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Nintendo Switch 2 To Be Announced On January 8th, Teases Reliable Insider

Story Highlight
  • Switch 2 is expected to be announced on January 8th.
  • The insider 荷姆荷姆嗼 is doing a cryptic countdown using the Fibonacci sequence that ends on January 8th.
  • They previously leaked the complete Nintendo Direct in June but were largely ignored in the West.

The Nintendo Switch has cemented itself as one of the most successful consoles to launch, still reaching accolades previously thought impossible. It’s no surprise that many fans are excited for the console’s successor. Rumors have claimed it will be a huge iterative upgrade with a $499 price tag, but not many official details are known. However, this silence might be ending pretty soon.

A prolific Chinese insider has teased that Nintendo will announce the Switch 2 on January 8th. This same insider previously unveiled the entire June Nintendo Direct but was largely ignored in the West.

Why it matters: The Nintendo insider’s cryptic countdown at such an opportune time hints at the Switch 2 announcement date, as claimed by fans who connected the dots. 

The acclaimed insider is doing a countdown using Fibbonachi sequence that ends on January 8th, hinting towards Switch 2 announcement.
The acclaimed insider is doing a countdown using the Fibonacci sequence that ends on January 8th.

As spotted by @CentroLeaks on Twitter, the insider 荷姆荷姆嗼 (HomeHolm) has been doing a cryptic countdown since December 21 that ends on January 8th. He is teasing that Nintendo will reveal the Switch 2 in January for a March launch.

The leaker on Weibo has a pretty strong track record, and if his past leaks are anything to go by, this countdown is the Switch 2 announcement date.

For those not in the know, past Switch 2 rumors and design leaks have suggested that it will have an 8-inch screen, Hall Effect Joy-Cons, two USB-C ports, and improved Joy-Con sockets. An alleged Switch 2 dev also claimed that its hardware is very capable. 

Nintendo Switch 2 Dock 4K 30 FPS
The Nintendo Switch 2 Dock is expected to support 4K resolution only at 30 FPS.

It is best to take these tidbits with a big pinch of salt, as Nintendo has ignored the ongoing rumor mill that began in the last few weeks.

Do you think this mysterious countdown started by the insider will lead to anything significant, or is it just a nothing burger? Let us know your thoughts in the comments below, or join the discussion on the official Tech4Gamers forum.

ASUS Denies RMA by Saying Intel ARC GPUS Aren’t Compatible With AMD Motherboards

Story Highlight
  • Asus denies support for Intel GPUs on its AMD motherboards, claiming they are only compatible with the AMD platform.
  • Intel recommends using Arc GPUs with 10th-generation or newer CPUs and enabling Resizable BAR for best performance, but it also supports non-Intel platforms.
  • Previously, Asus faced backlash for failing to honor warranties on faulty AM5 motherboards, leading some YouTubers to drop their sponsorships.

Nearly a year ago, Asus was criticized for not upholding the warranties on its AM5 motherboards, which were malfunctioning due to BIOS updates that drove processors to unstable voltages. As a result, several well-known YouTube channels declared that they were stopping their sponsorships with Asus.

It looks like Asus has not learned from its mistakes. It denied the RMA process for its TUF Gaming B450-PLUS II motherboard, citing that its AMD motherboards are not compatible with Intel GPUs.

Why it matters: Supporting non-Intel platforms broadens the accessibility of Intel’s graphics cards, giving users more flexibility in building or upgrading systems without being locked into specific hardware.

ASUS Denied RMA of A770
Source: PCMR Facebook Group

Intel would be thrilled if your next computer combined one of its Core CPUs with an Arc-powered graphics card, such as the Arc A770. However, this doesn’t imply that Intel will stop supporting its GPUs on other platforms.

According to Intel, Arc should be used with a processor architecture that is at least Comet Lake (10th Gen) or more recent. Although it’s not a strict necessity, Intel’s Arc quick start guide states that for “optimal performance,” a feature known as Resizable BAR must be enabled.

On the other hand, Asus denies supporting any other GPU on the market aside from Radeon graphics cards, stating that its microcode and bios chipset are designed for “AMD CPU and AMD Graphics Cards.”

When Resizable BAR/SAM is enabled, Intel Arc A770 should function well on AMD platforms. However, switching the Resizable BAR off could otherwise cause users to encounter strange problems.

This incident raises concerns about Asus’s customer support policies and willingness to accommodate user choices despite having had many RMA-related issues lately. What’s your take on ASUS denying RMA? Share your thoughts in the comment section below. 

God Hand 2 Is A Real Possibility Following Okami Revival

Story Highlight
  • God Hand was a highly underappreciated action game from Capcom’s Clover Studio and director Shinji Mikami.
  • Fans want to see the game returning today, and directors like Hideki Kamiya and Shinji Mikami also agree.
  • The announcement of Okami’s sequel and Clover Studio’s spiritual successor has spurred hope for a God Hand sequel.

Fans were met with many new announcements at The Game Awards 2024. Whether it be The Witcher 4, Naughty Dog’s new IP Intergalactic, or Elden Ring’s co-op spin-off, the show had something for everyone.

Capcom even confirmed an Onimusha revival, but one particular announcement caught everyone off-guard. During the same show, the publisher announced a sequel to Okami, with director Hideki Kamiya returning to the project as part of the studio Clovers.

For the unaware, Clovers is a reference to the original team, Clover Studio, that developed the iconic original title. However, Okami was far from everything Clover Studio was known, with one particular action game leaving a strong legacy behind.

This action game is none other than God Hand, a title that was initially looked down upon for its outlandish and perhaps jarring concepts. Since then, however, the game has developed a reputation for being underrated, and fans are more eager than ever for a sequel. With Clover’s revival and Okami’s comeback, the stars might just align to bring back God Hand.

Why it matters: God Hand was criticized for being rough around the edges, but even its harshest critics agree that Clover Studio’s concepts had the potential to be turned into something much greater.

