Date: May 29th, 2024 6:20 PM Author: seedy french chef
Timed exclusives really do echo through eternity in a way though. People don't really respect the ports of RE4 (PS2) and RE2 (N64) the way that they should.
Date: May 31st, 2024 9:41 PM Author: seedy french chef
I want them to just use their cash pile to make One Console to Rule Them All, just one Final Gen of AAA Nintendo, they can use the same hardware for the next 25 years. And yeah I’m talking Metroid FPS in the vein of Starfield developed by Westerners, published by Nintendo, Mario AAA with ray tracing that takes 10 years to make. After this they can do cartoonish stuff for the rest of time until they go bankrupt idc.
Edit: partner with MSFT to do it, Nintendo branding, but basically a Xbox and uses gamepass and has BC going back to original Xbox. NO MSFT BRANDING ANYWHERE. How is this a bad idea? Im a Businessman
Date: May 31st, 2024 9:46 PM Author: cerebral stead
They should just make something like the contemporary equivalent of N64 but forego all 3rd party shit. Just a home console that can push decent pixel density and Engineer the fuck out of it. It would stomp everything that Ubisoft could ever muster imo. Imagine if they just made something like Perfect Dark, rated MA or whatever, exclusive to Nintendo. It would literally send shockwaves through the industry afaict.
Date: June 1st, 2024 10:14 AM Author: seedy french chef
That’s what I’m saying. Like I don’t even care if it’s crap. The point is that Console Engineering progress has stalled so they can sell the same hardware through the end of the century nbd. And in 10 years use it as the basis of a Handheld and Port everything.
And yeah I want Earthbound 64 and other vaporware in Unreal 5
Date: June 18th, 2024 8:30 PM Author: seedy french chef
How the fuck is there a new one of these EVERY SINGLE DAY? They must have gotten the idea in their head, not realizing where it came from, like a moron subpar comedian who "steals jokes."
Date: June 18th, 2024 8:34 PM Author: seedy french chef
The one I posted below is case-in-point of "youtubers with weird accents who are fucking everywhere." Seriously can you identify that accent? So many of them have these vague ambiguous ORM accents, or maybe he's Greek for all I know.
I guess youtube pays just as much for a 3rd worlder as an American so it makes sense for 3rd worlders to pile into it and hope to make it big.
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Date: October 20th, 2024 9:39 PM Author: seedy french chef
No, I’ve never played through a survival horror game except RE4, and that felt like a generic shooter as it dragged on. And I want to but I have a “backlog” or something
Date: December 30th, 2024 4:21 PM Author: cerebral stead
so I've been bedridden with The Flu all weekend and spent most of my infirmity watching videos on the State of Gaming in a half-catatonic stupor. And my, has it been eye-opening.
Date: January 4th, 2025 9:34 AM Author: cerebral stead
Western idiots went bankrupt chasing "live service" revenue streams. There can only be one or two Fortnites at a time. Their popularity precludes the success of any others - the numbers have already been accrued and the networks established. No one cares that Sony or Ubisoft spent 500000000K making ten different Overwatch clones or whatever.
That was my takeaway. And then there's the overall dearth of inspiration in design, the lack of satisfying gameplay, the expansive open worlds that fail to titillate - but that's all been covered ad nauseam.
Date: January 4th, 2025 11:03 AM Author: seedy french chef
I would hardly say it’s been covered ad nauseum. I want to hear more about the role of DLC, microtransactions, Preorders, and buggy western releases in shaping the current State of Gaming in 2025.
Date: January 9th, 2025 3:29 PM Author: seedy french chef
Why not just do your own, you’ve posted your phenotype 5000 times so it’s already out there, probably saved in my phone iirc jk haha, let’s hear your nasally millennial voice, champ
Date: February 11th, 2025 8:07 PM Author: seedy french chef
These Losers will spend hours ranting about how modern gaming has become a soulless, corporate, microtransaction-laden hellscape, and yet none of them ever make the obvious connection. It’s not gaming that has failed—it’s Western gaming. Elden Ring exists. Tears of the Kingdom exists. Capcom still makes games that work on launch. Japan is carrying this medium on its back, but these idiots never stop to notice.
Instead, they lump it all together. They talk about “AAA gaming” like it’s one thing. Like Ubisoft and FromSoftware are the same species. Like Baldur’s Gate 3 and EA Sports FC come from the same creative impulse. They do not think. They do not analyze. They consume, they seethe, they record. They upload yet another “State of Gaming” video into the void, where 7,000 people will watch, nod, and learn nothing.
