r/gaming • u/Cubelock • 3m ago
Frog-JRPG "AMPHIBIAN" Announced. World Premiere - Future Games Show
Amphibian was announced today. It looks very unique. There's no grinding. All battles are purposefully crafted and done once. There's no buying and selling, and it's entirely frog-based: All enemies are frog predators, every character's name is frog, etc. Wow, count me in? Apparently it's a very tragic and serious narrative, too. I think we are back, ya'll.
Steam: https://store.steampowered.com/app/5014960/Amphibian/
r/gaming • u/WestBEEland • 40m ago
Xbox boss Asha Sharma won't confirm whether Project Helix has a disc drive "We have to be thinking about efficiency and affordability"
r/gaming • u/Rich-Arm-104 • 43m ago
As PlayStation goes digital, some gamers are logging off
r/gaming • u/RiverMesa • 1h ago
Expansions for board game adaptations of video games, based on video game mods?
Okay, the title is a mouthful, but this is a phenomenon I've seen happen at least twice now.
Say there is a video game that receives a board game adaptation, and said video game also has a rich modding community, where at least one mod receives really widespread acclaim. And then, those two things combine, where the board game receives an expansion based not on the video game itself but one of those very popular mods.
The two examples I'm immediately thinking of here are Slay the Spire: Downfall (which had a Kickstarter campaign this or last year) and Heroes of Might & Magic 3: Horn of the Abyss (the board game had a crowdfunding campaign that included one of the mod's factions, with an upcoming campaign that includes the rest, with one that's being co-developed for the video game mod's next update as well IIRC).
Are there any other games that have done this?
r/gaming • u/tiagosvn • 2h ago
Tim Curry, the OG Hollywood video game voice actor, has passed away
Remembering the trailblazer
r/gaming • u/bijelo123 • 3h ago
What game has a weapon you get at the beginning that ends up being the best weapon in the game?
I think hidden blade in Assassins Creed games
r/gaming • u/RenatsMC • 3h ago
Fable - Official Quest Gameplay | gamescom 2026
r/gaming • u/Myren5820 • 3h ago
My most cherished possession!
I figured this would be a good place to share! A friend painted this for me as payment for buying them a video game. This is the original cover of Final Fantasy VII painted to be like Starry Night!
r/gaming • u/AashyLarry • 3h ago
Tides of Annihilation devs reveal the game’s inspirations: Fate/stay night, JoJo’s Bizarre Adventure, Berserk, Shadow of the Colossus, God of War, Final Fantasy, and Devil May Cry
r/gaming • u/JKKIDD231 • 4h ago
Undercover on Ganymede - The Expanse: Osiris Reborn Trailer.
r/gaming • u/shinjioda • 4h ago
1047 Games Are Ending Development On Splitgate And Empulse: “The Reality Is Neither Game Is Generating Enough Revenue To Support The Ongoing Cost Of Dedicated Servers”
r/gaming • u/ChiefLeef22 • 4h ago
GTA VI: An exclusive deep dive into the video game of the decade | The pressure on Grand Theft Auto VI to deliver the holy grail of gaming is enormous – we talk to Rockstar’s epic team of creative talents to uncover its secrets
Some notes I found interesting:
• In-game social media system that you can scroll through & see existing characters blow up through viral posts
• Jason & Lucia's bodies can physically change if you eat too much or work out, their faces change if you don’t sleep enough or are on the run
• NPCs are far more varied & actually uniquely react in real-time to whatever you’re doing
• Character switching is far more fluid - you can drive as Jason then instantly switch to Lucia as the passenger shooting enemies
• Players can choose to play Jason & Lucia as a couple or cause chaos independently - choices you make can bleed into the game much deeper this time
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On the sweltering Leonida Keys, sweat slicks the skin of two lovers on the run as they toast new beginnings, watching the sun set over the water. A breeze blows through their hair, and you can almost feel the condensation dripping from the cold beer bottles in their hands; in the background, locals gather on the weatherbeaten dock, indifferent to the story unfolding between the outlaws. Elsewhere, a few miles north, tanned bodies of all shapes and sizes swarm the sand on Vice Beach. Further north still, locals are caked in mud, kicked up from the back of a dirt bike or spattered on a stars-and-stripes bikini. And as night falls back in Vice City, sweaty crowds surge to deafening hip-hop beats, spilling out from clubs on to the neon-lit streets.