God Hand Was Underrated

Before discussing a potential sequel, it’s important to understand why God Hand was so great. The game was quite different compared to rival action titles like Devil May Cry and God of War, with its close-up camera angle being one of the defining characteristics of the core gameplay.

Franchises like Norse God of War have since adopted a similar camera angle. This approach, while initially off-putting, helped Clover Studio’s work stand apart in a somewhat crowded genre at the time. The core combat was also solid and featured excellent animations that allowed you to truly embody an overpowered martial artist.

Like the best action games, God Hand featured plenty of moves to learn and experiment with, making for a combat system with a high skill ceiling. Moreover, its adaptive difficulty system was truly ground-breaking for the time, adjusting the level of challenge based on your skill level.

I also hold the opinion that Clover Studio truly outdid everyone else in the action games genre with God Hand’s dodging mechanic, which made excellent use of the right analog stick. A dodging system of similar caliber would not be seen until a few years later in the genre when Bayonetta popularized Witch Time.

Still, God Hand was not without its flaws. The game was never a looker, even by 2006 standards, and its camera angle, while solid for the most part, often proved to be a hindrance during the more hectic combat encounters.

The story was also far from the best, but what kept me coming back to God Hand was the fact that it was an experience full of joy through and through. From its silly tone to the extremely satisfying combat, the gameplay never felt stale, perfectly capturing the pure joy unique to games.

Everyone Wants A Sequel

They’re making a sequel to Okami with Hideki Kamiya returning
byu/mynameisntfunny inGodHand

Following Okami’s announcement, fans were quick to discuss the possibility of God Hand 2. Perhaps the most interesting element of this discussion is that Shinji Mikami is fully on board.

He may not be currently associated with Capcom or the newly formed Clover team, but the director is still clearly passionate about the IP. Moreover, Capcom has confirmed that it intends to revive older IPs.

Let’s not forget that Hideki Kamiya, the director behind Bayonetta and Okami, has shown similar interest in reviving this IP. With Shinji Mikami and Hideki Kamiya’s geniuses potentially coming together once again, the gaming industry could witness something truly special in the future.

If something as obscure as Okami can get a sequel nearly twenty years later, I’m willing to hold out hope for God Hand 2.

Uplifting The Action Games Genre

God Hand
God Hand Was Highly Innovative Despite Its Mixed Reception In 2006

Action game fans are practically starved for more AAA content following the industry’s interest in Souls-likes and FromSoftware’s gameplay design approach. Where there was no shortage of incredibly satisfying action titles in the past, releases like Devil May Cry and Bayonetta are a dime a dozen these days.

Developer Shift Up launched Stellar Blade earlier this year, but even this title treaded far too much into Souls-like territory for my liking. The same is true for the modern God of War entries, albeit to a much greater extent.

Looking at the future, Lost Soul Aside and Phantom Blade Zero seem to be doing the heavy lifting for action games, but a God Hand sequel would immediately steal the spotlight, breathing new life into the genre altogether.

The wait for a sequel has been painful and long, but there finally seems to be a light at the end of the tunnel. Here’s hoping that this IP returns in all its glory at some point in the near future.

Dragon Ball Sparking Zero Should’ve Been A Live Service Game

Story Highlight
  • Dragon Ball Sparking Zero delivers nostalgic combat and visuals but feels incomplete, with limited maps and an underwhelming story mode.
  • The game’s lack of live-service support has led to a rapid player drop-off, unlike Xenoverse 2, which thrived on continuous updates and content.
  • While future DLCs promise new characters and maps, the slow content rollout risks losing player interest, highlighting the missed potential of a live-service approach.

The continuation of the Budokai Tenkaichi series was absolutely amazing, and Dragon Ball Sparking Zero is safely one of the best fighting games this decade. It is a true love letter from Chunk Soft to fans of the franchise.

However, after playing the game for the past couple of months or so, I’ve run out of content, which I found overwhelming initially. The game is absolutely amazing, but by the time the next DLC comes in, I’ll probably lose interest in it.

This leads me to the controversial conclusion that Dragon Ball Sparking Zero should have been a live-service game that would have kept it fresh throughout the years. The game has already lost 90% of its players.

Why It Matters: Live-service models can either make or break a game. In Dragon Ball Sparking Zero’s regard, the game lacks content that would contribute to its legacy and wouldn’t survive as long as Dragon Ball Xenoverse 2 has. 

Just Nostalgia?

Dragon Ball Sparking Zero
Dragon Ball Sparking Zero Has A Solid Foundation But Lacks Content

As a huge Dragon Ball fan who grew up with the earlier Budokai Tenkaichi series, I was excited when Dragon Ball Sparking Zero was first revealed as the sequel to 2007’s Dragon Ball Budokai Tenkaichi series.

When I played the game hands-on, it felt incomplete. It was more like an unfinished game with a good base but lacked the toppings. The combat, gameplay, art style, and character interactions are perfect and feel as nostalgic as possible.

I feel like the game was rushed to be launched adjacent to the release of Dragon Ball Daima, an all-new series created by the creator, Akira Toriyama, before his death.

However, as I mentioned earlier, the game gets boring after a while since you run out of things to do. The story mode feels incredibly underwhelming and half-baked, which is even more disappointing after realizing that Dragon Ball Sparking Zero’s What If moments were one of the game’s greatest strengths and were held by the developers’ approach to the story mode.

At launch, the game only had 12 maps, which were decent but boring after 20 or 30 hours. The first patch for Sparking Zero fixed some major issues with the game, and I think it will be a while before we see a DLC that introduces new maps.

How A Live Service Model Could’ve Benefitted Sparking Zero

Dragon Ball Sparking Zero
A Live Service Model For Sparking Zero Could’ve Helped With How The Game Shaped With Updates

One of the notable upsides to a live service model is that developers can actually properly engage with players and take their feedback into consideration. It’s no wonder why games like Helldivers 2 and Fortnite are performing so well; it’s because developers actually give what the players

The same is true for Dragon Ball Xenoverse 2. The Xenoverse 2 community is strong, and developers and players actually have a healthy relationship. 

