• Fortnite x Squid Game skins, release date, leaks, and more

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    The Squid Game collaboration is the next big thing for Fortnite. Its release date is right around the corner, and Epic Games has already revealed some of the things that will come with it. The iconic South Korean series will bring much more than just cosmetics, and here’s everything you need to know about it.
    In this article, we will reveal everything we know about Squid Game skins in Fortnite, as well as Creative tools. Furthermore, we will reveal the release date and take a look at several leaks that have come out since the collab announcement.
    Will the Squid Game collaboration bring Fortnite skins?
    According to trusted Fortnite leakers, the Squid Game partnership will introduce new cosmetics, including character skins. At the moment, it’s unknown what these skins will look like, but we should find out more details soon. The release date of the Squid Game collab is set for Friday, June 27, which is also the release date of the last season of the series.
    Earlier this month, Epic Games confirmed that the collaboration will bring new UEFNtools. Thanks to this, creators will be able to make Squid Game-themed maps with new items and mechanics.
    The Squid Game collaboration will bring new Fortnite cosmetics. Image by VideoGamer
    Epic has already released a cryptic teaser for the collab which reveals the following: “Red Greens, Square Meals, Affluent Arrivals, June 27th.” With less than two weeks to go until the big update, we expect even more teasers and possibly skin leaks. Considering how popular Squid Game is, this could become one of Fortnite’s most iconic collaborations.
    The next Fortnite update is set to come out on Tuesday, June 17. Since this update will contain Squid Game data, we could see more early leaks in just a few more days.

    Fortnite

    Platform:
    Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X

    Genre:
    Action, Massively Multiplayer, Shooter

    9
    VideoGamer

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    #fortnite #squid #game #skins #release
    Fortnite x Squid Game skins, release date, leaks, and more
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here The Squid Game collaboration is the next big thing for Fortnite. Its release date is right around the corner, and Epic Games has already revealed some of the things that will come with it. The iconic South Korean series will bring much more than just cosmetics, and here’s everything you need to know about it. In this article, we will reveal everything we know about Squid Game skins in Fortnite, as well as Creative tools. Furthermore, we will reveal the release date and take a look at several leaks that have come out since the collab announcement. Will the Squid Game collaboration bring Fortnite skins? According to trusted Fortnite leakers, the Squid Game partnership will introduce new cosmetics, including character skins. At the moment, it’s unknown what these skins will look like, but we should find out more details soon. The release date of the Squid Game collab is set for Friday, June 27, which is also the release date of the last season of the series. Earlier this month, Epic Games confirmed that the collaboration will bring new UEFNtools. Thanks to this, creators will be able to make Squid Game-themed maps with new items and mechanics. The Squid Game collaboration will bring new Fortnite cosmetics. Image by VideoGamer Epic has already released a cryptic teaser for the collab which reveals the following: “Red Greens, Square Meals, Affluent Arrivals, June 27th.” With less than two weeks to go until the big update, we expect even more teasers and possibly skin leaks. Considering how popular Squid Game is, this could become one of Fortnite’s most iconic collaborations. The next Fortnite update is set to come out on Tuesday, June 17. Since this update will contain Squid Game data, we could see more early leaks in just a few more days. Fortnite Platform: Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X Genre: Action, Massively Multiplayer, Shooter 9 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #fortnite #squid #game #skins #release
    WWW.VIDEOGAMER.COM
    Fortnite x Squid Game skins, release date, leaks, and more
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here The Squid Game collaboration is the next big thing for Fortnite. Its release date is right around the corner, and Epic Games has already revealed some of the things that will come with it. The iconic South Korean series will bring much more than just cosmetics, and here’s everything you need to know about it. In this article, we will reveal everything we know about Squid Game skins in Fortnite, as well as Creative tools. Furthermore, we will reveal the release date and take a look at several leaks that have come out since the collab announcement. Will the Squid Game collaboration bring Fortnite skins? According to trusted Fortnite leakers, the Squid Game partnership will introduce new cosmetics, including character skins. At the moment, it’s unknown what these skins will look like, but we should find out more details soon. The release date of the Squid Game collab is set for Friday, June 27, which is also the release date of the last season of the series. Earlier this month, Epic Games confirmed that the collaboration will bring new UEFN (Unreal Editor for Fortnite) tools. Thanks to this, creators will be able to make Squid Game-themed maps with new items and mechanics. The Squid Game collaboration will bring new Fortnite cosmetics. Image by VideoGamer Epic has already released a cryptic teaser for the collab which reveals the following: “Red Greens, Square Meals, Affluent Arrivals, June 27th.” With less than two weeks to go until the big update, we expect even more teasers and possibly skin leaks. Considering how popular Squid Game is, this could become one of Fortnite’s most iconic collaborations. The next Fortnite update is set to come out on Tuesday, June 17. Since this update will contain Squid Game data, we could see more early leaks in just a few more days. Fortnite Platform(s): Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X Genre(s): Action, Massively Multiplayer, Shooter 9 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Turn RTX ON With 40% Off Performance Day Passes

    Level up GeForce NOW experiences this summer with 40% off Performance Day Passes. Enjoy 24 hours of premium cloud gaming with RTX ON, delivering low latency and shorter wait times.
