u/Just_a_Player2

Xbox has a new team that reads player reviews and responds quickly.

Xbox has a new team that reads player reviews and responds quickly.

Asha Sharma, who leads the Xbox brand, has made it clear that community feedback is now a priority.

The creation of a special team has been announced, tasked with analyzing and implementing suggestions directly from players. The initiative is already showing results: recent system updates have focused on real user needs.

This team was behind the recent achievement system update - adding improvements that make earning and viewing achievements easier. Sharma doesn't hide her enthusiasm and notes that this is just the beginning: new "by players, for players" features are being prepared and will be released soon.

It is assumed these are the same specialists who previously prepared new console dashboard features in just two weeks. Sharma specifically urged the community to keep sharing feedback: "keep the feedback coming."

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u/Just_a_Player2 — 4 hours ago
🔥 Hot ▲ 57 r/ItsAllAboutGames

The organizers of a Chinese Naraka: Blazing Everlasting tournament painted a sexy female commentator black to save viewers from a puberty meltdown. The poor guys themselves asked to have the girl somehow censored because they couldn't focus properly on the game due to her appearance.

u/Just_a_Player2 — 5 hours ago
🔥 Hot ▲ 51 r/ItsAllAboutGames

Pete Hines left Bethesda because the company was being "broken and destroyed" under Microsoft's leadership.

Pete Hines, who worked at Bethesda Game Studios for nearly a quarter of a century, left the company in October 2023. At the time, he explained his departure by saying that after the launch of Starfield, it was the right moment to move on. However, in a new interview for the Fireside Chat series with Kirk McKeand, the former vice president of marketing was surprisingly candid about the real reasons.

Hines admitted that he didn't want to leave - parting with the team was extremely difficult. But what the company became under Microsoft's wing no longer suited him.

>"I stayed because this place still needed me. But I just reached a point - yes, it needs me and I am powerless to do what I consider necessary to properly manage this place. To protect these people, to preserve what we had worked so hard to build - an incredibly efficient, well-managed video game developer and publisher."

>"When I couldn't protect that and watched it all being broken, destroyed, and frankly, mishandled, abused - pick any word - I said: I'm not going to sit and watch this happen right in front of me."

Hines' departure came at a turning point for Xbox - the disastrous launch of the exclusive Redfall earlier in 2023 and the subsequent decision to port some exclusives to PS5.

Hines himself was one of the witnesses at the Federal Trade Commission's hearings on the Microsoft Activision Blizzard acquisition. He had previously sent internal emails complaining that Call of Duty remained multiplatform while Bethesda's games were forced to become Xbox exclusives.

In court, he had to defend the position that Indiana Jones and the Great Circle would benefit from releasing on only one platform. The game was originally planned as multiplatform but later did release on PS5 and Nintendo Switch 2.

According to Hines, Todd Howard was the only person who knew about his plans to leave for a long time. Each new delay of Starfield pushed back his departure by several months, which took a heavy toll on his mental state.

>"I think I did everything I could. This isn't the moment or the way I wanted things to end, but it wasn't entirely up to me. And at a certain point, honestly, my mental health was in such a terrible state that I just said - I can't."

Hines called facing the reality of the new leadership the hardest moment of his career.

>"Coming to a place I genuinely admired, with people I genuinely respected, and seeing how it actually works."

>"Talking is one thing. But I take very seriously what follows words. Do you mean what you say? Or are you just saying pretty words, and as soon as you leave the room, it's all forgotten? Because Bethesda never worked that way."

Hines, who joined Bethesda right after college and rose from writing guides to representing the studio's games on the E3 stage, concluded with a direct statement.

>"That doesn't mean everything Bethesda promised, we delivered. Yeah, we probably didn't always do that, but the intention was exactly that. We were going to do what we said and say what we did, to be sincere and genuine. And honestly, I still believe that Bethesda is just part of something bigger that is not real and not genuine. And that shouldn't come as a surprise to you."

Microsoft completed its acquisition of ZeniMax and all its studios, including Bethesda, in 2021. Hines left the company two years after the deal.

