAllAboutGames 10h ago

GAMING POST The most dangerous sentence in gaming is: "I'll just play for 30 minutes." Three hours later, it's 2 AM, you've reorganized your inventory and tomorrow is technically today.

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r/ItsAllAboutGames 2h ago

Discuss Many games are actually good but they were advertised falsely

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I really liked many games despite being unfairly called horrible games.

Take Watch Dogs 1 for example. I don't care what anyone says. I loved it.

Still I understand that players have a right to get angry and disappointed especially when they get lied to by businesses. And this is why I think producers ought not to falsely advertise.

Nevertheless I embraced Kratos' lesson.

Keep your expectations low. And you will never get disappointed.


r/ItsAllAboutGames 14h ago

Gaming news Is it finally time for Dino Crisis? Capcom plans to revive more dormant franchises after Onimusha success

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It’s time to dust off your shotguns and put on your survival instincts, because some very exciting news has roared out of Capcom. For years, fans of certain classic series have been screaming into the void, hoping for a return to form. Well, the void just winked back.

Earlier this month, Capcom successfully brought back one of its most beloved old-school IPs with the launch of Onimusha: Way of the Sword on PC and modern consoles. The game was a critical and commercial success, proving that there is still a massive appetite for these retro experiences when they are given the proper modern treatment.

Hot on the heels of this victory, Capcom has issued a new corporate strategy statement that is giving us all hope. In a press release outlining their future plans, the company explicitly stated:

"In addition to regularly releasing major new games every year, Capcom is paying special attention to the revival of intellectual property franchises for which no new games have been released recently."

Furthermore, the statement confirms that the company aims to "further increase corporate value by utilizing its extensive catalog of content."

Naturally, this has set the fan community ablaze with speculation, particularly the die-hard Dino Crisis loyalists. For decades, these fans have been begging Capcom to treat Regina’s saga with the same legendary "Resident Evil Remake" level of love and polish, or even to create a brand new mainline sequel.

However, the road to this hope has been long and paved with disappointments. Many fans have been burned so many times that they are greeting this latest statement with cautious optimism, or even outright skepticism. User CarLeeForever7 spoke for a cynical portion of the fanbase when they commented: "I'll believe it only when I see it."

This is a fair point. While the original Dino Crisis trilogy is currently available on Steam and modern consoles, we are still waiting for that official, groundbreaking announcement.

Do you think Dino Crisis is next in line, or do you have your fingers crossed for another franchise like Viewtiful Joe or Darkstalkers? Let us know in the comments!

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r/ItsAllAboutGames 10h ago

Interesting Shut up and take my Gil: Square Enix reveals adorable Final Fantasy music boxes that look like tiny CRT TVs

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Square Enix has just unveiled some merchandise that perfectly targets our nostalgia centers. They have successfully re-invented the classic music box, dragging it kicking and screaming into the millennial era.

Introducing the Mini Melody TV collection. These aren't just simple wind-up boxes; they are detailed electronic dioramas that perfectly simulate playing a classic Final Fantasy title on a chunky, old-school television set.

Here’s how the magic works: each unit features a screen displaying a static, pixel-art scene from the game. When you press a button on the front, the screen lights up, bringing the scene to life, and the electronic speaker plays the iconic main theme from that specific entry.

The collection covers the first six mainline games in the series. You will be able to purchase them as a complete collector’s set or individually in "blind boxes," because Square Enix loves a good gacha mechanic.

Sales are scheduled to begin on January 29, 2027. It’s a bit of a wait, but it gives you time to save up.

It’s a brilliant piece of desk candy that combines visual and audio nostalgia in one neat package. Honestly, it makes you wonder what other soundtracks deserve to be "trapped" in this format.

Speaking of, what games would you want to see get the Mini Melody TV treatment? Personally, I’m holding out for Chrono Trigger. Let us know your picks in the comments below!

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r/ItsAllAboutGames 11h ago

Video Why did everyone sleep on Prey? Arkane Studios built a space station where even a coffee cup can kill you. We dive into the ultimate immersive sim where your choices and your humanity - actually matter. This is a technical masterpiece that deserves your time.

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r/ItsAllAboutGames 11h ago

GAMING POST Hot take: difficulty isn't what makes a game hard. Uncertainty does. The scariest moments happen when you don't understand the rules yet. What game made you feel genuinely powerless?