They don’t actually want gaming to get better. If they did, they would simply stop playing Western games. But they won’t. They will buy the next Assassin’s Creed. They will preorder the next Bethesda slop. They will keep shoveling money into the machine and then cry that the machine still runs.
Their videos will not stop. Their views will stay low. And when gaming in the West finally collapses under its own filth, they will be too dumb to realize that the solution was staring them in the face the whole time.
Date: February 11th, 2025 8:13 PM Author: cerebral stead
Are Japanese games even considered AAA though. Maybe From Software is but their budgets are much lower than Western firms. I’ve read interviews with Japanese devs where they admit that they can’t “compete” with the moneybags thrown at Western AAA Titles.
Date: February 11th, 2025 8:21 PM Author: seedy french chef
They’re just doing the modesty thing that japs do. It’s why they report such low GDP numbers imho. Western games have big “budgets” because they employ thousands of Nerds doing pointless Engineering and thousands more Losers creating Assets nobody cares about. Capcom has several AAA games. Dragon’s Dogma or Monster Hunter. RE games are borderline although they’re Short for the most part. Death Stranding is jap AAA. FF. Fromsoft.
Also the East’s pockets are just as deep as Sony’s are. Sony just leaned west because idk. Because Xbox pressured them to circa 2007.
Date: February 11th, 2025 8:34 PM Author: seedy french chef
We know that this is what happened. Sony leaned East to sell hardware to pirates in Southeast Asia and to the west to sell Games. Stuff like Uncharted and Resistance and the later open world games came about bc of Xbox. In 2001 when they were competing with Nintendo we got MGS2 and FFX and Xenosaga. Did you know Jesus Christ is a character in Xenosaga? This is what Xbox took from us.
Date: February 12th, 2025 3:11 PM Author: seedy french chef
It’s chaos nowadays. Todd is too Short to control all of these Engineers and DEI Women. They have Engineers at Bethesda just belligerently Engineering things that no one asked for. Todd can do nothing to stop them.
Date: February 27th, 2025 8:37 AM Author: seedy french chef
He had a point until he mentioned layoffs. These “studios” (which are really just Engineering Firms with a DEI annex) over hired GRATUITOUSLY and then cut a few % of their workforce.
Date: March 7th, 2025 11:21 PM Author: cerebral stead
you MUST provide sources if you are going to argue with redditors. they are a learned and scientific crowd. anecdote does not equal evidence champ. correlation does not equal causation...champ. and absolutely no Intellectual Dishonesty will be tolerated.
Date: May 8th, 2025 2:02 PM Author: seedy french chef
I havent worked since 2021 afaik and I can’t fathom how much adult Loser gamers game. They’re constantly Gaming. I felt ridiculous if I just Gamed all weekend in 1998. Now? Losers are normalizing the fuck out of it. They have no shame.
Date: May 9th, 2025 5:30 AM Author: seedy french chef
People aren’t having enough sex imo. Even Losers. Losers can also get jobs as long as economic conditions are ideal. gamers with jobs aren’t washing their dishes or mowing their lawns or fucking anyone/anything imo
Date: May 9th, 2025 8:38 AM Author: cerebral stead
isn't that just "evolution". women are going to chase the best seed, genetically speaking, and technology opens their options to new expanses. Losers don't have a chance. are you trying to pretend that all of this isn't fated and predetermined?
Date: May 14th, 2025 4:27 PM Author: seedy french chef
you're the one who can't get laid. In the other thread you said it's easy to get laid nbd. here you're saying it's impossible for Losers like you to get laid.
Date: May 24th, 2025 7:58 PM Author: seedy french chef
do each of these 300 people know what the others are doing? Or did they all decide it's a phrase that might randomly go viral because it kind of has in the past?
Date: June 11th, 2025 2:58 PM Author: cerebral stead
Inside the ‘Dragon Age’ Debacle That Gutted EA’s BioWare Studio
The latest game in BioWare’s fantasy role-playing series went through ten years of development turmoil
The failure of Dragon Age: The Veilguard, released in October, led EA to gut BioWare
In early November, on the eve of the crucial holiday shopping season, staffers at the video-game studio BioWare were feeling optimistic. After an excruciating development cycle, they had finally released their latest game, Dragon Age: The Veilguard, and the early reception was largely positive. The role-playing game was topping sales charts on Steam, and solid, if not spectacular, reviews were rolling in.
