V Rising: All Done
I’m done with V Rising after about 56 hours.

I technically did not “beat” the game, but I am done. All bosses have been defeated aside from the last two: Adam and Dracula. I have maxed my gear and spells, acquired a Legendary weapon, and was otherwise facing down 5-6 additional hours of “gitting gud” before seeing… I don’t think there’s even credits screen here. There have been tough bosses leading up to this point, but these last two have multiple phases and Adam even requires the crafting of a special consumable to even access him for an hour. I think I could eventually take down Adam by investing in crafting a different endgame weapon, or swapping out spells during a fight transition, but honestly fuck that.
Overall, I stand by my earlier assessment of the game, e.g. it’s OK. I did develop a deeper appreciation of the visuals though and the overall art direction. Running around the map during daytime became an interesting game unto itself, as you tried collecting resources or fighting mobs only to have the shading tree collapse from an errand attack. The sound that accompanied increasing exposure to sunlight was also very satisfying (if not deadly). The moment-to-moment gameplay was satisfying.
What is less satisfying is the grind on the macro level. As stated before, there is no XP here, and mobs themselves rarely drop anything of value, so there’s really no point to combat. The whole vampire fantasy takes a bit of a hit when you rush from house to house rummaging through dressers for bits of cloth and paper. A lot of that has to do with some of the absurd recipes.

Here is an example of what I’m taking about. I need Power Cores to craft an item. Crafting them requires 18 Radium Bars + 9 Charged Batteries for 2 Power Cores. I’m just going to ignore the Charged Batteries, because you basically just farm Depleted Batteries from certain enemies and then have to juice them up out in the world. The Radium Bars on the other hand… oh boy.
- Power Core x2 = 18 Radium Bars + 9 Charged Batteries
- Radium Bars x4 = 135 Tech Scrap + 9 Sulfur + 3 Sludge-Filled Container
- Tech Scrap = mob drop and/or mining resource
- Sulfur x1 = Sulfur Ore x45
- Sludge-Filled Container x1 = 9 Glass + 9 Mutant Grease + 3 Iron Ingot
- Glass x1 = 45 Quartz
- Mutant Grease = mob drop*
- Iron Ingot x1 = 45 Iron Ore
- Radium Bars x4 = 135 Tech Scrap + 9 Sulfur + 3 Sludge-Filled Container
Again, all of that for two (2) Power Cores. You need 9 Power Cores to craft the highest tier of necklace. So that’s 90 Radium Bars. Which might not have been as bad as it felt if there was a reliable way of farming for Radium Bars directly. Instead, at best you are running around 1-2 areas breaking all the boxes in a desperate hope that you can get 5-10 Radium Bars from drops. That shit immediately reminded me of Warframe, and it feels outrageously dumb for the same reasons. I can sorta maybe get behind mining for ore as a fledgling vampire, but endgame Dracula-esque vampire overlord reduced to breaking open boxes for loot is too much. Farming enemies? Good. Breaking background clutter? Bad.
One thing that made it better/worse were servants. These are people you capture and then turn into vampires, who then can be sent on resource-gathering missions. While it takes a bit to set them up – they have to basically be equipped with the same gear you have, which means grinding some more – they can return fantastic amounts of resources on a real-time basis. To a point. There are several time increments you can dispatch servants on, such as 4h, 8h, 16h, and 24h, but the difference between 8h and 16h is not 2x the loot. Which means you are better off logging on, dispatching servants for 4h or 8h, then logging off. Sometimes they get injured, so they cannot be immediately be sent back out.