    The hot deal comes just in time for the cloud’s highly anticipated launch of Dune: Awakening — a multiplayer survival game on a massive scale set on the unforgiving sands of Arrakis.
    It’s perfect to pair with the nine games available this week, including the Frosthaven demo announced at Steam Next Fest.
    Try Before You Buy
    One day, all in.
    Level up to the cloud, no commitment required. For a limited time, grab a Performance Day Pass at a price that’s less than an ice cream sundae and experience premium GeForce NOW gaming for 24 hours.
    With RTX ON, enjoy shorter wait times and lower latency for supported games, all powered by the cloud. Dive into popular games with upgraded visuals and smoother gameplay over free users, whether exploring vast open worlds or battling in fast-paced arenas.
    Take the experience even further by applying the value of the Day Pass toward a six-month Performance membership during the limited-time summer sale. It’s the perfect way to try out premium cloud gaming before jumping into a longer-term membership.
    Survive and Thrive
    Join the fight for Arrakis.
    Dune: Awakening, a multiplayer survival game on a massive scale from Funcom, is set on an ever-changing desert planet called Arrakis. Whether braving colossal sandworms, battling for spice or forging alliances, gamers can experience the spectacle of Arrakis with all the benefits of GeForce NOW.
    Manage hydration, temperature and exposure while contending with deadly sandworms, sandstorms and rival factions. Blend skills-based third-person action combat — featuring ranged and melee weapons, gadgets and abilities — with deep crafting, base building and resource management. Explore and engage in large-scale player vs. player and player vs. environment battles while vying for control over territory and the precious spice.
    The spice is flowing — and so is the power of the cloud. Stream it on GeForce NOW without waiting for lengthy downloads or worrying about hardware requirements. Dune: Awakening is available for members to stream from anywhere with the power of NVIDIA RTX for ultra-smooth gameplay and stunning visuals, even on low-powered devices.
    Chill Out
    Time to bundle up.
    Experience the highly anticipated Frosthaven demo in the cloud during Steam Next Fest with GeForce NOW. For a limited time, dive into a preview of the game directly from the cloud — no high-end PC required.
    Frosthaven — a dark fantasy tactical role-playing game from Snapshot Games and X-COM creator Julian Gollop — brings to life the board game of the same name. It features deep, turn-based combat, unique character classes, and single-player and online co-op modes.
    Play the Frosthaven demo on virtually any device with GeForce NOW and experience the magic of gathering around a board game — now in the cloud. Enter the frozen north of Frosthaven, strategize with friends and dive into epic battles without the hassle of setup or cleanup. With GeForce NOW, game night is just a click away, wherever members are playing from.
    Seize New Games
    A new era of “Rainbow Six Siege” has begun.
    Rainbow Six Siege X, the biggest evolution in the game’s history, is now available with free access for new players. It introduces a new 6v6 “Dual Front” game mode, where teams attack and defend simultaneously with respawns and new strategic objectives. R6 Siege X also brings new and improved gameplay features — such as modernized maps with enhanced visuals and lighting, new destructible environmental elements, advanced rappel, smoother movement, an audio overhaul and a communication wheel for precise strategic plays, as well as weapon inspections to showcase gamers’ favorite cosmetics.
    Look for the following games available to stream in the cloud this week:

    Frosthaven DemoDune: AwakeningMindsEyeKingdom Two CrownsThe AltersLost in Random: The Eternal DieFirefighting Simulator – The SquadJDM: Japanese Drift MasterHellslaveWhat are you planning to play this weekend? Let us know on X or in the comments below.