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u/Just_a_Player2 — 6 hours ago

[Chronicles of Heroes] Why Nick Valentine is an example of great writing and the best companion in Fallout 4

When we talk about Fallout 4, players' opinions are often divided about the story or mechanics. But there is one thing the community is unusually unanimous about: Nick Valentine.

Meeting him starts simply - "a guy with a quest." This is a character who takes immersion and storytelling to the next level. Let's break down why this synth detective became better than the main protagonist of the game!

To start, he is the perfect contrast of archetypes. Nick is a brilliant mix of a 1940s noir detective and a sci-fi dystopian robot.

In a world scorched by radiation, his classic trench coat and hat create a powerful visual anachronism. He looks like a movie hero who accidentally wandered onto a post-apocalyptic film set. This visual design instantly makes him the most recognizable face in the Commonwealth.

Unlike many companions whose story is limited to "I had problems, help me solve them," Nick's story is fundamental. He is a prototype second-generation synth with the recorded memories of a real person.

His inner struggle - "Am I that cop from Boston or am I just a machine that stole his life?" gives his character incredible depth. He is not just a robot, he is a human locked inside a plastic shell, trying to find his place in a world that hates him.

It is impossible to overestimate the contribution of voice actor Stephen Russell (who also lent his voice to Garrett from Thief and Corvo from Dishonored). His hoarse, ironic, and slightly weary baritone makes Nick feel "alive." Every line he delivers, whether a scathing comment about the factions or a philosophical reflection on humanity, sounds genuine. Without this voice, Nick would not be half as charismatic.

If in the main game Nick is a great companion, then in the Far Harbor DLC he becomes a key figure. This is a rare example in game design where an expansion completely recontextualizes a companion from the original game. His personal connection to the antagonist DiMA turns the DLC into a personal, intimate story. If you played Far Harbor without Nick - you essentially missed half the plot.

And by the way! His terminal hacking skill is a blessing for those who don't want to spend skill points on Intelligence. Nick takes care of the routine, allowing the player to focus on exploration and action. This makes him not only an interesting conversationalist but also the most useful tool in your arsenal.

Well...Nick Valentine is the soul of Fallout 4. He embodies the main theme of the entire series: preserving humanity in a world where humanity has nearly been erased. He is kinder than most people in the Commonwealth, wiser than all the faction leaders, and has the most stylish office in Diamond City.

How do you feel about Nick? Was he your constant companion, or do you prefer more "radical" partners like Paladin Danse or strong lone wolves? And which moment with Valentine stuck with you the most? Share in the comments!

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u/Just_a_Player2 — 1 day ago
🔥 Hot ▲ 50 r/ItsAllAboutGames

Open worlds, NPC escorts, microtransactions in single player games, obscure achievements?

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u/Just_a_Player2 — 1 day ago

Sometimes you launch a game you once abandoned or played through for the sake of it, and it opens up in a new way. Maybe you've matured, maybe the patches have fixed everything, or maybe you just happened to be in the right mood. Do you have a game like that?

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u/Just_a_Player2 — 1 day ago

"Disney’s Aladdin" - platformer which sends you to childhood.

A platformer that will absolutely trigger your old-school reflexes and make your heart beat faster from a wave of nostalgia. A vibrant hit whose story followed the events of a famous full-length animated film.

Aladdin, a streetwise rogue, faces off against the villain Jafar alongside an unusual group of friends. Gamers had to help this colorful hero, skillfully dealing with enemies and hazards across several levels (including bonus ones).

Yes, maybe some people were annoyed by the magic carpet flying section, but you can't deny the game was incredibly engaging. Not to mention - wildly atmospheric and beautiful: Disney animators worked on it, and the music was composed by seasoned composers who wrote additional melodies and created enchanting arrangements of songs from the original film.

Do you have any favorite cartoon-based games?

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u/Just_a_Player2 — 1 day ago
🔥 Hot ▲ 75 r/ItsAllAboutGames

How a simple physics error in the Quake engine gave birth to bunny hopping and changed e-sports forever.

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u/Just_a_Player2 — 2 days ago
🔥 Hot ▲ 151 r/ItsAllAboutGames

Why is modern game design afraid to make "damage" actually hurt? Let's talk about the illusion of health in gaming!