So, anyway, there I was, logging onto V Rising three times a day to dispatch servants because I no longer wanted to spend time manually farm resources. And remember, I’m already on +100% global loot. Once I realized that I could only play more of the parts of the game I enjoyed by playing it less… I did so. And then discovered that the other games I was playing instead were actually kind of fun and rewarded me for playing them more. Imagine that!
Arguably, none of this is how V Rising is “meant” to be played in the first place. You’re supposed to be out in the world with your chums, farming some mobs, attacking (or being attacked by) other vampires and stealing their loot, defending your castle from destruction, and so on. Theoretically, it would feel like less of a grind if there was more grind, insofar as you wouldn’t be hitting the endgame wall as early. Or something. But by the time I got there, I kept asking myself: why this over Diablo 4 or whatever? At least there I had something to potentially look forward to from killing all these random mobs.
That’s V Rising. I give it props for melding the survival crafting and ARPG genres in an innovative way, and overall being a very slick game. I can see how other people might play it for hundreds of hours with friends and/or internet strangers. But it doesn’t really deliver a better experience in any individual one of the categories compared to other offerings. And while it does offer most of the trappings of a good vampire fantasy, it shrivels up in the sweaty heat of an unnecessarily grindy endgame.
Gaming News Roundup
Square Enix stocks tumble on news that FF16 and especially FF7 Rebirth have not met sales targets. Which would normally be concerning… if not for the fact that these games are still Sony exclusives. Which, as a strategy, appears to be changing going forward.
In response to the tumbling profits, Square Enix announced what it calls “Square Enix Reboots, and Awakens”, a three-year plan for rebooting for long-term growth. This involves a rethink across all parts of the business, but the highlight is a “shift to a multiplatform strategy.” Square Enix said it will “aggressively pursue a multiplatform strategy that includes Nintendo platforms, PlayStation, Xbox, and PCs.” […]
As part of this multiplatform push, Square Enix said it will “build an environment where more customers can enjoy our titles in regards to major franchises and AAA titles including catalog titles.” The suggestion in all this is mainline Final Fantasy games will ditch PlayStation exclusivity going forward, although Square Enix has yet to announce specifics beyond Final Fantasy 16’s upcoming launch on PC.
It really boggles the mind sometimes, how stuck in the past these game executives can be. Helldivers 2 has been a breakout smash hit, with a large portion (possibly majority?) of the playerbase being on PC; it was significant enough for the Steam review-bomb campaign to work in any case. PC receiving ports in general has improved over the years for sure, but the fact that it takes ages is moronic. It’s been over fours years and PC still doesn’t have The Last of Us 2. Horizon: Forbidden West just came out on PC like two months ago. FF7 Remake took almost two years. Ghost of Tsushima took four years. God of War: Ragnarok probably won’t be out till 2025.
Speaking of ports, Ghost of Tsushima has beaten out God of War for the top spot on the Steam concurrent user spot for Playstation single-player games, at 77k and some change. Helldivers 2 sits at 457k, by the way. I’ve heard some chatter on Reddit about how this demonstrates that Sony’s “strategy” works, e.g. only releasing games on PC after a long-ass time. I mean… I guess? Unless there is some presumption that people bought PS5s just for this game, or that PS5 owners will buy it again on PC, I think this simply demonstrates Sony delayed a solid boost of revenue for 4 years for no reason.
Fallout: London is a fan-made Fallout 4 mod that is essentially an entirely new Fallout game. You may have heard some stories about how its original April release was delayed due to the “surprise” next-gen updates to Fallout 4 that Bethesda released a few weeks back. Well, it appears that the mod is back on track to be released… sometime. Soon™! The real news though, is how the modders somehow convinced GOG to host the 30-40GB files. This was needed, as Nexus Mods has an upper size limit. These fan projects usually get killed by the suits right before release, so the fact that not only will this thing (presumably) come out, but the fact that GOG is hosting the files is extraordinary.
Valve is working on what appears to be 6v6 MOBA-like Overwatch game called Deadlock. Now, I understand that Valve has a unique sort of “structure” over there, wherein developers basically just stew in a petri dish until games extrude through the biofilm… but, really? This is whatever actual game developers still left over there have chosen to spend their time on? Christ. I guess it’s at least something, as opposed to whatever George R.R. Martin and Patrick Rothfuss are doing. Finish your fucking stories!
Impressions: V Rising
V Rising is a hybrid ARPG with survival-crafting elements, sorta like Diablo meets Age of Conan. The approach is pretty novel, but there are some awkward elements that diminish the experience a little bit.