But in the weeks that followed, the early buzz cooled as players delved deeper into the fantasy world, and some BioWare employees grew anxious. For months, everyone at the subsidiary of the video-game publisher Electronic Arts Inc. had been under intense pressure. The studio’s previous two games, Mass Effect: Andromeda and Anthem, had flopped, and there were rumors that if Dragon Age underperformed, BioWare might become another of EA’s many casualties.
Not long after Christmas, the bad news surfaced. EA announced in January that the new Dragon Age had only reached 1.5 million players, missing the company’s expectations by 50%. The holiday performance of another recently released title, EA Sports FC 2025, was also subpar, compounding the problem.
As a result of the struggling titles, EA Chief Executive Officer Andrew Wilson explained, the company would be significantly lowering its sales forecast for the fiscal year ahead. EA’s share price promptly plunged 18%.
“Dragon Age had a high-quality launch and was well-reviewed by critics and those who played,” Wilson later said on an earnings call. “However, it did not resonate with a broad enough audience in this highly competitive market.”
Days after the sales revision, EA laid off a chunk of BioWare’s staff at the studio’s headquarters in Edmonton, Canada, and permanently transferred many of the remaining workers to other divisions. For the storied, 30-year-old game maker, it was a stunning fall that left many fans wondering how things had gone so haywire — and what might come next for the stricken studio.
According to interviews with nearly two dozen people who worked on Dragon Age: The Veilguard, there were several reasons behind its failure, including marketing misfires, poor word of mouth and a 10-year gap since the previous title. Above all, sources point to the rebooting of the product from a single-player game to a multiplayer one — and then back again — a switcheroo that muddled development and inflated the title’s budget, they say, ultimately setting the stage for EA’s potentially unrealistic sales expectations. A spokesperson for EA declined to comment.
The union between BioWare and EA started off with lofty aspirations. In 2007, EA executives announced they were acquiring BioWare and another gaming studio in a deal worth $860 million. The goal was to diversify their slate of games, which was heavy in sports titles, like Madden NFL, and light in the kind of adventure and role-playing games that BioWare was known for.
Initially, it looked like a smart move thanks to a string of big hits. In 2014, BioWare released Dragon Age: Inquisition, the third installment in a popular action series dropping players in a semi-open world full of magic, elves and fire-spewing dragons. The fantasy title went on to win the much-coveted Game of the Year Award and sell 12 million copies, according to its executive producer Mark Darrah — a major validation of EA’s diversification strategy.
Before long, Darrah and Mike Laidlaw, the creative director, began kicking around ideas for the next Dragon Age installment — code name: Joplin — aiming for a game that would be smaller in scope. But before much could get done, BioWare shifted the studio’s focus to more pressing titles coming down the pike.
In 2017, BioWare released Mass Effect: Andromeda, the fourth installment in a big-budget action series set in space. Unlike its critically successful predecessors, the game received mediocre reviews and was widely mocked by fans. A few months after the disappointing release, the head of BioWare stepped down and was soon replaced by Microsoft Inc.’s Casey Hudson, an alumni of BioWare’s early, formative years.
Like much of the industry, EA executives were growing increasingly enamored of so-called live-service games, such as Destiny and Overwatch, in which players continue to engage with and spend money on a title for months or even years after its initial release. With EA aiming to make a splash in the fast-growing category, BioWare poured resources into Anthem, a live-service shooter game that checked all the right boxes.
One day in October 2017, Laidlaw summoned his colleagues into a conference room and pulled out a few pricey bottles of whisky. The next Dragon Age sequel, he told the room, would also be pivoting to an online, live-service game — a decision from above that he disagreed with. He was resigning from the studio. The assembled staff stayed late through the night, drinking and reminiscing about the franchise they loved.
“I wish that pivot had never occurred,” Darrah would later recount on YouTube. “EA said, ‘Make this a live service.’ We said, ‘We don’t know how to do that. We should basically start the project over.’”
Former art director Matt Goldman replaced Laidlaw as creative director, and with a tiny team began pushing ahead on a new multiplayer version of Dragon Age — code name: Morrison — while everyone else helped to finish Anthem, which was struggling to coalesce. Goldman pushed for a “pulpy,” more lighthearted tone than previous entries, which suited an online game but was a drastic departure from the dark, dynamic stories that fans loved in the fantasy series.