    #turn #rtx #with #off #performance
    Turn RTX ON With 40% Off Performance Day Passes
    Level up GeForce NOW experiences this summer with 40% off Performance Day Passes. Enjoy 24 hours of premium cloud gaming with RTX ON, delivering low latency and shorter wait times. The hot deal comes just in time for the cloud’s highly anticipated launch of Dune: Awakening — a multiplayer survival game on a massive scale set on the unforgiving sands of Arrakis. It’s perfect to pair with the nine games available this week, including the Frosthaven demo announced at Steam Next Fest. Try Before You Buy One day, all in. Level up to the cloud, no commitment required. For a limited time, grab a Performance Day Pass at a price that’s less than an ice cream sundae and experience premium GeForce NOW gaming for 24 hours. With RTX ON, enjoy shorter wait times and lower latency for supported games, all powered by the cloud. Dive into popular games with upgraded visuals and smoother gameplay over free users, whether exploring vast open worlds or battling in fast-paced arenas. Take the experience even further by applying the value of the Day Pass toward a six-month Performance membership during the limited-time summer sale. It’s the perfect way to try out premium cloud gaming before jumping into a longer-term membership. Survive and Thrive Join the fight for Arrakis. Dune: Awakening, a multiplayer survival game on a massive scale from Funcom, is set on an ever-changing desert planet called Arrakis. Whether braving colossal sandworms, battling for spice or forging alliances, gamers can experience the spectacle of Arrakis with all the benefits of GeForce NOW. Manage hydration, temperature and exposure while contending with deadly sandworms, sandstorms and rival factions. Blend skills-based third-person action combat — featuring ranged and melee weapons, gadgets and abilities — with deep crafting, base building and resource management. Explore and engage in large-scale player vs. player and player vs. environment battles while vying for control over territory and the precious spice. The spice is flowing — and so is the power of the cloud. Stream it on GeForce NOW without waiting for lengthy downloads or worrying about hardware requirements. Dune: Awakening is available for members to stream from anywhere with the power of NVIDIA RTX for ultra-smooth gameplay and stunning visuals, even on low-powered devices. Chill Out Time to bundle up. Experience the highly anticipated Frosthaven demo in the cloud during Steam Next Fest with GeForce NOW. For a limited time, dive into a preview of the game directly from the cloud — no high-end PC required. Frosthaven — a dark fantasy tactical role-playing game from Snapshot Games and X-COM creator Julian Gollop — brings to life the board game of the same name. It features deep, turn-based combat, unique character classes, and single-player and online co-op modes. Play the Frosthaven demo on virtually any device with GeForce NOW and experience the magic of gathering around a board game — now in the cloud. Enter the frozen north of Frosthaven, strategize with friends and dive into epic battles without the hassle of setup or cleanup. With GeForce NOW, game night is just a click away, wherever members are playing from. Seize New Games A new era of “Rainbow Six Siege” has begun. Rainbow Six Siege X, the biggest evolution in the game’s history, is now available with free access for new players. It introduces a new 6v6 “Dual Front” game mode, where teams attack and defend simultaneously with respawns and new strategic objectives. R6 Siege X also brings new and improved gameplay features — such as modernized maps with enhanced visuals and lighting, new destructible environmental elements, advanced rappel, smoother movement, an audio overhaul and a communication wheel for precise strategic plays, as well as weapon inspections to showcase gamers’ favorite cosmetics. Look for the following games available to stream in the cloud this week: Frosthaven DemoDune: AwakeningMindsEyeKingdom Two CrownsThe AltersLost in Random: The Eternal DieFirefighting Simulator – The SquadJDM: Japanese Drift MasterHellslaveWhat are you planning to play this weekend? Let us know on X or in the comments below. #turn #rtx #with #off #performance
    BLOGS.NVIDIA.COM
    Turn RTX ON With 40% Off Performance Day Passes
    Level up GeForce NOW experiences this summer with 40% off Performance Day Passes. Enjoy 24 hours of premium cloud gaming with RTX ON, delivering low latency and shorter wait times. The hot deal comes just in time for the cloud’s highly anticipated launch of Dune: Awakening — a multiplayer survival game on a massive scale set on the unforgiving sands of Arrakis. It’s perfect to pair with the nine games available this week, including the Frosthaven demo announced at Steam Next Fest. Try Before You Buy One day, all in. Level up to the cloud, no commitment required. For a limited time, grab a Performance Day Pass at a price that’s less than an ice cream sundae and experience premium GeForce NOW gaming for 24 hours. With RTX ON, enjoy shorter wait times and lower latency for supported games, all powered by the cloud. Dive into popular games with upgraded visuals and smoother gameplay over free users, whether exploring vast open