To start, I am playing solo on a “private server,” which is basically just single-player (like with ARK, Conan, etc). However, it is very, very obvious that the game is centered around and balanced on a more public, multiplayer and even PvP experience. For example, by default, you cannot use any of the Waypoint portals if you have ANY resources in your inventory. This option can mercifully be changed in the server settings, but the map itself consists of lanes, specific camps of NPCs, and then dozens and dozens of nondescript castle areas. Which is great for multiplayer servers (options!) and PvP (lanes forces players into channels for encounters), sure. But there really aren’t any exploration aspects, no map secrets, no particular reason to go to out of the way areas. Unless, of course, you were hiding from/laying in wait for other players.
The progression system is also a bit weird. First, there is no XP. Instead, your character’s power is based on Gear Score – you deal/receive damage based on the difference in Gear Score between you and your foe. Increasing one’s Gear Score is achieved by unlocking technology via killing bosses and consuming their “V Blood.” This is not necessarily a linear process though. Killing the boss that gives you a Workbench to craft better weapons results in a huge power boost. Other bosses might just give you ability to turn into spider, or upgrade gems into better ones, or similar. You can tackle the bosses in any order (provided you have a decent Gear Score), but nevertheless there are times when things end up… uneven. For example, I just upgraded all my armor and now find myself ~10 Gear Score higher than like eight bosses I have yet to kill. And none of those bosses will see me improve my Gear Score at all.

Progression-wise, it is also worth mentioning that there is a recipe/research component as well. You can unlock Copper weapons by killing the appropriate boss, but getting the next “Merciless Copper” tier requires the recipe to drop from random loot. Sometimes you can purchase the recipe from a vendor’s random stock, and other times you can randomly learn it by consuming Paper or whatever at a Research Desk. So, random, but with grindable guardrails.
Having said all that, is the game even fun?
I guess. I mean… probably? Sure.
At the time of this writing, I show ~22 hours /played. My solo server has loot bumped up 2x, item stacks 3x, Waypoint access on, Durability and Castle decay basically turned off (25% of normal). I don’t feel “bad” about these custom settings because, just like with my time with ARK, the “normal” settings are absurd nonsense. You can dispatch vampire servants to collect resources for you, but they take real-world hours (2h min, 24h max) to return. Considering you have to grind resources to craft equipment for them to wear so they can… err… help you skip grinding resources, they are of questionable merit. Of course, the servants could help defend your castle from other players trying to break it down and steal your resources, if you were into that sort of thing.
From a strict, gameplay-only sense, V Rising is OK. It’s a kind of Diablo-lite where you can hotswap weapons to mix and match abilities (which share cooldowns), while also tailoring your two spell slots and one ultimate move to your preferences and/or the boss’ tactics. Enemies are fairly straight-forward where I’m at in the game, but the environmental factors add layers to strategy. For example, there are patrols of NPCs not just within each camp, but also throughout the lanes in the world. These patrols can include bosses, sometimes ones way beyond the difficulty of the area too. This brings opportunities as well though, as sometimes patrols can be lured into attacking other factions or even having two bosses attack each other! This makes the world feel a lot more interesting than what I normally see in the genre.