Following a similar path, Sparking Zero could’ve had a proper community with in-game events, feedback channels, and a battle pass. Now hear me out: Battle Pass can be beneficial if implemented like Helldivers 2 has. Sparking Zero lacks cosmetic upgrades, and certain characters could be unlocked with the battle pass.

I don’t think we’ll get updates that include free new maps or game modes, both lacking from Sparking Zero. The game only has 12 maps at launch and is missing some core Budokai Tenkaichi 3 game modes, such as survival or Ultimate Battle (Sim Dragon). 

Bandai Namco Had Already Perfected The Live Service Model

gohan beast and orange piccolo in dragon ball xenoverse 2
Dragon Ball Xenoverse 2 Continues To Receive Updates 7 Years Since Its Launch

Xenoverse 2 has proven to be one of the most successful live-service games of all time just because of the massive support Bandai Namco has given.

More than 50 characters, new stories, new maps, and several other content have been added to Xenoverse, and it’s almost unrecognizable at this moment. Live service games aren’t bad if developers utilize them correctly.

Latest Updates

[/su_note]

Sparking Zero could’ve taken a Helldivers 2 approach with the live-service model, and that could’ve proven beneficial for both players and developers. I just fear that the game will lose its charm and attractiveness by the time the DLCs are released, which will not have enough content.

Everyone Was Wrong About Indiana Jones Decision To Go First Person

Story Highlight
  • MachineGames’ decision to make Indiana Jones and the Great Circle first-person initially faced criticism, but after fully playing the game, the decision paid off well.
  • The first-person design sets the game apart from competitors like Uncharted and Tomb Raider, avoiding direct comparisons.
  • While primarily first-person, the game strategically shifts to third-person during cinematic moments and key gameplay sequences.

Following a year of rough launches, the second half of 2024 seems to be ending on a higher note with notable releases like Stalker 2 and Indiana Jones And The Great Circle. 

If you’ve been following the game since its announcement, you’d know that many people have criticized MachineGame‘s decision to go first-person for the title.

However, after playing the game, I was surprised by how well the first-person setting works so well for the game. MachineGames actually deserves an apology from many people, including me.

Why It Matters: Many had doubts about Indiana Jones fully going first-person for the game, which was uncanny considering the entire narrative around the character is based on exploration and puzzle-solving. The first-person setting really didn’t make sense for it in the beginning. 

Indiana Jones Had To Set Itself Apart From Uncharted And Tomb Raider

indiana jones uncharted tomb raider
Indiana Jones Had To Set Itself Apart From Uncharted And Tomb Raider

One of the biggest reasons I could think of was that Indiana Jones was trying to be distinctive from its competition, which it clearly has succeeded at.

Uncharted and Tomb Raider games have been around for decades now, and aside from character differences and certain motivations, the premises of these games are most certainly the same. Explore ancient ruins and unravel the mysteries behind old civilizations and the relics they’ve left behind.

Indiana Jones is a third-person game that would draw many fingers toward MachineGames, implying that it’s copying Uncharted. This would be the last thing the developers needed since they are under Xbox, after all.

Fully Embrace Your Inner Captain Dynamite

Indiana Jones and the Great Circle
Indiana Jones Makes You Feel As If You’re Walking In Indy’s Shoes

Having played the game, I feel as if the developers wanted the players to fully assume the role of Doctor Jones. The game has quite a cinematic approach, and its first-person perspective makes it even more appealing and interactive.

The game’s puzzle-solving segments wouldn’t be the same if it were a third-person game. After all, there are many key details within the surroundings and elements of the game that many would’ve missed with an over-the-shoulder experience.

Indiana Jones And The Great Circle features some of the best puzzle sequences I’ve played in the game since Portal 2, and that is my personal opinion.

Whether you crawl through narrow spaces or have rats and snakes jump on your face and give you jumpscares, the game becomes immersive, as if you’re actually exploring iconic locations like the Himalayas or Vatican City.

You’ll spend a lot of time reading clues and figuring out puzzles as the real Indiana Jones would rather than pulling certain levers till the gate opens in games like Tomb Raider or Uncharted.

With respect to combat, it works just as fine with a first-person approach, too. No matter what approach you use, stealth or going brawler, the animations for takedowns and attacking with fists or Indy’s iconic whips are amazing.

The stealth parts of the game are somewhat akin to the Far Cry games, which create some unique opportunities and freedom to take down enemies, hide their bodies, or even take their disguises.

Indiana Jones And The Great Circle Still Has A Third-Person Story

Indiana Jones and the Great Circle
Indiana Jones And The Great Circle Still Features Many Third Person Sequences

Having taken a cinematic approach, the developers aimed to deliver a great story experience that would compete with Harrison Ford’s trilogy. Indiana Jones And The Great Circle features cinematics that are about the full film length.

These cinematics are in a third-person mode, and you’ll see Indy’s face more often than another faceless typical protagonist in first-person games like Far Cry.

If that isn’t enough, the game shifts between third-person modes at times, too. For instance, if you’re hanging by a ledge or a plane, moving on the side of a cliff, or walking down a bridge that is about to break any second, there are plenty of third-person sequences, and the transition between them is quite smooth, too.

Still, if you prefer a third-person camera, sooner or later, there will be mods out for that, but they might not be perfect due to the lack of animations and combat approach. 

RGG’s Project Century Brilliantly Stands Out From Its Predecessor

Story Highlight
  • Yakuza developer Ryu Ga Gotoku Studio has presented a new IP, Project Century.
  • Featuring a more gritty setting with pumped-up violence, it feels quite similar to Sleeping Dogs.
  • First, a new Yakuza and now a vastly distinct and unique franchise, RGG is raising the stakes.

Considering how many games are out there, it’s only natural that not every title receives the recognition it deserves. However, occasionally, people come across such franchises, enjoy the hell out of them, spread the word, and form a dedicated fan following. 