worlds or battling in fast-paced arenas. Take the experience even further by applying the value of the Day Pass toward a six-month Performance membership during the limited-time summer sale. It’s the perfect way to try out premium cloud gaming before jumping into a longer-term membership. Survive and Thrive Join the fight for Arrakis. Dune: Awakening, a multiplayer survival game on a massive scale from Funcom, is set on an ever-changing desert planet called Arrakis. Whether braving colossal sandworms, battling for spice or forging alliances, gamers can experience the spectacle of Arrakis with all the benefits of GeForce NOW. Manage hydration, temperature and exposure while contending with deadly sandworms, sandstorms and rival factions. Blend skills-based third-person action combat — featuring ranged and melee weapons, gadgets and abilities — with deep crafting, base building and resource management. Explore and engage in large-scale player vs. player and player vs. environment battles while vying for control over territory and the precious spice. The spice is flowing — and so is the power of the cloud. Stream it on GeForce NOW without waiting for lengthy downloads or worrying about hardware requirements. Dune: Awakening is available for members to stream from anywhere with the power of NVIDIA RTX for ultra-smooth gameplay and stunning visuals, even on low-powered devices. Chill Out Time to bundle up. Experience the highly anticipated Frosthaven demo in the cloud during Steam Next Fest with GeForce NOW. For a limited time, dive into a preview of the game directly from the cloud — no high-end PC required. Frosthaven — a dark fantasy tactical role-playing game from Snapshot Games and X-COM creator Julian Gollop — brings to life the board game of the same name. It features deep, turn-based combat, unique character classes, and single-player and online co-op modes. Play the Frosthaven demo on virtually any device with GeForce NOW and experience the magic of gathering around a board game — now in the cloud. Enter the frozen north of Frosthaven, strategize with friends and dive into epic battles without the hassle of setup or cleanup. With GeForce NOW, game night is just a click away, wherever members are playing from. Seize New Games A new era of “Rainbow Six Siege” has begun. Rainbow Six Siege X, the biggest evolution in the game’s history, is now available with free access for new players. It introduces a new 6v6 “Dual Front” game mode, where teams attack and defend simultaneously with respawns and new strategic objectives. R6 Siege X also brings new and improved gameplay features — such as modernized maps with enhanced visuals and lighting, new destructible environmental elements, advanced rappel, smoother movement, an audio overhaul and a communication wheel for precise strategic plays, as well as weapon inspections to showcase gamers’ favorite cosmetics. Look for the following games available to stream in the cloud this week: Frosthaven Demo (New release on Steam, June 9) Dune: Awakening (New release on Steam, June 10) MindsEye (New release on Steam, June 10) Kingdom Two Crowns (New release on Xbox, available on PC Game Pass, June 11) The Alters (New release on Steam and Xbox, available on PC Game Pass, June 13) Lost in Random: The Eternal Die (New release on Steam and Xbox, June 13, available on PC Game Pass, June 17) Firefighting Simulator – The Squad (Xbox, available on PC Game Pass) JDM: Japanese Drift Master (Steam) Hellslave (Steam) What are you planning to play this weekend? Let us know on X or in the comments below.
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  • All Fortnite Season 3 passes were just leaked

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    For the first time in Fortnite history, Epic Games will release three seasonal passes on the same day. The new season of the Battle Royale mode will introduce another big pass featuring numerous cosmetics and V-Bucks. On the same day, the game developer will also release a new LEGO Pass and the OG Pass. All of them will be included in the Fortnite Crew subscription but also available separately.
    On Thursday night, a massive leak revealed everything that’s coming on Saturday. Each seasonal pass was leaked, and now we know most of the skins that will come with them. The leaked images also confirm the theme of the next season.
    What will the next Fortnite Battle Pass look like?
    As previously leaked, the next Fortnite Battle Pass will bring another Superman skin. This popular DC character was first released in Chapter 2, but Epic will release another variant on Saturday. In addition to him, the Fortnite developer will release Robin and a few more superhero skins.
    The OG Pass will bring remixed variants of Teknique, Omega, and The Visitor. Finally, the new LEGO Pass will bring a new skin, while the rest of the items in the pass will mostly be decor bundles for LEGO Fortnite.
    The next Fortnite season will bring three new seasonal passes. Image by VideoGamer
    Fortnite Crew subscribers will instantly get access to all of these three passes on the first day of the season. They will also be available separately, with the Battle Pass and the OG Pass costing 1,000 V-Bucks each, and the LEGO Pass having a 1,800 V-Bucks price tag.