Anyway, I’m still playing V Rising and have every expectation to keep playing for now. Whether that is due to the underlying gameplay being better than I am giving it credit for, or because I am starved for new survival-crafting experiences, I cannot say. What I can say is that if you expect a Diablo experience, you will be disappointed. I definitely spend more time hitting rocks with a mace than I do hitting enemies for loot. But don’t expect something akin to Terraria/Starbound either, because the crafting is prescriptive and environment static. So… yeah. V Rising is its own thing and it’s fun enough for now.
Microsoft Fallout
About a week or so ago, the rumor mill was a-churnin’ about how the surprising popularity of the Fallout TV show – 65 million viewers in 16 days! – was causing Xbox execs heads to extend (pardon my Seuss). Even Todd Howard was saying Bethesda wants to “find ways to increase our output, because we don’t want to wait that long either.” Which is funny, considering that it is Bethesda’s own metered cadence which will ensure that Fallout 5 is not released until the 2030s; Elder Scrolls 6 is next in line after the tepid Starfield, with Fallout 5 not coming out until, presumably, the ending of the TV series.
Welp, cue that monkey paw finger-curl:
Microsoft has closed a number of Bethesda studios, including Redfall maker Arkane Austin, Hi-Fi Rush and The Evil Within developer Tango Gameworks, and more in devastating cuts at Bethesda, IGN can confirm.
[…] Arkane Lyon, which is working on Marvel’s Blade, survives the cull, as does Bethesda Game Studios (Fallout, The Elder Scrolls, Starfield), and Machine Games (Indiana Jones and The Great Circle). Doom developer id Software is also unaffected.
A further quote from Matt Booty, head of Xbox Game Studios, says:
Today I’m sharing changes we are making to our Bethesda and ZeniMax teams. These changes are grounded in prioritizing high-impact titles and further investing in Bethesda’s portfolio of blockbuster games and beloved worlds which you have nurtured over many decades.
To double down on these franchises and invest to build new ones requires us to look across the business to identify the opportunities that are best positioned for success. This reprioritization of titles and resources means a few teams will be realigned to others and that some of our colleagues will be leaving us.
Cruel irony abounds, considering a year ago Matt Booty said Microsoft has no plans to shut down Arkane Austin “right now,” after the disastrous Redfall launch. And I guess he was technically accurate. There are fewer charitable interpretations for axing Tango Gameworkers though, considering the effusive praise Hi-Fi Rush received from Microsoft brass – “Hi-Fi RUSH was a break out hit for us and our players in all key measurements and expectations. We couldn’t be happier with what the team at Tango Gameworks delivered with this surprise release.” Certainly seems like they could have been happier after all.
I don’t want to undersell the sad reality of thousands of game devs losing their jobs. That shit sucks.
…however. In the specific case of Arkane Austin, I have to wonder if there is the barest glimmer of a silver lining. For one thing, it is worth pointing out that no one at Arkane actually wanted to develop Redfall. It was a studio known for immersive sims, and Redfall wasn’t that. In fact, that same report stated that 70% of the team members who worked on Prey left the company during Redfall development. So, really, Microsoft is kinda putting the zombie studio out of its misery.
Oh, but know what might be an interesting franchise for an immersive sim? Fallout. That is wild-ass speculation on my part, and contradictory besides considering most of the immersive sim devs already left. But. BUT! Can you imagine? Of course, it would probably be best (and poetic besides) for Obsidian to take up the mantle of Fallout again, especially considering both studios are under the same (reaving) Microsoft umbrella. Unfortunately, Obsidian is releasing Avowed this year and they are also working on The Outer Worlds 2 for some reason. Seriously though, was anyone asking for that?
Alas, we will have to see how things shake out. Just… goddamn, could someone give me more Fallout?
Review: Planet Crafter
Planet Crafter really surprised me by keeping my attention all the way to… just before the very end.

The premise of the game is that you are dumped onto a barren, hostile world and tasked to terraform it into something more hospitable to life. The “twist” is that there is no combat. At all. The planet is barren, after all, so what would even attack you? But what intrigued me was precisely how intrigued I stayed for the 35 hours I played. And that’s quite the trick considering I am not much of an Explorer type nor someone typically into Factorio-style automation games.
The secret sauce is probably the sense of progression.
When you first start out, you have an extremely tiny oxygen meter and will be doing some desperate loops around your starting capsule to gather raw materials. Eventually, you will start building a rudimentary base and start stockpiling supplies. However, almost all crafting recipes and upgrades are gated around one’s Terraforming Index (Ti) score. Improving this score is only possible by creating machines to generate Heat, Pressure, Oxygen, etc, to first form an atmosphere, and so on. Certain resources to build these machines are not located on the ground like most everything else, so you will need to go explore deeper afield – including inside the wrecks of spaceships – to gather what you need.

And so a cadence is formed: build up machines to improve Ti, go exploring for new material, come back and build new machines that got unlocked while you were exploring. Each loop will increase your ability to travel further as you expand oxygen capabilities, movement speed, and inventory space, and start fostering a sense of curiosity about what’s over the next ridge or inside that cave.
It’s also worth mentioning the more visual sense of progression as you improve Ti: watching the planet bloom. Glaciers recede, opening new travel and resource opportunities. Liquid water starts to form. Weather occurs. You start building Flower Spreaders, grass starts generating, then you upgrade to Tree Spreaders. By the time endgame rolls around, you are flying around searching for the last remnants of secrets left behind, occasionally stopping to gaze at the previously lifeless stone arch now covered in an explosion of color and growth. It’s a real treat.

The only shame then is the final stumble. I have unlocked every technology except the final one to end the game. I have explored procedurally-generated wrecks, I have optimized my automation, I have uncovered every mystery on the planet, consumed every bit of novelty. My score is sitting at 1.43 TTi and 5 TTi is the end. After timing it, I would need to leave the game running for 5.5 real-world hours to get to that number.
Could I speed it up? I mean, hopefully. I’ve already built 6+ T5 generators of various types (Pressure, etc), overlapping Optimizers fitted with boosters, dozens of satellites that further juice the numbers by 1000% a pop. Each added machine makes the overall number increase by what feels like an insignificant amount. I spent the entire game waiting for the “Spam End Turn in Civilization” inevitability to kick in, and was surprised every time Planet Crafter bobbed and weaved out of the way. But, alas, it did come after all.