Seeing a series you’ve known for years as a masterpiece finally get mainstream recognition is an indescribable feeling of joy. For me, one such series is Yakuza. It started as a rather niche franchise but was always beyond amazing, and now the whole world knows this. Plus, it’s about to get even better with Project Century.

Why it matters: After the legendary Yakuza series, RGG is now going in a different, albeit equally exciting, gory direction, which can proudly co-exist with its arcade predecessor.

Project Century, RGG’s Fascinating New Venture

The recent Game Awards were filled with exciting reveals, but I must say I was not mentally prepared for this one. With Pirates in Hawaii coming in February, I never imagined in my wildest dreams that RGG would drop another bomb this soon. 

When the reveal trailer began, I was momentarily lost for words. From the setting and character designs to the violent gameplay and the beautiful engine, I thought this was something brand new. It wasn’t until the RGG logo appeared that I realized this was the legendary Yakuza developer flexing its muscles.

Anyone else liked how the Project Century trailer actually shows actual gameplay? I know it’s incomplete and all but getting an appetizer on how the game actually plays is pretty good imo
byu/Bellpow inyakuzagames

Despite the little info available, I’m deathly excited about Project Century. Rather than Yakuza’s rather modern Japanese setting, Project Century is taking things further in the past, and I’ve always been a sucker for past Japanese settings.

RGG is cooking something incredible (Image by TGA)
RGG is cooking something incredible (Image by TGA)

The Sleeping Dogs 2 We Never Got

Practically nothing is known about the story and the actual location, except the period of 1915 and an obviously dark and gritty setting, true to Japan of that era. The protagonist is also a newcomer, making things more interesting. At least the “alive” world of RGG and city exploration aspects are still present.

What fascinates me the most is what RGG is doing with the gameplay and combat. We’re back to brawler, but it’s a lot more bloody and gory than the Yakuza series. Yes, there’s plenty of violence in Yakuza, but it’s more of an arcade-y brawler. Project Century, in contrast, is going all in on realistic brutality and the graphical impact to match it.

I was so happy seeing people think this reveal was a sleeping dogs sequel, VERY glad to know everyone still remembers the game and gives it the love it deserves
byu/Quick-Cause3181 insleepingdogs

I don’t know about you, but without the RGG logo, I mistook it for a new Sleeping Dogs. The gory combat, brutal executions, environmental takedowns, crowbar smashes, grim setting, and criminal organizations, it’s Sleeping Dogs through and through. Two of my favorite things coming together have me practically in a serene trance.

Ah, Sleeping Dogs, my beloved (Image by Steam)
Ah, Sleeping Dogs, my beloved (Image by Steam)

Project Century Has A Distinct Identity

It’s important to mention that while Project Century certainly has borrowed many elements from its predecessor, it’s not going to be overshadowed by the Yakuza identity. With a single glimpse, it has brilliantly set itself apart, and that’s no less than a feat.

It’s not like being a Yakuza game is a bad thing, not at all. Judgment is a spin-off essentially considered a Yakuza game but is better than many mainline entries. Being a Yakuza game is great, but after years of consuming similar stuff, a brand new product is a whole new level of thrill for me.

Project Century softened the blow of
Project Century softened the blow of “No Judgment 3” (Image by Steam)

Project Century is different in the gameplay and setting and has a distinct feel. RGG absolutely killed it with the art direction and visual impact to establish a gritty world. Plus, replacing the arcade combat with a more grounded and realistic approach seems to work well so far.

I love how Nonchalant but in a cool the protagonist fights in Project Century
byu/Leon_Dante_Raiden_ inyakuzagames

A brand new IP that sheds the Yakuza name and identity yet is looking just as impressive, perhaps even more? Only RGG could have done this.

RGG Is On Fire Lately

What shocks me the most is just how exactly RGG is doing all this. The developer has produced nothing but quality and at an unrivaled speed. In a time of lengthy production cycles and monotonous blockbusters, RGG is somehow creating games like crazy, none of which compromise on quality. It’s mind-boggling.

If you thought last year with Like a Dragon Gaiden and Infinite Wealth consecutively was impressive, RGG is now doing Pirates in Hawaii, the new Virtua Fighter, and Project Century. I don’t know what black magic it is, but efficiency and quality like this are the need of the hour.

It’s Too Early To Call Light Of Motiram An Imitation Rather Than Inspiration

Story Highlight
  • Light of Motiram, an upcoming Chinese game, is essentially Horizon meets Palworld.
  • The game’s under attack for being a blatant rip-off, but it’s too early to judge.
  • Genshin Impact was called such, too, but it ended up setting itself apart.

In a time when video game genres and design ideas are as numerous as the stars in the sky, certain concepts shine a lot brighter than others, and it’s only a matter of time before they invite others wishing to be like them. Being so popular that others want to imitate you is the greatest form of flattery after all.

I don’t think there’s necessarily a problem with wishing to adopt a popular idea. Taking a template and molding it into your vision is also a form of art. However, the boundary between inspiration and imitation is quite thin. Is Light of Motiram in the latter category?

Why it matters: Light of Motiram may look like a shameless copy, but considering past examples like Genshin Impact and BoTW, the verdict should be delayed a bit.

Light Of Motiram, Horizon Meets Palworld

My reason for having this discussion is the appearance of a rather controversial title from Tencent games called Light of Motiram, an open-world survival game where human civilization has receded, and the grassland-rich world is overrun with nightmarish machines that now stand in your way.

Your goal is to reign triumphant in this machine-controlled world by gathering and training small machines called Mechanimals to fight alongside you. You can craft bases and upgrades and customize these mechanical friends. Where have I seen all this before?

Taking
Taking “inspiration” a little too far (Image by Steam)

That’s right, the first part of this explanation is Sony’s Horizon series, down to the very last detail, while the latter is supposed to be Palworld’s second coming.

Inspiration? Or Just A Blatant Rip-Off?