In February 2019, BioWare released Anthem. Reviews were scathing, calling the game tedious and convoluted. Fans were similarly displeased. On social media, players demanded to know why a studio renowned for beloved stories and characters had made an online shooter with a scattershot narrative.
In the wake of BioWare’s second consecutive flop, the multiplayer version of Dragon Age continued to take shape. While the previous games in the franchise had featured tactical combat, this one would be all action. Instead of quests that players would only experience once, it would be full of missions that could be replayed repeatedly with friends and strangers. Important characters couldn’t die because they had to persist for multiple players across never-ending gameplay.
As the game evolved over the next two years, the failure of Anthem hovered over the studio. Were they making the same mistakes? Some BioWare employees scoffed that they were simply building “Anthem with dragons.”
Throughout 2020, the pandemic disrupted the game’s already fraught development. In December, Hudson, the head of the studio, and Darrah, the head of the franchise, resigned. Shortly thereafter, Gary McKay, BioWare’s new studio head, revealed yet another shift in strategy. Moving forward, the next Dragon Age would no longer be multiplayer.
“We were thinking, ‘Does this make sense, does this play into our strengths, or is this going to be another challenge we have to face?’” McKay later told Bloomberg News. “No, we need to get back to what we’re really great at.”
In theory, the reversion back to Dragon Age’s tried-and-true, single-player format should have been welcome news inside BioWare. But there was a catch. Typically, this kind of pivot would be coupled with a reset and a period of pre-production allowing the designers to formulate a new vision for the game. Instead, the team was asked to change the game’s fundamental structure and recast the entire story on the fly, according to people familiar with the new marching orders. They were given a year and a half to finish and told to aim for as wide a market as possible.
This strict deadline became a recurring problem. The development team would make decisions believing that they had less than a year to release the game, which severely limited the stories they could tell and the world they could build. Then the title would inevitably be delayed a few months, at which point they’d be stuck with those old decisions with no chance to stop and reevaluate what was working.
At the end of 2022, amid continually dizzying leadership changes, the studio started distributing an “alpha” build of Dragon Age to get feedback internally and from outside playtesters. According to people familiar with the process, the reactions were concerning. The game’s biggest problem, early players agreed, was a lack of satisfying choices and consequences. Previous BioWare titles had presented players with gut-wrenching decisions. Which allies to save? Which factions to spare? Which enemies to slay? Such dilemmas made fans feel like they were shaping the narrative — historically, a big draw for many BioWare games.
But Dragon Age’s multiplayer roots limited such choices, according to people familiar with the development. BioWare delayed the game’s release again while the team shoehorned in a few major decisions, such as which of two cities to save from a dragon attack. But because most of the parameters were already well established, the designers struggled to pair the newly retrofitted choices for players with meaningful consequences downstream.
In 2023, to help finish Dragon Age, BioWare brought in a second, internal team, which was working on the next Mass Effect game. For decades there’d been tension between the two well-established camps, known for their starkly divergent ways of doing things. BioWare developers like to joke that the Dragon Age crew was like a pirate ship, meandering and sometimes traveling off course but eventually reaching the port. In contrast, the Mass Effect group was called the USS Enterprise, after the Star Trek ship, because commands were issued straight down from the top and executed zealously.
As the Mass Effect directors took control, they scoffed that the Dragon Age squad had been doing a shoddy job and began excluding their leaders from pivotal meetings, according to people familiar with the internal friction. Over time, the Mass Effect team went on to overhaul parts of the game and design a number of additional scenes, including a rich, emotional finale that players loved. But even changes that appeared to improve the game stoked the simmering rancor inside BioWare, infuriating Dragon Age leaders who had been told they didn’t have the budget for such big, ambitious swings.
“It always seemed that, when the Mass Effect team made its demands in meetings with EA regarding the resources it needed, it got its way,” said David Gaider, a former lead writer on the Dragon Age franchise who left before development of the new game started. “But Dragon Age always had to fight against headwinds.”
Early testers and Mass Effect leads complained about the game’s snarky tone — a style of video-game storytelling, once ascendant, that was quickly falling out of fashion in pop culture but had been part of Goldman’s vision for the multiplayer game. Worried that Dragon Age could face the same outcome as Forspoken — a recent title that had been hammered over its impertinent banter — BioWare leaders ordered a belated rewrite of the game’s dialogue to make it sound more serious. (In the end, the resulting tonal inconsistencies would only add to the game’s poor reception with fans.)