Nevertheless, Planet Crafter did deliver an extremely solid 20-30 hours of entertainment without once leaning into combat or contrivances. If you’re looking for Subnautica minus the thalassophobia, or the first half of Breathedge minus the chatty sidekick, then Planet Crafter is your game.
7 Days to More Money
In a completely unexpected turn of events, 7 Days to Die is actually coming out of Early Access. Soon!
The Fun Pimps are happy to announce 7 Days is leaving Early Access! With the launch of the next update, we’re moving officially to 1.0 for 7 Days to Die.
TFP Co-Founder Richard Huenink details the move in this Video. He’ll talk about our decision to leave early access, the tentative launch dates for PC and Console Alpha 22 (Now 1.0), the roadmap of planned future updates and features ahead for all platforms, and the games new pricing.
I say “completely unexpected” because, well, it is. The game has indeed been in Early Access for 12 years already, with Alpha 22 (now “1.0”) slated to come out in a few months. However, the Early Access period has been so long due to the dev team having no project manager – each major release has radically redesigned the scope of the game, changing progression mechanics, and otherwise putzed around art assets without actually making forward progress on systems or endgame.
But now they are, so… why aren’t I happy? Take a gander at the roadmap:

I don’t think you really even need to know anything about the base game to intuit that the stuff in the 2025 columns would, in fact, be a more appropriate 1.0 experience. In particular, Bandits have been promised for literal ages, and are still nowhere to be found. Do I believe we will get a UI/Main Menu Overhaul? Yes I do. Will there also be Bandits? Not falling for it this time, Lucy.
What is really going on with this 1.0 release is the increase in base pricing.
Q: Why increase the cost?
A: We feel as though the quality standard of the game has gone up significantly from when the initial price was set over 8 years ago along with over a decade of content and improvements. We’ve looked at how others have handled leaving early access, and this is a common practice. We in particular want the price of the PC version to have parity with the Console version. We do not wish to force any current users to spend more money to play the game they’ve always supported. However, new users should see the value the game offers reflected in the cost, and we hope that continued support might fund future endeavors in expanding the 7 Days to Die game even further – DLCs, Expansions, and continued free updates (including everything listed in the Road Map)!
Look, my intent is not necessarily to paint The Fun Pimps as capitalistic assholes. I bought the game 7 (!) years ago for $10, and even now you can still purchase it this week for $5.99 ahead of the $44.99 (!!) price increase. In those years, I have played for over 327 hours. And regardless of any price increases, my copy will be upgraded for free, I’ll get all the updates for free, and so on.
It’s just that this “release” is clearly a business decision first.
This is especially true in terms of the console re-release. The history is that the game was released on consoles back in 2017 but had been stuck in Alpha 15 ever since then because porting company went bankrupt. We’re in Alpha 21 on PC, for reference. The Fun Pimps reacquired the rights a few years ago, but financially it never made sense for them to hire out another porting team. Until now.
Q: What about the old Console version?
A: Due to the significant technical differences between old and current console hardware, we will not be upgrading the legacy version. Legacy owners will have to buy the new title. However, we are working closely with Sony and Microsoft to provide a discount to digital legacy owners on their purchase of the new console edition.We made the decision early on to focus on a ‘new’ version of the game that is unified with our PC version, and our efforts to update the game post-launch will be entirely focused on that version.
Again, good on them for trying to get console fans a discount, assuming such a thing materializes. It also makes sense that you may have to cut your losses and start fresh with a new version given all the difficulties up to this point.
I just… I dunno. It’s complicated. As I mentioned last year, each Alpha has included a seemingly pointless overhaul of the progression system, although each iteration has taken it further and further away from zombie MineCraft and more towards something generic. Once upon a time, you would come across a small town and break into houses to scavenge for supplies and hope a big wandering mob of zombies didn’t stroll in after you. Now, 100% of the Points of Interest are mini-dungeons with traps, blocked corridors, zombies popping into existence when you cross thresholds, and a loot chest at the end. Which is cute the first time you come across the PoI, but later you just stack wooden frames and hack your way through the roof to get the loot chest and skip the mini-dungeon part.