Ever since Light of Motiram was unveiled, it has been under attack by almost everyone who comes across it. Accusations like “a blatant rip-off” and “a shameless copy” are flying like sparks. And to be honest, I don’t think people calling it so are in the wrong. From what I’ve seen so far, I’m inclined to agree.

what the heck…
byu/Individual_Taste_713 inHorizonZeroDawn

From the core concept to the open world, environments, gameplay mechanics, and even the designs of the machines, it’s “we have Horizon at home” through and through, to the point that I can’t see any originality. And the “raising Mechanimals” aspect differs from Palworld in name only.

It’s not surprising, considering the history of Chinese games. Although novel and genuinely entertaining Chinese games do exist now, their past is practically filled with blatant copies and rip-offs. This is why the world is skeptical.

However, keep in mind that exceptions exist now more than ever. Chinese games are slowly redeeming themselves.

Chinese games are certainly improving (Image by Steam)
Chinese games are certainly improving (Image by Steam)

The Case Of Genshin Impact And BoTW

The most important example to support my claim is Genshin Impact. When the game was first unveiled, it was met with universal criticism for being a blatant Breath of the Wild clone. Nintendo’s legendary open world was so popular that countless clones emerged, but Genshin was particularly a lot imitative, exactly like Light of Motiram.

Genshin Impact is a lot more than a BoTW clone (Image by Genshin Impact)
Genshin Impact is a lot more than a BoTW clone (Image by Genshin Impact)

Even when it was released, for a few months, it had little stuff it could call its own. Being a hardcore Genshin fan, even I admit this. However, Genshin Impact didn’t let all this discourage it and continuously strived for improvement. When the Sumeru region was released, Genshin had long left its “blatant rip-off” past behind.

With Fontaine’s underwater exploration, Genshin Impact cemented itself as a brilliantly novel and entertaining title. It undoubtedly started as a BoTW clone, but calling it nothing more than a rip-off right now would be an insult to all its efforts.

Genshin is just a cheap BOTW clone/rip off right? Right?
byu/Shinucy inGenshin_Memepact

If Genshin Impact can accomplish this despite being universally called a shameless clone, I don’t see why Light of Motiram can achieve the same. With time and more gameplay reveals, who knows, it just might do something unique enough to appeal to the masses.

It’s Too Early To Dismiss Light Of Motiram

Besides, one of the games Light of Motiram is copying, Palworld, itself was a Pokemon clone. Despite being labeled a shameless copy, Palworld’s explosive popularity and renown overshadowed every Pokemon game.

It copies a little too much from Pokemon, no doubt, but its entertaining gameplay loop and unique take on the concept were too delicious to dismiss. It’s grown to the point that people wish to imitate this imitation, which speaks volumes

Thus, I think we ought to give Light of Motiram and Tencent the benefit of the doubt for a little longer. Who knows, under this blatantly imitative cover, a genuinely intriguing and creative game awaits?

Enotria: The Last Song Has Some Of The Best Elemental Mechanics I’ve Seen

Story Highlight
  • Enotria: The Last Song is a solid Souls-like that went under everyone’s radar.
  • Among its many mechanics, the debuff-applying elements stand out the most.
  • It’s elemental system creates a high-risk, high-reward gameplay, spicing things up

As a gamer for as long as I can remember, I’ve witnessed countless genres, concepts, and mechanics in action. Two games can have the same core idea, but their execution in unique ways has always fascinated me. Call me a nerd if you will, but I love studying and dissecting game mechanics.

Among the numerous concepts, I’m especially fond of elemental affinity in games. Elements are often characterized by auras or debuffs, game-changing interactions, or just a simple damage buff. Still, surprising implementations do arise, the most recent being Enotria: The Last Song.

Why it matters: Enotria: The Last Song doesn’t feature a conventional elemental system and instead opts for a buff/debuff status ailment mechanic, which stands out brilliantly.

Enotria: The Last Song, Underrated Goodness

Before discussing its elemental mechanics, let’s see what Enotria: The Last Song is. I don’t blame you if you haven’t heard this name since practically the entire world missed it. And it’s a shame, considering that although it’s rough around the edges, Enotria is pretty solid and enjoyable. It’s soul-like.

Enotria- The Last Song. Really loving this new soulslike.
byu/bumzi92 insoulslikes

Set in an Italian setting, The game follows a Maskless one in a world all about masks. However, being an anomaly allows you to don any mask and thus adjust your abilities accordingly. Rest is all the cryptic story-telling and action combat you’ve grown accustomed to in a Souls game.

The game’s high focus on parry is honestly well done. Parries are satisfying, tough to master, and coupled with the impressive build varieties with Masks and unique abilities called Mask lines, surprisingly good level design, decent enemy variety, and a unique world, Enotria: The Last Song is something every Souls-like fan should try.

Masks add ample build variety (Image by Epic Games)
Masks add ample build variety (Image by Epic Games)

Elements Are The Highlight Of Enotria: The Last Song

However, all of this still pales compared to the game’s take on elements and how they work practically. For starters, there are four elements in Enotria: The Last Song, namely Fatuo, Gratia, Vis, and Malanno. Fancy names, I know, but names aren’t the only unique thing about these.

Enotria: The Last Song is plenty entertaining (Image by Steam)
Enotria: The Last Song is plenty entertaining (Image by Steam)

Souls-like staples like elemental infusions and “X enemy is weak to Y element” exist here, too, but the real fun comes when status ailments are applied.

The first element you’ll probably come across is Gratia. Gratia damage inflicts a status called Radiant, which continuously heals the afflicted, but if they’re hit, a powerful explosion and knockback occur. Next is Vis, inflicting Dizzy, essentially the Beasthood state from Bloodborne: Reduced defenses but increased damage.

Enotria: The Last Song – Origins and Inspirations
byu/JyammaDev inEnotriaGame

Then comes Fatuo, applying the Wicked status, drastically improving the afflicted’s elemental damage but heals the attacker. Last but certainly not least is Malanno, inflicting a straight-up poisoned state called Sickness, with the added twist of it being contagious.