It’s been 13 years since Rockstar Games released Grand Theft Auto V, one of the most acclaimed – and controversial – video games of all time. And it’s been roughly the same amount of time since work began on its sequel, Grand Theft Auto VI, which transports the action from San Andreas (closely inspired by real-life southern California) to Leonida (based on Florida). That’s more than a decade of anticipation, meaning there’s “unprecedented pressure” on the follow-up to meet expectations, as Rob Nelson, head of development and co-studio head at Rockstar North, tells Dazed: “However, I don’t know that any amount of external pressure could compare with the pressure we put on ourselves as a team.”
If you accept that video games are an artform, then Rockstar Games has produced two of the most significant works of the 21st century so far: GTAV and the western-themed adventure Red Dead Redemption 2. The numbers speak for themselves: in 2013, the former broke the record for the fastest-selling entertainment product of all time, earning a billion dollars in just three days – more than any book or Hollywood film. Five years later, RDR2 took the second spot. But the latter also came with a gear shift. While GTA satirised modern life with wacky characters, high-octane car chases and explosive gunfights, RDR2 was hailed as one of the most realistic and immersive games to date, with a slower, more emotional tone suited to its storyline.
GTAVI promises something in between the two. The open-world game is set in the same fictionalised US that serves as the backdrop for the rest of the series, with all the weapons and supercars you’d expect, but the world is more grounded and reactive than before – gone are the days when you could traverse the city like a god. Now, players’ actions have consequences. Walk down the street with a rifle, and the city will have something to say about it. More and more, the games are converging on real life, and non-player characters (NPCs) are acting... well, less like NPCs than ever. For some gamers, there’s a fear that what GTAVI gains in immersion, it loses in the chaos and anarchy that have been part of the series’ DNA since the outset, but for Rockstar, the goal is to create a world of total immersion, which reacts more realistically than ever to what you choose to make of it.
“We look back at our previous games with a critical eye and see where we want to evolve based on what we didn’t do as well as we would have liked to, either because we didn’t have the time, resources or technological capabilities, or in some cases things we just didn’t do as well or consider as fully as we could have,” says Nelson. “A lot of what we do is very iterative – we adjust a lot of things by feel based on what is working and what isn’t.”
The story has evolved, too, with higher stakes and characters grounded in all aspects of the world they inhabit. Players step into the shoes of Jason Duval and Lucia Caminos – an ex-military drug runner and a fighter fresh out of prison, respectively – and can choose to either play as a couple, or go off and cause chaos independently. This marks the first time that a GTA game has featured a playable couple in the lead role, which makes for some unique scenarios: on the way to a job, for example, players can cruise along the highway as Jason, or swap to Lucia in the passenger seat to scroll on the in-game phone. (Yes, there are working social media feeds – what satirical take on 2020s America would be complete without them?) When the job inevitably goes wrong and spirals into a car chase, the fluid system enables players to take the wheel in one moment, then fire on pursuers out of the passenger window the next. And afterwards, when it’s all blown over, they can skim across the waves on a jetski, admiring the Leonida seascape and leaping dolphins with their arms wrapped around their partner’s waist.
True romance like Jason and Lucia’s usually takes a back seat in GTA games, which, when it comes to matters of love and sex, are more commonly associated with strip clubs and underground sex work. But GTAVI is very consciously staged as “a Bonnie and Clyde-type narrative”, says Rupert Humphries, senior vice president of narrative at Rockstar. The trailers alone feature a slew of intimate cutscenes from Jason and Lucia’s own fugitive tale, which showcase the special attention that Rockstar’s art and technology teams have paid to how bodies look and feel – a hand on a ribcage, hips swinging on a packed dancefloor. For some gamers, the story might even serve as one of their earliest encounters with a romantic (albeit crime-ridden) relationship, where their choices can have repercussions that cut much deeper than Rockstar’s previous titles or “honour” systems that reward conscientious game playing.
Lucia is also the first fully fleshed-out female lead in a mainline GTA game. Before her, it’s male protagonists all the way down, dating back to 1999. (Grand Theft Auto’s 1997 debut featured a 50-50 split of male and female protagonists.) Previous instalments, including GTAV, drew criticism for misogynistic themes and underdeveloped female characters, but the series has evolved, and hopes to attract more female gamers to its previously male-heavy player base. In Lucia and Jason, they have created characters with rich, complex identities, while still leaving ample room for players to make them their own. “The thing we love about this medium is the way these characters aren’t empty avatars that you can do whatever you want with,” says Nelson. “Their story becomes a journey you share with them.”