Assuming you aren’t just spam-completing quests from the Traders, since that is actually the best way to get gear; crafting shit with resources you gather is sooooo 2017. Oh, and base-building? Yawn. Despite the fact the entire game is premised on a wave of zombies attacking you every 7 days, the devs have decided that the zombies are omniscient structural engineers who know both the shortest distance to your brains and which specific wall cubes in the way have the least amount of HP. Which, of course, means “traditional” structures like bunkers or buildings with a bunch of traps surrounding it are pointless. Instead, you need to construct Ninja Warrior obstacle courses for zombies to tight-rope walk towards you single-file for anything you build to have meaning.
Or just sit on top of a roof for a couple of weeks before moving to a different building. Whichever.

In fairness, all of this nonsense was introduced in patches, and it’s entirely possible to remove it in the same way. Given the consistency in which the devs have moved backwards though, I don’t have much faith in them spontaneously understanding why their game was popular to begin with and to stop undermining it. So while the business decisions they are making with 1.0 are rational and the last-chance deals magnanimous, I still don’t like it.
About the only bright side to all this is that, perhaps, having a firmer foundational codebase will encourage more modders to fix all the bullshit. Darkness Falls is already a transformational mod that improves the game in about every way, and I know of others (Undead Legacy). That last Q4 2025 slide does says “Steam Workshop Support” so that may be the golden ticket. We’ll just have to see.
Questgate: Hearthstone Edition
You know what would be a great idea? In the patch which you release a new, hyped-up game mode you also make an indefensibly irrational change that guarantees a predictable, hostile fan reaction across your entire playerbase. You know, so that everyone is talking about that instead of whatever we were talking about before. I believe the technical term is “slamming your dick in a car door.”

The change in question is to Weekly Quests in Hearthstone. Specifically, the requirements for completing them increased by ~300% (or more!) whereas the reward, e.g. Reward Track XP, only increased by ~20%. The more XP, the more progress you make along the Reward Track, the more freebies and in-game currency you earn to buy more packs, mini-sets, and so on. It’s how to F2P.
Now, some of these quests are the kind that you achieve organically from just playing the game. Things like “Spend 500 Mana” or “Draw 30 cards.” Then there are ones a bit more annoying to achieve, like “Use your Hero Power 50 times” or “Play 50 Battlecry Minions.” Those can technically be achieved in the course of normal play, but only if you’re playing a deck/class that wants to be pressing the Hero Power button and/or casting Battlecry minions. You can reroll one Weekly Quest per day, so I typically rerolled those in the hopes of getting something easier to complete in Battlegrounds or in the Tavern Brawl game modes. Finally, you had the standard “Win 5 Ranked Hearthstone Games” that everyone gets at the beginning of the week.
…except now it’s win 15 games. And you now need to play 100 Battlecry minions. Or play 60 (!?!) Miniaturized/Mini minions when it was like 16 previously. In return, you get an extra 500 XP over what it was rewarding previously, e.g. 3000 vs 2500, or 2250 vs 1750.

