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It looks like the developers from Escape from Tarkov have had it with dataminers. Dataminers have been plaguing the Escape from Tarkov’s development team for a while now, but it looks like it’s gotten to the point where they’re releasing an official statement and looking to take action against those who do it. As a reminder, this is a PvP only game, so any kind of unfair advantage isn’t cool. Battlestate Games has made it clear in their statement that they won’t tolerate data mining anymore in their game. The community response is mixed. They don’t want cheaters, but it looks like some information is really desired. There’s a lot of back and forth in the 980+ replies including some of the wiki editors who got caught in a ban getting unbanned: That’s kind of a wild saga to follow. Escape from Tarkov is $49.99 as a pre-order currently with…

Star Citizen is a game that still kindly asks you for your money for some reason unbeknownst to anyone. Chris Roberts himself at this point likely is included in that list, although we’re past half a billion in funding now and Star Marine still is dead. I wrote in early 2016 that Star Marine was canceled which was, looking at the last decade, quite right. It languishes today not as a separate FPS game but a broken buggy module within Star Citizen with three maps and no players and soon to disappear altogether as a separate mode. Much like someone who is trying to convince you that their AI product, coded by ChatGPT is going to be the one, Star Citizen continues to languish as a cult around a product made of dreams and sunk cost fallacy. At this point even just removing Star Marine would probably be good for…

Lore and worldbuilding have the power to ignite passion in players and fuel an immersive experience. At their best, lore-driven games create a sense of mystery and discovery that motivate players to explore each part of the world. However, some recent games have exploited lore and ambiguity primarily as a marketing tactic, rather than using it to enhance gameplay or build meaning. This phenomenon highlights the need for more balanced, player-centered design. When developers commit to transparency and ethical practices, lore can be used to strengthen community trust and craft impactful stories. But that depends on valuing immersion and artistry over profits alone. We’ll dive into the history of lore focused games, what happened and where to go from here. This is all inclusive of the entire indie scene, even if there’s a heavy emphasis on mascot horror. It makes the best example and we’ll avoid referencing mascot horror to…

Cell to Singularity is an idle game of sorts that sees you moving from, well a cell to a singularity. Like most idle games, there comes a time to bid your progress ado and start over. You can gain a currency for free by redeeming a code. The current codes are: If this code doesn’t work, you may want to check the community wiki for any updates. Codes come on the monthly live stream and are ALL CAPS always. You can also try the Discord for updates as well. iOS Users If you’re on iOS you will not be able to use the code. To remedy this, simply save your game to the cloud and load it on PC (via steam) or on an Android device. From there you can redeem the code, save your game to the cloud and then reload on your iOS device. In App Purchases You…

The following is an editorial submitted by a vetted source posted anonymously. You know what’s a shame? Every ounce of praise that I can give to a game and it’s beautiful creative work as an art-form is corrupted by the foul practices of the exploitative and outright evil video gaming industry. Almost every single studio exploits their employees because “games.” See, video games are a seen by some as a hedonistic form of entertainment and so working on them is seen as “fun” and a “privilege.” There is very few video game jobs out there, you see, so if you get one then you’re “cool” and “hip” and this allows the employer and management to leverage that against you as if you owe them something for the benefit. I know this first hand, I know this from seeing it with my eyes, I know this from countless nights spent with…

SIGNALIS only allows for six inventory spaces and many players do not like the concept at all. So much so the developers have responded noting that they’re working on iterating on some kind of change that doesn’t remove the spirit of the gameplay but alleviates some of the player concerns. For me, I find the entire debate fascinating. The issue stems from the way that the game presents the inventory as sort of a puzzle challenge, akin to games likes Resident Evil. It forces the player into a set playstyle, something modern gamers aren’t very appreciative of, where you will always optimize your run by not bringing ammo and only carrying one weapon. That gives you five inventory slots for all other items. Yet, players who play the game on Easy or Normal will likely want to play aggressively and in doing so will want different weapon options, lots of…

SIGNALIS is sort of an enigma of a game. It’s a great recapture of the feeling of the “5th generation” era of gaming and is actually a lot of fun. While its considered a survival-horror game, its more akin to an action-stealth game like Metal Gear Solid and less like Resident Evil per se. However, it has a very interesting, wild and convoluted story that needs a bit of explanation. Another thing to note is a three person team worked on this game. I touch a bit on this in my article about meetings at video game studios, but a lot of the game is clearly intentional from a development standpoint. Which is why SIGNALIS feels so buttoned up. SIGNALIS Is an Analog Horror Simulator That’s it, that’s as simple as it is. Everything in the game is built around a dream like experience of that 5th generation era of…

For those of you who have ever worked a job that had any kind of meeting this may actually resonate differently than those who haven’t. When video games are developed there are, surprisingly, a lot of meetings that occur. When we’re talking meetings we’re talking a lot of meetings. So many meetings that it’s actually kind of fascinating to think about. None of the below is really applicable to single developer games that don’t utilize outside contractors. Single developers naturally work entirely alone on their own game and purchase / generate all the assets and resources themselves. Single developers who contract out work still have meetings, interestingly enough. Meetings and Video Games So there’s a lot of cooks in the kitchen. You have the product team, that’s the developer and the game designer along with their associated analysts and support staff. You have a technical team that’s got a considerable…

Nippon Ichi Software, Inc. of Japan is one of my favorite companies out there. Their North American division is known as NIS America, Inc. or NISA. Their online store is the primary source of NIS games and it’s located here. There’s actually a lot to the store you should know and we’re going to dive into it. NIS America, Inc. Games – What style are they? So what do they sale? They’re best known for the Disgaea franchise. They’re also known for some weirder titles, isometric RPGs and visual novel style games. They also publish games for other developers as well. Some of the more recently known releases would include Crystar, MONARK, Blue Reflection: Second Light, etc. They’ve published games for Atlus and Spike Chunsoft. Fans of their most popular series will know the site well as it’s the absolute best place to secure a copy of a NIS game.…