High-Risk, High-Reward Gameplay Design

My explanation probably isn’t doing these creative mechanics justice, but I’ll try. What makes it all so interesting is the “one buff, one debuff” nature of these status ailments and the fact that they can be applied to enemies and yourself. Your foes can use it against you just as much.

Radiant state requires extreme caution (Image by Tech4Gamers)
The radiant state requires extreme caution (Image by Tech4Gamers)

For example, you can apply Radiant on enemies and hit them afar to trigger explosions, but beware that they’ll be continuously healed. On the contrary, you can strategically get hit by it to get healed, but now you’re the bomb.

Similarly, Dizzy State will give you a massive buff at the cost of lowered defenses, but if you apply it on enemies to weaken them, they’ll hit like a truck, too. Hitting Wicked enemies heals you, which is great, but if you’re the Wicked one, they’ll be healed too. And Sickness from the enemies can make you sick as well.

Comment
byu/Own_Photograph6279 from discussion
inEnotriaGame

Creative Mechanics Keep Genres Fresh

In a nutshell, every element is a double-edged sword. Whether inflicted on you or the enemy, it’s both a blessing and a curse. How you exploit it will determine your fate, and honestly, it’s a ton of fun playing around with this high-risk, high-reward sort of playstyle. Every elemental status is unique and a ton of pain when used against you. 

This is what evolution and inspiration are all about. Enotria: The Last Song is Souls-like. It’s a reiteration of a popular concept and can be called a copy, but it adds a sprinkle of creativity and originality on top of it, contributing to the overall growth of the genre. I’ll always appreciate innovation in game design.

Marvel Rivals Masterfully Gets Right What Concord Did Not

Story Highlight
  • Right after Concord’s downfall, Marvel Rivals succeeds in the same domain.
  • Free-to-play and attractive character designs already make it an upgrade.
  • Its core gameplay mechanics prove how powerful the creative execution of a concept can be.

When video games of the same genre start appearing in bulk, monotony and oversaturation are inevitable. One game succeeds, and then suddenly, everyone wants to ride that train, disregarding ingenuity. This doesn’t mean the concept is inherently bad; people become fed up with the same old rehashed repeatedly.

Hero Shooters and live services, in general, are a good example. Considering how many of these appeared lately, many of which are completely soulless, I don’t even want to go near the genre. However, standing out in a genre as oversaturated as this is a massive feat, and Marvel Rivals has done the impossible.

Why it matters: After Concord, it felt like hero shooters should cease, but Marvel Rivals proves that the genre itself isn’t bad; Concord was just a horrible, soulless iteration.

Marvel Rivals Succeeds Where Concord Did Not

At this point, I don’t even need to explain just how much of a debacle Concord was. It was an embodiment of why blindly chasing popular concepts has grave consequences. When I saw Marvel Rivals being announced shortly after Concord’s downfall, I thought, “Here we go again.”

Back then, I couldn’t have known just how wrong I was. But can you blame me? Even before Concord, this domain was filled with hollow imitations, so I started hating the genre itself. Marvel Rivals renewed my faith and reminded me to hate the execution, not the concept.

Nothing but a ton of fun (Image by Epic Games)
Nothing but a ton of fun (Image by Epic Games)

So, what exactly makes Marvel Rivals so good and Concord not so much? Let’s take a look.

Free-To-Play Vs. Extra Premium

The most important reason is that when shooters and live services consistently opted for a “free now, pay in-game” strategy, Concord somehow thought asking for a starting price was the way to go.

Forget the game’s quality and mechanics, people won’t even get that far when they see the price tag and immediately go “No way.” It failed right at the first stage.

Anybody else concerned that this game costs $40?
byu/G00CHASAURUS inConcordGame

Concord costs a whopping $40, but that’s not all. It also requires a PS Plus subscription on the PS platform, as every paid game does. This made Concord a considerably expensive option, and for a game as flawed as this one, that’s asking for a fortune.

Marvel Rivals, on the other hand, is completely free, inviting you immediately, and is so fun there’s no need to look for premium options. It knew what it was doing.

Free is the way to go (Image by Marvel)
Free is the way to go (Image by Marvel)

Character Designs And Kit

Concord’s greatest flaw was how everything about it screamed “Generic,” and this is way before you get to the gameplay part. The moment I saw the trailer and the character designs, I was convinced this was going to be a disaster

There was nothing unique or attractive; Concord featured the most generic-looking character models ever. On top of that, they were so needlessly DEI-infested that any sane person would find it off-putting. How they made it into the final product is beyond me.

Concord might have the UGLIEST Characters Designs I have ever seen.
byu/gpetrakas ingaming

Design isn’t the only issue; even every character’s gameplay was extremely stale and “more of the same.” No character felt especially unique or was more than one-dimensional in its usage and kit.

On the contrary, look at Marvel Rivals. Not only did it please the world with its unique art style and character design, but every character was a blast to play as. Bullying your opponents with the broken Iron Fist or swinging across the battlefield with Spider-Man, there’s fun to be had with everyone. A lot of thought went behind every unit.

Beware the Iron Fist (Image by u/Sufficient_Leave144)
Beware the Iron Fist (Image by u/Sufficient_Leave144)

Marvel Rivals Triumphs In Core Gameplay Design

And even when you got past all of Concord’s antics, what awaited ultimately was a bland gameplay loop and map design. Price issues can be mitigated somewhat with sales and being on PS Plus, but there’s no cure for stale and uninspiring gameplay and zero replayability. Concord failed in every domain.

I thought Marvel Rivals would be the same, at the very least, gameplay-wise, but no. Fascinating characters are pleasing to look at and play as engaging map design and gameplay innovations, and above all, a genuine attempt to bring engagement despite using the same old formula.