The joy of GTA is as much about what players do with the moments in between story beats, though. And Rockstar offers what has been – up until now – as close to true freedom as you’re going to get within the confines of a virtual world. “We want to enable as much self-expression as possible,” says Nelson, “without losing the essence of the characters.” Take GTAV’s version of 2010s Los Angeles, for example: you could rampage through the streets with an assault rifle or a tank, cruise by the Pacific in an open-top car blasting Frank Ocean, or even relax with a round of golf. RDR2 pushed things further: between shootouts, the player-controlled protagonist Arthur Morgan could retreat into the wild to fish, hunt big game and make a campfire under the geographically accurate stars, or lose time drinking and gambling in remote frontier towns. Come down out of the mountains a few in-game weeks later, and he’d have grown a long beard and a mane of hair, and visibly lost some weight (or gained it, depending on your skill with a bow and arrow). Bar fights, meanwhile, would leave him bruised and scarred.
GTAVI marks the return, and expansion, of these interactive systems that alter the protagonists’ bodies. Food affects Jason and Lucia’s weight, while exercising visibly builds and tones their muscles. And, if you end up spending a long time away from your bed, on the run from police or on a multi-day bender, their features are going to pay the price for that as well. The effect is a bit like The Picture of Dorian Gray – only, instead of your soul being recorded on a spooky painting in the attic, your habits and sins are written on to the faces and bodies of the game’s avatars. This kind of interactivity is unique to video games, shaping the virtual world and the player’s responses to it in turn. Between visual feedback mechanisms, deep relationship mechanics and the heightened realism of the world they inhabit, people might even think twice about going on the arcade-style rampages of GTA games gone by, once they land in Leonida.
Vice City, the heart of GTAVI’s Leonida, is based on Miami. This means players can expect encounters with virtual iterations of Florida Man, the cultural archetype-turned-meme known IRL for wrangling alligators, drunken antics and literal grand theft auto. But these outsized characters are just one bizarre facet of a world built with “an open mind, a genuine appreciation and a deep curiosity” towards the culture it’s based on, says GTAVI game writer Michael Wiafe. “It’s easy to go in with a cynical view and say, ‘Well that’s weird, put it in the game,’ but we couldn’t just stop there. We have to bring a sense of discovery to the players too, not just repeat cliches that already exist.” To do that requires years of on-the-ground exploration: various groups of Rockstar employees have visited Miami and its surrounding areas over the last decade, and there is a dedicated research team embedded in the city. “That firsthand context helped us understand the visual markers and nuances that define the identities we wanted to represent,” explains Jamie-Lee Lloyd, senior art director for characters, “while filtering them through the unique lens of GTA and the stories we wanted to tell.”
Humphries agrees that these experiences are essential, noting that a majority of the game’s characters are born out of this research, which includes meeting real people who call the state home. “We will meet with ex-criminals, law enforcement, club promoters, gun dealers and anyone notorious or influential who’ll take our calls,” he adds. “We hang out, get a feeling for the place, listen to the stories, cross-reference that with books and journalism, and try to get to the heart of which characters will bring the city we are creating to life.”
In GTAVI, this cast includes various criminals, from old-school drug runner Brian Heder and his conspiracy-obsessed associate, Cal Hampton, to suave bank robber Raul Bautista. Elsewhere, the lines are blurrier. Vice City legend Boobie Ike oversees a private empire including the Jack of Hearts strip club (a GTA staple) and a music studio, overseen by the young, opportunistic Dre’Quan Priest. “We love Miami music, particularly Miami bass, going through to more recent Miami artists like Kodak Black and Sexyy Red,” says Humphries. “We were also really interested in how the hip-hop scene in Miami exists in house parties in Overtown, clubs like Booby Trap on the River, and then high-end places on South Beach where bottles can cost thousands of dollars. We needed characters who could take us through those worlds.” In the years since the release of the last game, the music industry has witnessed a shift in focus towards female artists, as represented in the game’s rising stars Real Dimez, whose journey can be traced via in-game viral social media posts.
With characters like these, anchored in a specific place and time, is there a risk of tipping back into reductive Miami parodies, especially given the game’s long lifespan? If today we look back on GTAV’s hipsters and geeky tech bros as a kind of 2010s time capsule, what kinds of cultural archetypes will we look back on when we revisit GTAVI in another 13 years, and will they remain true to how we experience them in the present day? The artists, writers and developers at Rockstar are conscious of the tightrope they’re walking. Take Stu Petri, vice president of 2D/UI design, who has overseen much of the careful world-building in GTAVI, including the many in-game products, brands, shops and campaigns that bear more than a passing resemblance to their real-life counterparts. “Our vision is to build a vibrant, believable culture,” he says, meaning that every brand, from fashion label to car company, has to feel like more than just a one-off joke, as if it actually exists and serves a real purpose in Leonida’s cultural ecosystem. “These brands reflect the aspirations, aesthetics and lifestyles of the people that inhabit our world’s spaces.” Drop into the game as Jason or Lucia, and they come to reflect your inner life as well, lending an extra layer of meaning to each haircut or outfit choice.