    The next Fortnite season is set to come out on Saturday, June 7. The season will be released a few hours after the Death Star Sabotage live event, which begins at 2 PM Eastern Time.

    Fortnite

    Platform:
    Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X

    Genre:
    Action, Massively Multiplayer, Shooter

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    Share
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    All Fortnite Season 3 passes were just leaked
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here For the first time in Fortnite history, Epic Games will release three seasonal passes on the same day. The new season of the Battle Royale mode will introduce another big pass featuring numerous cosmetics and V-Bucks. On the same day, the game developer will also release a new LEGO Pass and the OG Pass. All of them will be included in the Fortnite Crew subscription but also available separately. On Thursday night, a massive leak revealed everything that’s coming on Saturday. Each seasonal pass was leaked, and now we know most of the skins that will come with them. The leaked images also confirm the theme of the next season. What will the next Fortnite Battle Pass look like? As previously leaked, the next Fortnite Battle Pass will bring another Superman skin. This popular DC character was first released in Chapter 2, but Epic will release another variant on Saturday. In addition to him, the Fortnite developer will release Robin and a few more superhero skins. The OG Pass will bring remixed variants of Teknique, Omega, and The Visitor. Finally, the new LEGO Pass will bring a new skin, while the rest of the items in the pass will mostly be decor bundles for LEGO Fortnite. The next Fortnite season will bring three new seasonal passes. Image by VideoGamer Fortnite Crew subscribers will instantly get access to all of these three passes on the first day of the season. They will also be available separately, with the Battle Pass and the OG Pass costing 1,000 V-Bucks each, and the LEGO Pass having a 1,800 V-Bucks price tag. The next Fortnite season is set to come out on Saturday, June 7. The season will be released a few hours after the Death Star Sabotage live event, which begins at 2 PM Eastern Time. Fortnite Platform: Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X Genre: Action, Massively Multiplayer, Shooter 9 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #all #fortnite #season #passes #were
    WWW.VIDEOGAMER.COM
    All Fortnite Season 3 passes were just leaked
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here For the first time in Fortnite history, Epic Games will release three seasonal passes on the same day. The new season of the Battle Royale mode will introduce another big pass featuring numerous cosmetics and V-Bucks. On the same day, the game developer will also release a new LEGO Pass and the OG Pass. All of them will be included in the Fortnite Crew subscription but also available separately. On Thursday night, a massive leak revealed everything that’s coming on Saturday. Each seasonal pass was leaked, and now we know most of the skins that will come with them. The leaked images also confirm the theme of the next season. What will the next Fortnite Battle Pass look like? As previously leaked, the next Fortnite Battle Pass will bring another Superman skin. This popular DC character was first released in Chapter 2, but Epic will release another variant on Saturday. In addition to him, the Fortnite developer will release Robin and a few more superhero skins. The OG Pass will bring remixed variants of Teknique, Omega, and The Visitor. Finally, the new LEGO Pass will bring a new skin, while the rest of the items in the pass will mostly be decor bundles for LEGO Fortnite. The next Fortnite season will bring three new seasonal passes. Image by VideoGamer Fortnite Crew subscribers will instantly get access to all of these three passes on the first day of the season. They will also be available separately, with the Battle Pass and the OG Pass costing 1,000 V-Bucks each, and the LEGO Pass having a 1,800 V-Bucks price tag. The next Fortnite season is set to come out on Saturday, June 7. The season will be released a few hours after the Death Star Sabotage live event, which begins at 2 PM Eastern Time. Fortnite Platform(s): Android, iOS, macOS, Nintendo Switch, PC, PlayStation 4, PlayStation 5, Xbox One, Xbox Series S/X Genre(s): Action, Massively Multiplayer, Shooter 9 VideoGamer Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Nobody understands gambling, especially in video games

    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
    #nobody #understands #gambling #especially #video
    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of and it’s on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals.It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based, and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was billion. It went up billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smokingSo while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More: #nobody #understands #gambling #especially #video
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    Nobody understands gambling, especially in video games