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r/ItsAllAboutGames 11h ago

Article Batman: Arkham Asylum was supposed to look completely different.

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Arkham Asylum in Batman: Arkham Asylum has always created a sense of dread with its sinister and disturbing atmosphere. Its eerie aesthetic was largely built around its twisted Gothic architecture - abandoned, decaying, and gradually falling apart throughout the game. Buildings and interiors that were once beautiful and imposing had been heavily altered and destroyed by the extremely rough treatment of the only people responsible for maintaining the asylum.

The facility housed Gotham City's most dangerous and disturbed criminals, and the psychiatric hospital was supposed to break them and drive them insane. But time itself had taken an even greater toll on the architects' original vision.

But did you know that the original concept for Arkham Asylum looked very different from the nightmare we saw in the game?

Originally, the asylum was envisioned as a massive castle. The structure featured its own inner gardens, and the castle's original beauty had not yet been lost. The Gothic influence was much stronger, with even more statues throughout the interior, many of which had retained their original appearance.

The main entrance was supposed to be protected by gigantic gates, with two grand staircases leading up to them. This grotesque design gave the asylum the appearance of a terrifying, impenetrable fortress - a place few people would ever dare to enter.

We never got to see this vision in Arkham Asylum.

The gigantic gates and staircases were replaced with ordinary gates hidden in the forest. We see them at the beginning of the game, when Batman and the Joker arrive at the asylum. Later, we're shown the interior in a cutscene.

By then, almost nothing remained of the castle's original, refined design.

All of the artwork was taken from the book The Art of Rocksteady's Batman.

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r/ItsAllAboutGames 14h ago

Article Games that brutally punish you for bad deeds. Today, we are looking at the harsh lessons of karma in Metro 2033!

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In the gaming industry, it's generally accepted that if a shooter puts a gun in your hands, the goal is to shoot everything that moves. But sometimes developers pull a fast one, and 4A Games' Metro 2033 is a prime example. This is a game carefully monitors your behavior and presents you with the bill at the very end.

The plot sends us to a grim future following a nuclear war. The survivors huddle in the tunnels of the Moscow Metro, fighting over every bullet. On the surface, mutants have taken over, chief among them the mysterious creatures known as "The Dark Ones."

Unlike humans, who are slowly degrading underground, The Dark Ones have perfectly adapted to radiation. But the main thing is that they are not mindless beasts at all. They sincerely want peace and are trying to make contact with humanity.

The problem is that their only means of communication is powerful telepathy. The fragile psyche of an average Metro dweller simply cannot withstand such mental pressure; people go insane or die from sheer terror. Naturally, in response to these attempts to "talk," the Metro declares total war on them, considering their only goal to be annihilation.

Our protagonist, Artyom, is a unique guy. Possessing a special psychic makeup, he is the only one capable of withstanding the telepathic contact and understanding the true motives of The Dark Ones. This is his mission, his gift, and his curse.

But this is where the brilliant mechanic of "hidden karma" comes into play. The game does not show you a good/evil morality meter. Instead, it keeps a tally of your actions. Do you ruthlessly finish off wounded enemies? Do you walk past beggars asking for help? Do you refuse to give a child a single bullet? Accumulate enough selfishness and Artyom will simply fail to understand the telepathic message of The Dark Ones. To him, they will remain enemies.

The finale becomes the logical conclusion of your journey. If you played as a ruthless raider, you will personally press the launch button. The missiles will fly toward the lair of The Dark Ones, erasing them from the face of the earth forever.

And that is when that exact moment hits - the credits, the screen fades to white, the realization sets in. You have made a terrible mistake. You destroyed an absolutely innocent race that was reaching out a hand of friendship to you, having succumbed to the herd mentality of the Metro. Metro 2033 brutally punishes you not with a "Game Over" screen in combat, but with the burden of a guilty conscience and the realization that the bad ending was your own, conscious (even if made in ignorance) choice.

Perhaps this is one of the most powerful moments in the history of shooters. Play good games, friends, and think about the consequences.

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r/ItsAllAboutGames 14h ago

GAMING POST Onimusha: Way of the Sword is proof that sometimes you don't need another giant open world RPG. Give me a sword, monsters, beautiful environments and brutally satisfying combat. I'm sold.

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