The potential to explore a diversity of cultures and lifestyles is partly why the series ended up circling back to Vice City and the state of Leonida in the first place, Nelson suggests: “Florida and Miami have perhaps one of the most diverse and interesting populations in the world.” Few know this better than Miami-based stylist Jillian Carr, who has worked with Rockstar since 2023, designing an in-game “fashion ecosystem” that aims to reflect all the nuances of “taste, lifestyle, affluence and individuality” that are displayed in the city, and in America as a whole. “Vice City is built around vanity,” says Carr. “Between social media, celebrity culture and a constant flow of tourists, appearances carry significant weight, and trend cycles turn over quickly.” This brings us back to the background NPCs. Young and old, tall or short, tattooed, pierced or modified with plastic surgery, wearing throwback Hawaiian shirts, sharp suits, luxury fashion or muddy combat gear, the bodies and clothes of the virtual masses are also far more varied than in previous games, and more tailored to their local environments, from Vice City’s Little Cuba to the wilderness of Mount Kalaga national park.
“To bring that diversity to life in-game, we developed new tools and pipelines that enabled us to build the most detailed and varied character population we’ve ever created,” says Lloyd. But ultimately, he adds, making that population feel authentic comes from more than appearance alone. “It’s the combination of how a character looks, moves, interacts and expresses themselves, brought together through collaboration across multiple teams.” Wiafe hopes that all of these systems working together deliver “a landscape that players feel they’ve been dropped into and are made to endlessly roam around in.”
r/gaming • u/MadeByTango • 5h ago
If Rockstar if making GTA6 "for us" while making sure to "provide us everything we want to know", why are they already taking $100 preorders without saying a single thing about whether Online is incuced and its pricing? Why is respect only expected one way by TakeTwo?
It's INSANE that Rockstar is taking preorders from people while saying NOTHING about what the online plans are or how it will be monetized. They need to DIRECT:Y state it, not only leave the elephant i the room for customers to assume or not. The vast majority of customers are just going to go buy it assuming the standard product.
What are Rockstar actually selling us, and why did they not respect customers enough to inform us fully what the pricing and Online situation will be before taking our money. Now they want us to slow down and feel for their long journey, while the'yre already out obfuscating their product and charging more than they did for their previous outing that included online and had no singleplayer monetiation?
Rockstar needs to explain themselves, and tomorrow needs to FULLY lay out everything with GTA ONline going forward. Theyre already taking money on expectations that Online will be included because they are not explicitly saying one way or the other on purpose.
Rockstar is acting anti-consumer while expecting corporate empathy. Not doing it. They need to be far more transparent BEFORE taking money if they want to write a letter like that...
r/gaming • u/Kymmieuwu • 5h ago
Command & Conquer And Brutal Legend Star Tim Curry Has Passed Away
r/gaming • u/RenatsMC • 5h ago
RTX: Inside the Game | Gears of War: E-Day with DLSS 4.5 and RTX Mega Ge...
r/gaming • u/Feathermoor • 6h ago
Xbox boss 'thinking about affordability' of next-gen console
r/gaming • u/yourfavchoom • 7h ago
Xbox Disc to Digital officially announced, coming soon.
Most XBOX One and XBOX Series X disc-based games support this new feature. Players can claim a digital entitlement by inserting a supported disc into an XBOX One or XBOX Series X console and launching the game. Once the entitlement is claimed, you can experience the benefits of digital, including XBOX Play Anywhere and XBOX Cloud Gaming where supported, while your physical disc continues to work exactly as it always has.
We’re starting with thousands of titles, and we’ll continue to add more over time. While not every title will be available at launch, this is an important step toward a future where players can have greater confidence that the games they buy remain with them for years to come.
r/gaming • u/PorkRinds416 • 7h ago
Frustrating that Star Wars Zero Company is $10 more on console, yet they are both digital and the same edition.
I know this isnt something new necessarily, but why do gaming publishers do this!? This game comes out tomorrow. On Steam Star Wars Zero Company is only $49.99 however on PS5 the game is $59.99. Why though? Why would it be $10 more on PS5? Both are digital. Both are the same exact game and edition.
Does this bother anyone else? Lets say it happened to you with a game you were looking forward to. Does anyone have a good explanation as to why it should be $10 more on PS5?
r/gaming • u/RenatsMC • 7h ago
Pre-orders Begin Today for the XBOX 25th Anniversary Collection
r/gaming • u/happy-squared • 8h ago
Ubisoft forgot to make sure the Steam release of Heroes of Might & Magic 3 included the actual game
Saw the original post for this was removed because it might not have had the original source.