A mass layoff at BioWare and a mandate to work overtime depleted morale while a voice actors strike limited the writers’ ability to revise the dialogue and create new scenes. An initial trailer made the next Dragon Age seem more like Fortnite than a dark fantasy role-playing game, triggering concerns that EA didn’t know how to market the game.
When Dragon Age: The Veilguard finally premiered on Halloween 2024 after many internal delays, some staff members thought there was a lot to like, including the game’s new combat system. But players were less impressed, and sales sputtered.
“The reactions of the fan base are mixed, to put it gently,” said Caitie, a popular Dragon Age YouTuber. “Some, like myself, adore it for various reasons. Others feel utterly betrayed by certain design choices.”
Following the layoffs and staff reassignments at BioWare earlier in the year, a small team of a few dozen employees is now working on the next Mass Effect. After three high-profile failures in a row, questions linger about EA’s commitment to the studio. In May, the company relabeled its Edmonton headquarters from a BioWare office to a hub for all EA staff in the area.
Historically, BioWare has never been the most important studio at EA, which generates more than $7 billion in annual revenue largely from its sports games and shooters. Depending on the timing of its launches, BioWare typically accounts for just 5% of EA’s annual bookings, according to estimates by Colin Sebastian, an analyst with Robert W. Baird & Co.
Even so, there may be strategic reasons for EA to keep supporting BioWare. Single-player role-playing games are expensive to make but can lead to huge windfalls when successful, as demonstrated by recent hits like Cyberpunk 2077, Elden Ring and Baldur’s Gate 3. In order to grow, EA needs more than just sports franchises, said TD Cowen analyst Doug Creutz. Trying to fix its fantasy-focused studio may be easier than starting something new.
“That said, if they shuttered the doors tomorrow I wouldn’t be totally surprised,” Creutz added. “It has been over a decade since they produced a hit.”
Date: June 17th, 2025 7:55 PM Author: seedy french chef
I truly don’t get why they didn’t keep more Japanese devs under their umbrella. Even if the games sold like 780k units it would still differentiate them somewhat. They are fighting last gen’s war with all of these “shooters” or “Live Service Titles”. Every general always fights the last war, and Console Wars are no different.
They could’ve bought Konami or something ffs. Instead they bought “bungie,” because they were chasing trends and fighting Xbox like it’s 2007. Now they’re trying to compete with fortnite. No one came out with a fortnite competitor until the game was several years old. Western developers make games SLOWLY and badly.
When I bring this up on Gamefaqa btw, they’re like “but what games does Japan Have?” Like they don’t understand that devs bring games into existence. If you buy a dev after they made a game, that doesn’t accomplish much. People with low IQs have trouble with cause and effect imo.
Date: June 17th, 2025 10:47 PM Author: cerebral stead
I jus wish Sony would go back to making Crash Bandicoot-style games. Go back to the PS1 roots. AstroBot was the only thing they did right in like 10 years. They can't compete in this 'AAA' market, they don't have the Engineering chops.
Date: June 17th, 2025 10:52 PM Author: seedy french chef
No one can “compete” at AAA for some reason. Kojima got fired over this. Nintendo gave up. Ubisoft is selling out to the Chinese. Xbox fails constantly. Some game I’ve never heard of will come out and get review bombed every few months. It’s ghastly.
Crash Bandicoot is still western so it was always meh. But they used to do shit like Legend of Dragoon, Ico, Shadow of the Colossus, Dark Cloud. You’re basically asking for Coolboarders.
Date: June 17th, 2025 10:56 PM Author: cerebral stead
idk say what you want about Rock Star but they make sure they do what they do right and their games make 80000000000000000k and dominate the charts for a decade. If you're going to be 'AAA' then you have to grow it big and show it big. Sony thinks it can make Ubisoft games and call them 'Sony exclusives' or something.
Date: June 20th, 2025 12:37 PM Author: seedy french chef
I wonder how the economics of unions made sense back in the day. They only had like 20 good years. Which is basically the lifespan of a couple of Console Generations.
Date: June 24th, 2025 12:40 PM Author: cerebral stead
it should only take like 6 people to make a video game anyway. lead programmer, another programmer, visual artist, audio Engineer, maybe a Project Manager if you have a friend who needs a Sinecure.
Wtf else do you need? Why are there like 600 employees at these studios. One Guy made Minecraft iirc.