Let’s be real: health mechanics in video games are one big lie we’ve all collectively agreed to. But lately, this lie has started breaking immersion. We’ve gone from hunting for medkits in dark corners to "staring at a wall waiting for the screen to stop being red."

Here’s the question, guys: where is the concept of HP heading?

Nothing kills immersion faster than Skyrim or The Witcher, where you pause a life-or-death battle to devour ten wheels of cheese and chug five liters of ale to fix a shattered knee. We’ve grown used to this "convenience," but don’t you think it kills the price of failure?

Take Far Cry 3, for example. It once tried to change the game with those brutal animations of pulling bullets out with pliers. It was painful, it was slow, and it made you SHIVER. Why did modern AAA titles ditch that in favor of a "magic Band-Aid"?

And then there's health regeneration - does it look like the "soft death" of the challenge?
Think about it: the regen system popularized by Halo and Call of Duty changed the pace of shooters forever. On one hand, it removes frustration (no replaying levels with 1 HP). On the other - it turns combat into a repetitive "pop out, shoot, hide" rhythm.
Question for the experts: does this make the player lazy? Has that feeling of primal dread -no ammo, no medkits, and a whole level ahead of you - simply vanished?

But there is a brilliant solution: Diegetic UI!
Why do we still put up with giant red bars in the corner of the screen? Dead Space proved 15 years ago that health can be displayed directly on the character’s body (the spinal indicator). It forces you to look at the world, not at numbers. Why is this still the exception instead of the rule?

Then there’s the "last chance" trick. Did you know that in most modern games (from Assassin’s Creed to BioShock), your last few percentage points of health are actually "thicker" than the rest of the bar? Developers secretly give you a defense boost when you’re near death to make you feel like a "miraculously surviving hero." Is this genius manipulation or a cheap trick that cheapens the victory? I’m still not sure.

But regardless, guys! Health in games needs to stop being just a number. I want to see my hero limp, I want to see their aim shake, I want to see them lose strength. I want damage to have consequences, not just force me to sit behind a rock for 5 seconds.

What do you think? And by the way, what’s the gold standard of health systems for you?

  • Souls-like hardcore, where every sip of Estus is a risk?
  • Absolute realism like Escape from Tarkov with fractures and splints?
  • Or are you strictly Old School with medkits and fixed HP?

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u/Just_a_Player2 — 2 days ago

"Dead Man's Party " - The Witcher 3: Wild Hunt - one of my favorite quest!

In video games, there are epic battles, touching stories of friendship and betrayal, heartbreaking endings… And then there are moments that make anyone burst out laughing.

The Witcher 3 has quite a few funny quests. From the drinking session with other witchers at Kaer Morhen to the quest in Blood and Wine where Geralt of Rivia faces his most formidable enemy - bureaucracy. But my choice ultimately falls on the mission "Dead Man's Party" from the Hearts of Stone expansion.

The witcher, possessed by the spirit of Voldimir von Everec, attends a wedding with an old friend. Voldimir is the complete opposite of Geralt: a charming playboy, hungry for fun. And he behaves accordingly. One meme-worthy moment with the legendary "Make way, you swineherds!" is already priceless. The result is a potent mix of funny, absurd, and touching moments that truly sticks with you.

What quest do you remember the most from The Witcher 3?

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u/Just_a_Player2 — 2 days ago

Darwin's Paradox!: A colorful platformer with puzzle elements where you need to save the world.

Sometimes major publishers step away from multi-million dollar blockbusters to support small indie games with unique charm. KONAMI and the developers at ZDT Studio have released Darwin's Paradox!. Gamers will take control of a charming and intelligent octopus named Darwin. Users have already praised the creators' efforts, leaving the platformer very positive reviews.

The writers begin the story in peaceful ocean depths, but the idyll quickly ends. A strange beam of light snatches Darwin from the water and transports him to the surface. The cephalopod hero regains consciousness in the middle of a giant junkyard, adjacent to a sinister industrial complex.