    In 2025, it’s very difficult not to see gambling advertised everywhere. It’s on billboards and sports broadcasts. It’s on podcasts and printed on the turnbuckle of AEW’s pay-per-view shows. And it’s on app stores, where you can find the FanDuel and DraftKings sportsbooks, alongside glitzy digital slot machines. These apps all have the highest age ratings possible on Apple’s App Store and Google Play. But earlier this year, a different kind of app nearly disappeared from the Play Store entirely.Luck Be A Landlord is a roguelite deckbuilder from solo developer Dan DiIorio. DiIorio got word from Google in January 2025 that Luck Be A Landlord was about to be pulled, globally, because DiIorio had not disclosed the game’s “gambling themes” in its rating.In Luck Be a Landlord, the player takes spins on a pixel art slot machine to earn coins to pay their ever-increasing rent — a nightmare gamification of our day-to-day grind to remain housed. On app stores, it’s a one-time purchase of $4.99, and it’s $9.99 on Steam. On the Play Store page, developer Dan DiIorio notes, “This game does not contain any real-world currency gambling or microtransactions.”And it doesn’t. But for Google, that didn’t matter. First, the game was removed from the storefront in a slew of countries that have strict gambling laws. Then, at the beginning of 2025, Google told Dilorio that Luck Be A Landlord would be pulled globally because of its rating discrepancy, as it “does not take into account references to gambling (including real or simulated gambling)”.DiIorio had gone through this song and dance before — previously, when the game was blocked, he would send back a message saying “hey, the game doesn’t have gambling,” and then Google would send back a screenshot of the game and assert that, in fact, it had.DiIorio didn’t agree, but this time they decided that the risk of Landlord getting taken down permanently was too great. They’re a solo developer, and Luck Be a Landlord had just had its highest 30-day revenue since release. So, they filled out the form confirming that Luck Be A Landlord has “gambling themes,” and are currently hoping that this will be the end of it.This is a situation that sucks for an indie dev to be in, and over email DiIorio told Polygon it was “very frustrating.”“I think it can negatively affect indie developers if they fall outside the norm, which indies often do,” they wrote. “It also makes me afraid to explore mechanics like this further. It stifles creativity, and that’s really upsetting.”In late 2024, the hit game Balatro was in a similar position. It had won numerous awards, and made $1,000,000 in its first week on mobile platforms. And then overnight, the PEGI ratings board declared that the game deserved an adult rating.The ESRB had already rated it E10+ in the US, noting it has gambling themes. And the game was already out in Europe, making its overnight ratings change a surprise. Publisher PlayStack said the rating was given because Balatro has “prominent gambling imagery and material that instructs about gambling.”Balatro is basically Luck Be A Landlord’s little cousin. Developer LocalThunk was inspired by watching streams of Luck Be A Landlord, and seeing the way DiIorio had implemented deck-building into his slot machine. And like Luck Be A Landlord, Balatro is a one-time purchase, with no microtransactions.But the PEGI board noted that because the game uses poker hands, the skills the player learns in Balatro could translate to real-world poker.In its write-up, GameSpot noted that the same thing happened to a game called Sunshine Shuffle. It was temporarily banned from the Nintendo eShop, and also from the entire country of South Korea. Unlike Balatro, Sunshine Shuffle actually is a poker game, except you’re playing Texas Hold ‘Em — again for no real money — with cute animals (who are bank robbers).It’s common sense that children shouldn’t be able to access apps that allow them to gamble. But none of these games contain actual gambling — or do they?Where do we draw the line? Is it gambling to play any game that is also played in casinos, like poker or blackjack? Is it gambling to play a game that evokes the aesthetics of a casino, like cards, chips, dice, or slot machines? Is it gambling to wager or earn fictional money?Gaming has always been a lightning rod for controversy. Sex, violence, misogyny, addiction — you name it, video games have been accused of perpetrating or encouraging it. But gambling is gaming’s original sin. And it’s the one we still can’t get a grip on.The original link between gambling and gamingGetty ImagesThe association between video games and gambling all goes back to pinball. Back in the ’30s and ’40s, politicians targeted pinball machines for promoting gambling. Early pinball machines were less skill-based (they didn’t have flippers), and some gave cash payouts, so the comparison wasn’t unfair. Famously, mob-hating New York City mayor Fiorello LaGuardia banned pinball in the city, and appeared in a newsreel dumping pinball and slot machines into the Long Island Sound. Pinball machines spent some time relegated to the back rooms of sex shops and dive bars. But after some lobbying, the laws relaxed.By the 1970s, pinball manufacturers were also making video games, and the machines were side-by-side in arcades. Arcade machines, like pinball, took small coin payments, repeatedly, for short rounds of play. The disreputable funk of pinball basically rubbed off onto video games.Ever since video games rocked onto the scene, concerned and sometimes uneducated parties have