Date: June 25th, 2025 8:04 AM Author: seedy french chef
The 600 employee studios are the ones who can actually have COD etc coming out every year rather than falling behind schedule. They have to know it’s like 20% faster than having 150 employees but they want that 20%. Anyway I think a lot of it is just autistically rendering “assets” because reviewers will skewer them otherwise. Western reviewers KNOW what they want.
Date: November 3rd, 2025 8:27 PM Author: seedy french chef
Did the guy who wrote in really mention Scumfuck midway and Acclaim? The “State of Gaming cinematic universe” needs to spell out that it’s obsessed with western games and western games only. Your beloved Silent Hill f, resident evils, Dark Souls, they all exist. Elden Ring was relevant for 3 months after release and then they went back to acting like nothing exists outside of the western AAA/indie juxtaposition. Also if net you a million dollars that in videos like this no one ever stops and says REMEMBER BALDURS GARE 3?
Also remember that video of Matt Damon lamenting the state of Film bc DVD facilitated mid budget Films that could have a second life on video? They’re trying to be like that.
Date: November 4th, 2025 8:59 AM Author: cerebral stead
Elden Ring sold like 20 million copies and is being ported to Switch 2, it was a massive success. I don't know why journalists don't talk about it much, probably because they can't beat Margit imo.
Date: November 26th, 2025 4:12 PM Author: cerebral stead
I find him vaguely fascinating. He dresses like a Scummy wigger but has a high-pitched pleading millennial voice. like why is he dressed like Run DMC iyo. also I can't tell if he's 28 or 49.
Date: November 26th, 2025 5:44 PM Author: seedy french chef
there's a Caste within the Loser clique that doesn't notice or care that they're getting picked on. also in the tri-state some italians can just try to act black when they basically look like Drake or something. He's like 40 and had his First Heart Attack a while ago and poasted about it. he is uniformly loathed by all because he poasts constantly and gives things provocative Titles.
EXCLUSIVE: Eidos Montreal Cancels 7+ Year In-Development Title That Cost Hundreds of Millions
Yesterday’s Eidos Montreal layoffs were due to the cancellation of Wildlands, a game that had been in development since early 2019.
First reported by Insider Gaming in December 2025, the project was known as P11, as it was the 11th project in development at the studio.
According to sources, the game had been struggling for years, with 4 different game engines used throughout development, narrative direction conflicts, and a budget that exploded well beyond 9 figures. The game’s spiralling budget resulted in several projects at the studio being cancelled, including a new Deus Ex game in January 2024.
Date: April 1st, 2026 9:35 PM Author: seedy french chef
all that hundreds of millions over 7 years means is "Eidos worked on this." when you employ hundreds of people for years, it costs hundred of millions. if you want a Reprieve from overwrought AAA games, Indies offer a Reprieve.
Date: April 16th, 2026 7:04 PM Author: seedy french chef
I really haven’t
My Scumbag buddy in the mid 90s had like 40 Genesis/32X games that he played in like 5 minute increments. He never saw it as a “backlog.” Before I got on the internet I thought only Fags actually finished games. But I was always right about that anyway.
Date: April 16th, 2026 7:08 PM Author: seedy french chef
Also YMMV but the thing that backlog-tier games have in common is that we respect the effort and we like the IDEA of them, but actually playing them is another story. Stuff like RDR2, Witcher 3, Metroid Prime games, and Indies all fit the bill.
Sometimes I look at PlayStation Trophy percentages to get an idea of how engaged people are. BG3 buyers on PS5 didn’t put a ton of time in in general. They respect the IDEA of it. Anyone who embarrasses western AAA gets people to buy their game whether that’s Indies or Larian. But the buyers dgaf about the product. If BG4 just quietly excels but YouTube ignores it it’ll flop compared to 3 imo. Same with expedition 33. I’ve never heard anyone talk about the gameplay. It’s always about the Reprieve.
Btw if Games have become the thing that you pull your phone out to distract yourself from then it’s over imho.
Also do people actually say “social media” irl why can’t people just say THE INTERNET.
Date: April 16th, 2026 7:29 PM Author: cerebral stead
BG3 is a PC game, Playstation clowns probably couldn't even figure out the first battle. There are plenty of Steam accounts with like 800 hours in that game - I myself have almost a hundred.
imo the games that no one finishes are like Assassin's Creed Open World Viking Dude, Fallout 4, most of those Far Cry games. all of those games where you just ran around collecting things that are clearly marked on your map. I don't know how anyone has the endurance to 100% or "platinum" those.