For context, you earn approximately 400 XP/hour by playing Ranked Hearthstone without any quests at all. So, yes, technically there is more XP to be earned. But that very much depends on one’s ability to actually complete any of these Weekly Quests before they reset.
And that’s the rub. How long individual games take will depend on the individual and what decks they use, but I’d say the average for me would be 10 minutes per Ranked game and 20 (or 30+) minutes per Battleground. If we assume you are being matched with people of appropriate skill, you will only be winning 50% of the time. So the one “win 15” quest jumps from 100 minutes to 300 minutes for Ranked, and 200 minutes to 600 minutes in Battlegrounds.
If Hearthstone is your primary game, spending 10 hours a week playing Battlegrounds is probably something you were doing anyway. But if it’s not? Well, Blizzard clearly doesn’t want you playing at all.
If there is actually any other reasonable conclusion to reach, I’d love to hear it.
Hurry Up and Wait: April Edition
Once again, I was already looking stuff up, so why not just share it?
April 23rd – Bellwright [Early Access]
This one is seems to be billed as an open-world Kingdom Come: Deliverance, but it also has some Medieval Dynasty vibes. Hard to say whether it will be worth anyone’s time yet. I originally thought it was going to be a survival-crafting game, but the store page makes it very clear that there is a sort of linear plot going on heading towards a rebellion against the Crown. If they can channel the general feel of Kingdom Come: Deliverance without some of the design jank, this could be good. We shall see.
April 26th – Manor Lords [Early Access]
Banished meets Total War in this medieval city-building tactical battler. Supposedly. All I know is that the game looks gorgeous, like an insane level of detail, and the city-building aspects are the most organic-looking I have ever seen in this space. Also, important detail: Game Pass Day 1.
May 8th – V Rising [1.0]
I snagged a copy of V Rising on sale before its recent pre-1.0 price increase, so I’m looking forward to… I guess playing it a month from now? That’s kind of fucked up, now that I think about it. Why increase the price like a full month before release? Anyway, it seems a combination of survival-crafting + Action RPG and I’ve heard some good things, so I hope it’s worth the wait.
May 14th – Diablo 4 [Season 4]
Diablo 4 landed on Game Pass a few weeks ago, but I didn’t dive in due to other priorities (read: farming virtual crops). Then, when I was actually starting to get ready to play, I hear about a “transformational” update coming in May. This is the summary from the IGN interview with the devs:
When Diablo 3 got its pre-Reaper of Souls expansion patch dubbed ‘loot 2.0’ in 2014, it was credited with turning Blizzard’s action role-playing game around. Critics and players called loot 2.0 a big improvement on Diablo 3, with changes that sparked renewed interest from a community that had dropped off following the base game’s 2012 release. Now, 10 years later, Blizzard is aiming to repeat the trick with Diablo 4 Season 4.
I mean, I guess that’s a good thing. Eventually. Although it’s a bit odd how they keep leading with “loot 1.0” when they know loot 2.0 is better. Rod Fergusson mentions it’s more due to “overshooting the mark” in a quest for depth and complexity in the looting system. Which I am unqualified to talk much about, considering I haven’t played the game. But it all kinda sorta maybe sounds like Quality of Life shit that was sorted out a decade ago already, and probably should have been in the game from the start. I could be wrong.
May 16th – Ghost of Tsushima [PC]
The once PlayStation exclusive is finally making its way to PC. And while I am liable to wait for ages more before it drops to a “reasonable” price, I am excited that it is coming to PC at all. If I did ever buy a PlayStation 5, this would have been one of the games I would have bought it for.