been asking if they’re dangerous. And in general, studies have shown that they’re not. The same can’t be said about gambling — the practice of putting real money down to bet on an outcome.It’s a golden age for gambling2025 in the USA is a great time for gambling, which has been really profitable for gambling companies — to the tune of $66.5 billion dollars of revenue in 2023.To put this number in perspective, the American Gaming Association, which is the casino industry’s trade group and has nothing to do with video games, reports that 2022’s gambling revenue was $60.5 billion. It went up $6 billion in a year.And this increase isn’t just because of sportsbooks, although sports betting is a huge part of it. Online casinos and brick-and-mortar casinos are both earning more, and as a lot of people have pointed out, gambling is being normalized to a pretty disturbing degree.Much like with alcohol, for a small percentage of people, gambling can tip from occasional leisure activity into addiction. The people who are most at risk are, by and large, already vulnerable: researchers at the Yale School of Medicine found that 96% of problem gamblers are also wrestling with other disorders, such as “substance use, impulse-control disorders, mood disorders, and anxiety disorders.”Even if you’re not in that group, there are still good reasons to be wary of gambling. People tend to underestimate their own vulnerability to things they know are dangerous for others. Someone else might bet beyond their means. But I would simply know when to stop.Maybe you do! But being blithely confident about it can make it hard to notice if you do develop a problem. Or if you already have one.Addiction changes the way your brain works. When you’re addicted to something, your participation in it becomes compulsive, at the expense of other interests and responsibilities. Someone might turn to their addiction to self-soothe when depressed or anxious. And speaking of those feelings, people who are depressed and anxious are already more vulnerable to addiction. Given the entire state of the world right now, this predisposition shines an ugly light on the numbers touted by the AGA. Is it good that the industry is reporting $6 billion in additional earnings, when the economy feels so frail, when the stock market is ping ponging through highs and lows daily, when daily expenses are rising? It doesn’t feel good. In 2024, the YouTuber Drew Gooden turned his critical eye to online gambling. One of the main points he makes in his excellent video is that gambling is more accessible than ever. It’s on all our phones, and betting companies are using decades of well-honed app design and behavioral studies to manipulate users to spend and spend.Meanwhile, advertising on podcasts, billboards, TV, radio, and websites – it’s literally everywhere — tells you that this is fun, and you don’t even need to know what you’re doing, and you’re probably one bet away from winning back those losses.Where does Luck Be a Landlord come into this?So, are there gambling themes in Luck Be A Landlord? The game’s slot machine is represented in simple pixel art. You pay one coin to use it, and among the more traditional slot machine symbols are silly ones like a snail that only pays out after 4 spins.When I started playing it, my primary emotion wasn’t necessarily elation at winning coins — it was stress and disbelief when, in the third round of the game, the landlord increased my rent by 100%. What the hell.I don’t doubt that getting better at it would produce dopamine thrills akin to gambling — or playing any video game. But it’s supposed to be difficult, because that’s the joke. If you beat the game you unlock more difficulty modes where, as you keep paying rent, your landlord gets furious, and starts throwing made-up rules at you: previously rare symbols will give you less of a payout, and the very mechanics of the slot machine change.It’s a manifestation of the golden rule of casinos, and all of capitalism writ large: the odds are stacked against you. The house always wins. There is luck involved, to be sure, but because Luck Be A Landlord is a deck-builder, knowing the different ways you can design your slot machine to maximize payouts is a skill! You have some influence over it, unlike a real slot machine. The synergies that I’ve seen high-level players create are completely nuts, and obviously based on a deep understanding of the strategies the game allows.IMAGE: TrampolineTales via PolygonBalatro and Luck Be a Landlord both distance themselves from casino gambling again in the way they treat money. In Landlord, the money you earn is gold coins, not any currency we recognize. And the payouts aren’t actually that big. By the end of the core game, the rent money you’re struggling and scraping to earn… is 777 coins. In the post-game endless mode, payouts can get massive. But the thing is, to get this far, you can’t rely on chance. You have to be very good at Luck Be a Landlord.And in Balatro, the numbers that get big are your points. The actual dollar payments in a round of Balatro are small. These aren’t games about earning wads and wads of cash. So, do these count as “gambling themes”?We’ll come back to that question later. First, I want to talk about a closer analog to what we colloquially consider gambling: loot boxes and gacha games.Random rewards: from Overwatch to the rise of gachaRecently, I did something that I