Players need to help the protagonist find his way back to the ocean. As they progress, the authors will reveal details of a global conspiracy involving dangerous machinery and strange creatures. Unraveling the factory's secrets, gamers will understand that the fate of all humanity depends on the actions of a small octopus.

The gameplay strikes a balance between dynamic platforming and solving spatial puzzles. The creators encourage users to constantly apply the octopus's natural skills.

Darwin cannot charge at enemies head-on. To survive, he must use camouflage, blend in with his surroundings, quietly slip past patrols, and swim through flooded areas. His tentacles help him interact with machinery, open locked doors, and overcome deadly traps.

The artists have executed the visual side flawlessly. They have given the locations a polish that makes the adventure feel like watching a high-quality animated film. The writers have masterfully blended humor, emotional episodes, and moments of constant tension.

The authors have also fully optimized their creation for the Steam Deck portable console, ensuring perfect gamepad support.

If you want a break from grim shooters and immerse yourself in a light, heartwarming story about saving an unusual hero, this new platformer will perfectly brighten up a couple of evenings.

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u/Just_a_Player2 — 2 days ago

Video games have given us many vibrant and memorable characters, but some heroines stay with us for a long time - thanks to their charisma, story, or personality. Which video game heroine has touched your heart the most?

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u/Just_a_Player2 — 2 days ago

An American Christmas commercial for the SEGA Genesis game console. 1992. Who recognized themselves?

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u/Just_a_Player2 — 2 days ago

On Steam, you can play for free a fun co-op game where you and a friend are stuck on the Moon - Together: Moon Escape.

You and your teammate are astronauts who were sent on a mission, but no one came to pick them up. You're fighting for the last oxygen, scaring each other at the edge of pits, getting used to the weird gravity, and fending off the local slime.

The developer calls the game a mix of We Were Here and It Takes Two.

Demo available here - Steam page

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u/Just_a_Player2 — 2 days ago

Lead designer of Portal 2 recalls brutal crunch before the cult classic's release.

Josh Weier, lead designer of the cult classic game Portal 2, recently shared memories of how the final weeks of development were filled with intense crunch. According to him, the team at Valve kept adding new elements to the game despite the approaching deadline, which put heavy strain on the staff.

>"We got so caught up in the work that we couldn't stop," Weier said. "My wife was already tired of it all, and I was completely immersed in the project. It was like an obsessive passion - all I thought about was Portal 2."

The end of development was particularly difficult: "In the last three weeks, my wife literally said, 'If you don't stop, we're getting a divorce.' The next day, I took a day off to decompress. By that point, most of the work was done, but the stress was still enormous."

Weier also noted that balancing intense crunch with personal life is extremely challenging: "Video games demand complete dedication. Balancing that with family, especially with kids, is tough."

This story serves as a reminder of why crunch remains a controversial practice in the gaming industry: even working on iconic games is not worth the severe exhaustion of developers and their loved ones.

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u/Just_a_Player2 — 2 days ago

Dishonored... such an amazing game that I truly fell in love with... but man, these video game conventions!

Dishonored is the game that proved if you wear a mask and don't say a word, people will assume you're a "deep personality."

But hold on! Corvo Attano - the "Royal Protector" of the year. Dude, you had ONE job. Protect the woman you love. And you failed in the first five minutes! Your resume should start with the phrase: "Professionally stood and watched as assassins teleported in." Your only real skill is finding excuses for your failure in the form of a mountain of corpses. If LinkedIn existed in Dunwall, your profile would be banned for spreading misinformation.

And this Outsider guy?! Look at him. An emo-god from the Void who looks like he got kicked out of My Chemical Romance for being too dramatic. And he’s just like: "I’ll give you magic powers because I’m bored." Seriously? You're a deity with infinite time, but all you do is hang out on floating rocks and make commentary every time Corvo steals a drunk guy's wallet. I don't know what kind of god only has a couple of followers, and even then - it's just one mute dude in a mask.