Unsustainability
May 27
Posted by Azuriel
Senua Saga: Hellblade 2 recently came out to glowing reviews and… well, not so glowing concurrent player counts on Steam. Specifically, it peaked at about 4000 players, compared to 5600 for the original game back in 2017, and compared to ~6000 for Hi-Fi Rush and Redfall. The Reddit post where I found this information has the typical excuses, e.g. it’s all Game Pass’s fault (it was a Day 1 release):
Now, it’s worth pointing out that concurrent player counts is not precisely the best way to measure the relative success of a single-player game. Unless, I suppose, you are Baldur’s Gate 3. Also, Hellblade 2 is a story-based sequel to an artistic game that, as established, only hit a peak of 5600 concurrent players. According to Wikipedia, the original game sold about 1,000,000 copies by June 2018. Thus, one would likely presume that the sequel would sell roughly the same amount or less.
The thing that piqued my interest though, was the reply that came next:
I mean… sure. But there’s an unspoken assumption here that these small games with gigantic, 5-6 year budgets would be justified even without being on a subscription service. See hot take:
Gaming’s “sustainability problem” has long been forecast, but it does feel like things have more recently come to a head. It is easy to villainize Microsoft for closing down, say, the Hi-Fi Rush devs a year after soaking up their accolades… but good reviews don’t always equate to profit. Did the game even make back its production costs? Would it be fiduciarily responsible to make the bet in 2024, that Hi-Fi Rush 2 would outperform the original in 2030?
To be clear, I’m not in favor of Microsoft shutting down the studio. Nor do I want fewer of these kind of games. Games are commercial products, but that is not all they can be. Things like Journey can be transformative experiences, and we would all be worse off for them not existing.
Last post, I mentioned that Square Enix is shifting priorities of their entire company based on poor numbers for their mainline Final Fantasy PS5 timed-exclusive releases. But the fundamental problem is a bit deeper. At Square Enix, we’ve heard for years about how one of their games will sell millions of copies but still be considered “underperforming.” For example, the original Tomb Raider reboot sold 3.4 million copies in the first month, but the execs thought that made it a failure. Well, there was a recent Reddit thread about an ex-Square Enix executive explaining the thought process. In short:
That… makes sense. One might even say it’s basic economics.
However, that heuristic also seems outrageously unsustainable in of itself. Almost by definition, very few companies beat “the market.” Especially when the market is, by weight, Microsoft (7.16%), Apple (6.12%), Nvidia (5.79%), Amazon (3.74%), and Meta (2.31%). And 495 other companies, of course. As an investor, sure, why pick a videogame stock over SPY if the latter has the better return? But how exactly does one run a company this way?
Out of curiosity, I found a site to compare some game stocks vs SPY over the last 10 years:
I’ll be goddamned. They do usually beat the market. In case something happens to the picture:
And it’s worth pointing out that Square Enix was beating the market in August 2023 before a big decline, followed by the even worse decline that we talked about recently. Indeed, every game company in this comparison was beating SPY, before Ubisoft started declining in 2022. Probably why they finally got around to “breaking the glass” when it comes to Assassin’s Creed: Japan.
Huh. This was not the direction I thought this post was going as I was writing it.
Fundamentally, I suppose the question remains as to how sustainable the videogame market is. The ex-Square Enix executive Reddit post I linked earlier has a lot more things to say on the topic, actually, and I absolutely recommend reading through it. One of the biggest takeaways is that major studios are struggling to adjust to the new reality that F2P juggernauts like Fortnite and Genshin Impact (etc) exist. Before, they could throw some more production value and/or marketing into their games and be relatively certain to achieve a certain amount of sales as long as a competitor wasn’t also releasing a major game the same month. Now, they have to worry about that and the fact that Fortnite and Genshin are still siphoning up both money and gamer time.
Which… feels kind of obvious when you write it out loud. There was never a time when I played fewer other games than when I was the in the throes of WoW (or MMOs in general). And while MMOs are niche, things like Fortnite no longer are. So not only do they have to beat out similar titles, they have to beat out a F2P title that gets huge updates every 6 weeks and has been refined to a razor edge over almost a decade. Sorta like how Rift or Warhammer or other MMOs had to debut into WoW’s shadow.
So, is gaming – or even AAA specifically – really unsustainable? Possibly.
What I think is unsustainable are production times. I have thought about this for a while, but it’s wild hearing about some of the sausage-making reporting on game development. My go-to example is always Mass Effect: Andromeda. The game spent five years in development, but it was pretty much stitched together in 18 months, and not just because of crunch. Perhaps it is unreasonable to assume the “spaghetti against the wall” phase of development can be shortened or removed, or I am not appreciating the iteration necessary to get gameplay just right. But the Production Time lever is the only one these companies can realistically pull – raising prices just makes the F2P juggernaut comparisons worse, gamer ire notwithstanding. And are any of these games even worth $80, $90, $100 in the first place?
Perversely, even if Square Enix and others were able to achieve shorter production times, that means they will be pumping out more games (assuming they don’t fire thousands of devs). Which means more competition, more overlap, and still facing down the Fortnite gun. Pivoting to live service games to more directly counter Fortnite doesn’t seem to be working either; none of us seem to want that.
I suppose we will have to see how this plays out over time. The game industry at large is clearly profitable and growing besides. We will also probably have the AAA spectacles of Call of Duty and the like that can easily justify the production values. Similarly, the indie scene will likely always be popping, as small team/solo devs shoot their shot in a crowded market, while keeping their day jobs to get by.
But the artistic AA games? Those may be in trouble. The only path for viability I see there is, ironically, something like Game Pass. Microsoft is closing (now internal) studios, yes, but it’s clearly supporting a lot of smaller titles from independent teams and giving them visibility they may not otherwise have achieved. And Game Pass needs these sort of games to pad out the catalog in-between major releases. There are conflicting stories about whether the Faustian Game Pass Bargain is worth it, but I imagine most of that is based on a post-hoc analysis of popularity. Curation and signal-boosting is only going to become increasingly required to succeed for medium-sized studios.
Posted in Commentary, Philosophy
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Tags: Armchair Game Development, Microsoft, Square Enix, Unsustainable, Xbox Game Pass