Couldn’t have said this any better..marvel rivals is just so good and the fact that it’s iconic MARVEL heroes with a game this good makes it so much better thank you devs
byu/Grimsmiley666 inmarvelrivals

Marvel Rivals is a solid example of how to stand out among a herd. Hero shooters are as numerous as stars these days, yet Marvel Rivals captivated people with a supposedly stale genre. It reminded me of the original Overwatch days and has kept me entertained. This is the quality every hero shooter should aspire to.

Even As A Diehard Souls Fan, I’m Not So Sure About Elden Ring Nightreign

Story Highlight
  • Elden Ring Nightreign is a co-op spinoff with roguelike elements.
  • Nightreign will feature bosses and icons from past Souls games.
  • With its peculiar gameplay design and nostalgia elements, it looks suspiciously like a cash grab.

Throughout gaming history, many explosive successes have occurred, and almost every time, the IP in question was renewed for sequels, DLCs, spin-offs, etc. This was generally appreciated; however, in most cases, this continuation extended to the point of milking the original’s success.

The magic of the originator can only carry the franchise for so long, and that’s completely fine. It’s an indication to move on. But what if the companies do not want to do so and instead make as much money off a phenomenal success as possible? Is Elden Ring Nightreign the same?

Why it matters: As thrilling as a new Elden Ring sounds, the point that it feels like an attempt to exploit the IP’s popularity with nostalgia remains a valid concern.

Elden Ring Nightreign, A Co-Op Spinoff

Wait, a new Elden Ring game? Trust me, I’m just as surprised as you are. Something like this is completely unprecedented for FromSoftware.

So, what exactly is this rather peculiar game? When the trailer played, at first I thought it was a second DLC for Elden Ring. However, as the trailer progressively became weirder, coupled with the prior knowledge of Elden Ring having only one DLC, the logical answer was, “It’s a new Elden Ring game.”

That is indeed correct. Elden Ring Nightreign is a spinoff with vastly different gameplay mechanics. It’s a co-op adventure in The Lands Between, where you select an initial class, team up to eliminate waves, gather loot, and prepare yourself for the boss at the end of the room.

Co-op, and a ton of fanservice (Image by Steam)
Co-op, and a ton of fanservice (Image by Steam)

It’s apparently not a GaaS, even though it looks suspiciously like one, but a standalone fan service game. Alongside the standard gameplay, it features extra abilities, improved mobility across the area, new loot, can be played either solo or in 3-player teams (no 2-player support), and one other surprise.

A Throwback To Past Games

As if an Elden Ring spin-off with co-op and loot-focused mechanics wasn’t arcane enough, FromSoftware had a lot more jaw-dropping moments packed in that reveal trailer. It all started when the Nameless King suddenly made an appearance as a boss.

The return of the King (Image by Bandai Namco)
The Return of the King (Image by Bandai Namco)

If you’re a new player unfamiliar with the past Souls games, Nameless King is a boss from Dark Souls 3. Seeing this fan-favorite icon make a grand entrance was enough to melt countless hearts, mine included.

And that’s not all. Bosses and figures from past Souls games like Demon Centipede, Firekeeper, and even a Lady Maria-lookalike referencing Bloodborne could be spotted in the trailer. Elden Ring Nightreign is fan service at its very peak, an All-Stars-like setting I’m crazy for.

This is the lunatic Souls fan in me speaking. However, things are a little different when I switch to voice of reason.

Is Elden Ring Nightreign Just Nostalgia Bait?

Elden Ring Nightreign is an absolute delight for every Souls fan, and you’re right to be excited, but think rationally for a moment and tell me this: what is the need for this game? Elden Ring content was supposed to conclude with Shadow of the Erdtree.

Few games enjoy a popularity explosion as large as Elden Ring. FromSoftware’s masterpiece quickly became a worldwide sensation and surpassed all expectations. With SoTE, Elden Ring has done its job, and this chapter should’ve been concluded.

FromSoftware at its peak (Image by Steam)
FromSoftware at its peak (Image by Steam)

“But since this is an unprecedented success, why not profit from it a little more?” is probably what Bandai Namco (or possibly FromSofware?) thought. And to sell it further, let’s include past bosses and characters to trigger nostalgia.

Anyone else not feeling nightreign?
byu/Bruster112 inEldenring

I want myself to be wrong, but this is what I fear right now. The Co-op design, classes, and loot-centered mechanics, coupled with nostalgia exploitation, Elden Ring Nightreign might not be a GaaS but it’s looking like a cash grab attempt.

Will FromSoftware Prove Me Wrong?

Besides, this “everything comes together” concept makes little sense in light of the series’ lore. It’s just fans going crazy with the theories when, in reality, it’s just nostalgia bait to sell a little more Elden Ring. I see Bandai Namco written all over it. I don’t know just how much of this All-Stars co-op was FromSoftware or Miyazaki’s idea. 

But, If someone can make this “very suspiciously similar to a cash grab” a solid title, it’s FromSoftware. My faith in the legendary developer is still intact. If this last bastion of hope produces a vain title, it would be the beginning of the end. I’m sure I’m just needlessly worried.

30 Years Of The Legendary PlayStation; The Creativity Sony Has Lost Today

Story Highlight
  • December 2024 marks the 30th anniversary of the original PlayStation.
  • The revolutionary console and its lineup undeniably impacted the gaming industry.
  • Sony’s recent blockbuster AAAs have stagnated; it’s no longer the genre-defining titan it once was.

Game consoles, with their consistent evolution and exciting rivalry, made watching video games as a medium flourish all the more worth it and shaped today what you and I enjoy the most. It’s important never to forget the past, and I think you’ll agree that Sony’s PlayStation was integral in making this journey unforgettable.

Among the lead players of today, one who survived the test of time for 30 years and continues to go strong still, PlayStation’s undeniable legacy speaks for itself. Whatever you and I may feel about the current state of Sony’s console, it was certainly a pioneer in the olden times.

Why it matters: Sony’s PlayStation has completed 30 legendary years, which is all the more reason to point out the dwindling innovation in Sony’s games today.