Good lord, those guards and their "Guard Logic." "Must have been the wind," says the guard while looking at his partner’s head as it flies past him. Dunwall has the strictest police recruitment: if your IQ is any higher than a canned sardine, you’re disqualified. You can devour a whole loaf of bread and chug three bottles of wine right behind their backs, but as long as you lean two inches into the shadows - you’re invisible. Guys, the plague isn't the main problem in this city; it’s the mass cataracts!

And my personal favorite: The Chaos System - the greatest trolling in gaming history. Arkane Studios is like: "Look, Corvo! We gave you the power to summon swarms of man-eating rats, stop time, blow people up, and turn them into ash! Have fun!" And the moment you actually press the "Fun" button, the game is like: "Oh, you’re such a bad person... now there will be more rats, everyone will die in agony, and your daughter will draw you as a chainsaw-wielding maniac." It’s like being gifted a Ferrari but being banned from going over 20 mph, otherwise a grandma in the next county gets the flu.

And here's another thing... Nothing restores health after four bullet wounds quite like a rat skewer found in a trash can in the rain. Corvo Attano is the only nobleman in the world whose stomach is made of the same metal as his mask. I’m convinced the final battle shouldn't have been a duel; it should have just been Corvo dying of indigestion from a cold jellied snack that’s been sitting in a safe for 15 years.

Dishonored is a game where you can be a ghost, a legend, and an avenger... but in the end, you’re just a guy spending 40 hours leaning against a corner, praying a guard doesn't decide to turn around.

We love you, Dishonored, but your "freedom of choice" is really just choosing between being a boring saint or a fun psychopath.

So, what do you love (or hate) most about Dishonored? Let's talk in the comments!

u/Just_a_Player2 — 2 days ago

Fans tear apart the newly released Pokémon Champions on launch day.

The release of Pokémon Champions quickly turned from a highly anticipated event into a complete disaster. Players on Switch almost immediately encountered bugs, strange limitations, and a feeling that the game simply lacks content. And this isn't just about technical issues - some of what was actively shown in trailers is simply missing from the release.

Many players have noted incorrect mechanics, errors in ability descriptions, and even wrong stats for Pokémon in training and teams. But the most painful issue turned out to be a bug with transferring creatures through Pokémon Home: for some players, their Pokémon essentially got stuck between services and became inaccessible. This bug has since been fixed, but it became one of the main symbols of the disastrous launch.

Despite the promised performance improvements, the game runs at 30 FPS, and on Switch 2 an additional bug was discovered: in docked mode, Champions can launch at 1080p instead of the expected 4K, and the only fix is to reconnect and this must be done every time the game is launched.

The developers are already preparing patches and plan to temporarily take the game offline for maintenance. They emphasize that the list of known issues is not final, and work on fixes continues.

Unsurprisingly, players are increasingly calling the launch of Champions more of a beta test than a proper release. Amid the criticism, The Pokémon Company has issued an official apology and promised to quickly address the key shortcomings.

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u/Just_a_Player2 — 2 days ago

"Fatekeeper" developers showcase progression system and build options!

The creators of the action RPG Fatekeeper have presented an early look at the skill tree and shared their approach to building the progression system. According to the developers, their goal is to create a flexible and deep system that encourages experimentation and allows players to form unique builds tailored to different playstyles.

The presented material demonstrates that players will be able to develop in a wide variety of directions - from spellcasters and melee combat to survivability and highly specialized builds, such as those focused on using consumable items. The skill tree is designed to support theoretical planning and the combination of various effects.

As an example, a build centered around the Shatter ability is shown, which allows players to break frozen enemies when using blunt weapons. This build emphasizes ice skills for more effective freezing of opponents, sacrificing direct damage in favor of enhanced synergy.

Also presented is a pyromancer build focused on cast speed, fire damage, and projectile enhancement, including ricochets off surfaces. Special attention is given to a melee build with daggers, where dashes transform into leaping attacks and thrown knives return to the player like boomerangs.

Another build option revolves around the constant use of consumable items. This build enhances alchemy effects, increases buff duration, provides a chance not to consume items when used, and scales their effectiveness based on the number of resources carried. The developers note that in the future they will continue to expand the skill tree and add new nodes and synergies, including interactions with crafting and other game systems.

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u/Just_a_Player2 — 2 days ago