30 Years Of PlayStation

30 years ago, in December of 1994, Sony officially entered the video game domain with the legendary PlayStation. After a failed joint venture with Nintendo for their SNES and the extreme humiliation after Nintendo’s “betrayal,” Ken Kutaragi, the father of PlayStation, pushed the console’s creation against impossible odds.

Sony’s higher-ups, who considered game consoles a “toy,” were left in awe when the PlayStation became a global sensation. With its revolutionary CD-based design and focus on 3D polygon-based visuals rather than the prevalent 2D sprites, PS1 landed with a bang.

PS1 appreciation cause why not 💕
byu/retroanduwu24 inretrogaming

Since Sony was practically an amateur when it came to gaming, it had to bring in a lot of outside help to make PlayStation and its solid lineup a reality, and I’m glad it did and not abandoned it, because that one radical idea led to years of rich history, innovation, and millions of gamers having the time of their life

PlayStation, An Unforgettable Gaming Experience

PlayStation was such a resounding success that suddenly even the opposers became pro-gaming. Sony went into the PS2 with a renewed spirit, determined to keep the winning streak going, and when this legendary piece of hardware surpassed all expectations, the PlayStation brand reached its peak.

PlayStation consoles featured impressive hardware features for their time, but a console is always as good as its games, and this is where PlayStation overshadowed its competitors the most.

PlayStation 2 is the greatest console of all time.
by inps2

The PS1’s legendary lineup started what would become Titans later. Gran Turismo, Resident Evil, Final Fantasy, Metal Gear Solid, and Tekken—the original PlayStation enabled these now-gigantic franchises. And don’t even get me started on the PS2, the very embodiment of redefining what’s possible.

Those were the times (Image by Tech4Gamers)
Those were the times (Image by Tech4Gamers)

Every subsequent PlayStation was more or less the same. Though the PS2 perfected genre-defining and reality-defying titles, PlayStation has consistently been home to some of the most influential exclusives, which essentially established its overwhelming renown.

The Magic Of Innovation Is Lost Today

PlayStation’s 30th Anniversary is a cause for celebration, yes, but it’s also a grim reminder of just how much the legendary platform has changed for the worse. What was once the pioneer in pushing video gaming as a medium forward is now filled with monotonous cinematic AAAs and remasters of 4-5-year-old games.

The ever-growing PlayStation family (Image by Tech4Gamers)
The ever-growing PlayStation family (Image by Tech4Gamers)

I’ve been a diehard fan of the platform since the original PlayStation, and I’ve religiously followed it, which makes it all the more hurtful to see the PlayStation of today. Where has that magic of the PS2 and its awe-inspiring titles gone? Do only photorealistic visuals and cinematics matter for gaming today?

The evolution of video game visuals has been explosive in the past few years, and Sony is at the core of it. Games on the PS5 are a visual marvel, but are they innovative and imaginative like they were back in the day? Not at all. Cinematic “movie” games and monotonous blockbuster AAAs with monstrous budgets are the norm.

I miss when Sony used to make games instead of cinematic pseudo-films.
byu/Luke_IAmYourDaddy ingravityrush

Self-Reflection Is Necessary 

In a nutshell, Sony and PlayStation have provided gaming with an enormous deal of service in 30 years, and I hope they continue to do so for time immemorial, but I think you’ll agree that some change is required. Some of Sony’s current policies are pretty ridiculous.

The Sony of today is a shadow of its past self (Image by Tech4Gamers)
The Sony of today is a shadow of its past self (Image by Tech4Gamers)

Most of all, the creativity and risky experimentation in gaming need to return, and the monotonous cinematic formula and impossibly large development times need to go away. Sony has proven itself capable of bringing back the old times with Astro Bot, an undeniable marvel.

Congratulations on 30 amazing years, Sony. As a diehard fan, I wish to see more Astro Bot and less movie games from now on.

Nintendo Switch Now Has Its Very Own Low Budget Black Myth: Wukong

Story Highlight
  • Wukong Sun: Black Legend is a blatant Black Myth: Wukong rip-off.
  • The game is heading to the Nintendo Switch soon and uses a key art that is all too familiar.
  • Nintendo Switch users can pre-order this title for less than $10 right now.

Black Myth: Wukong made waves across the gaming industry for its success as China’s debut AAA project. Not only did the game sell millions of units and break Steam’s concurrent records for a single-player release, but it also won various awards.

It’s not surprising, then, that studios are now trying to recapture Game Science’s success. In fact, one title on the Nintendo Switch seems to be blatantly copying Black Myth: Wukong with key art that is oddly familiar. The game in question is called Wukong Sun: Black Legend.

Why it matters: In the past, a similar clone based on The Last of Us showed up on the Nintendo eStore, leading to quite the laughs for gaming fans around the globe.

Wukong Sun: Black Legend
Wukong Sun: Black Legend’s Key Art Is Being Ridiculed And Criticized | Image via Nintendo

Global Game Studio is credited as the developer and publisher of the project, with the title due for launch on December 26. Wukong Sun: Black Legend is also priced at just $7.99 and promises a grand adventure based on the legend of Sun Wukong.

Perhaps the most interesting part here is the fact that Wukong Sun: Black Legend is a 2D action game compared to Game Science’s epic 3D title. Still, the similarities in the key art and name are undeniable.

Many gamers have also been quick to label the game a clone, mocking the lack of subtlety in the marketing. Some have even joked that the Game of The Year is coming to the Nintendo Switch, referencing the fact that Black Myth: Wukong deserved this award.

Wukong Sun: Black Legend
Wukong Sun: Black Legend Is Clearly A Major Downgrade 

Because Wukong Sun: Black Legend is gaining so much traction, Nintendo might eventually remove the game or force Global Game Studio to significantly change its marketing. Similar actions were previously taken against the clone based on The Last of Us.

What are your thoughts on clone-like games that aim to capitalize on recent successes? Are you interested in seeing how this situation turns out? Let us know in the comments, and share your thoughts on Sun Wukong’s Nintendo Switch outing on the Tech4Gamers Forums.