haven’t done in a really long time: I thought about Overwatch. I used to play Overwatch with my friends, and I absolutely made a habit of dropping 20 bucks here or there for a bunch of seasonal loot boxes. This was never a problem behavior for me, but in hindsight, it does sting that over a couple of years, I dropped maybe $150 on cosmetics for a game that now I primarily associate with squandered potential.Loot boxes grew out of free-to-play mobile games, where they’re the primary method of monetization. In something like Overwatch, they functioned as a way to earn additional revenue in an ongoing game, once the player had already dropped 40 bucks to buy it.More often than not, loot boxes are a random selection of skins and other cosmetics, but games like Star Wars: Battlefront 2 were famously criticized for launching with loot crates that essentially made it pay-to-win – if you bought enough of them and got lucky.It’s not unprecedented to associate loot boxes with gambling. A 2021 study published in Addictive Behaviors showed that players who self-reported as problem gamblers also tended to spend more on loot boxes, and another study done in the UK found a similar correlation with young adults.While Overwatch certainly wasn’t the first game to feature cosmetic loot boxes or microtransactions, it’s a reference point for me, and it also got attention worldwide. In 2018, Overwatch was investigated by the Belgian Gaming Commission, which found it “in violation of gambling legislation” alongside FIFA 18 and Counter-Strike: Global Offensive. Belgium’s response was to ban the sale of loot boxes without a gambling license. Having a paid random rewards mechanic in a game is a criminal offense there. But not really. A 2023 study showed that 82% of iPhone games sold on the App Store in Belgium still use random paid monetization, as do around 80% of games that are rated 12+. The ban wasn’t effectively enforced, if at all, and the study recommends that a blanket ban wouldn’t actually be a practical solution anyway.Overwatch was rated T for Teen by the ESRB, and 12 by PEGI. When it first came out, its loot boxes were divisive. Since the mechanic came from F2P mobile games, which are often seen as predatory, people balked at seeing it in a big action game from a multi-million dollar publisher.At the time, the rebuttal was, “Well, at least it’s just cosmetics.” Nobody needs to buy loot boxes to be good at Overwatch.A lot has changed since 2016. Now we have a deeper understanding of how these mechanics are designed to manipulate players, even if they don’t affect gameplay. But also, they’ve been normalized. While there will always be people expressing disappointment when a AAA game has a paid random loot mechanic, it is no longer shocking.And if anything, these mechanics have only become more prevalent, thanks to the growth of gacha games. Gacha is short for “gachapon,” the Japanese capsule machines where you pay to receive one of a selection of random toys. Getty ImagesIn gacha games, players pay — not necessarily real money, but we’ll get to that — for a chance to get something. Maybe it’s a character, or a special weapon, or some gear — it depends on the game. Whatever it is, within that context, it’s desirable — and unlike the cosmetics of Overwatch, gacha pulls often do impact the gameplay.For example, in Infinity Nikki, you can pull for clothing items in these limited-time events. You have a chance to get pieces of a five-star outfit. But you also might pull one of a set of four-star items, or a permanent three-star piece. Of course, if you want all ten pieces of the five-star outfit, you have to do multiple pulls, each costing a handful of limited resources that you can earn in-game or purchase with money.Gacha was a fixture of mobile gaming for a long time, but in recent years, we’ve seen it go AAA, and global. MiHoYo’s Genshin Impact did a lot of that work when it came out worldwide on consoles and PC alongside its mobile release. Genshin and its successors are massive AAA games of a scale that, for your Nintendos and Ubisofts, would necessitate selling a bajillion copies to be a success. And they’re free.Genshin is an action game, whose playstyle changes depending on what character you’re playing — characters you get from gacha pulls, of course. In Zenless Zone Zero, the characters you can pull have different combo patterns, do different kinds of damage, and just feel different to play. And whereas in an early mobile gacha game like Love Nikki Dress UP! Queen the world was rudimentary, its modern descendant Infinity Nikki is, like Genshin, Breath of the Wild-esque. It is a massive open world, with collectibles and physics puzzles, platforming challenges, and a surprisingly involved storyline. Genshin Impact was the subject of an interesting study where researchers asked young adults in Hong Kong to self-report on their gacha spending habits. They found that, like with gambling, players who are not feeling good tend to spend more. “Young adult gacha gamers experiencing greater stress and anxiety tend to spend more on gacha purchases, have more motives for gacha purchases, and participate in more gambling activities,” they wrote. “This group is at a particularly higher risk of becoming problem gamblers.”One thing that is important to note is that Genshin Impact came out in 2020. The study was self-reported, and it was done during the early stages of the COVID-19 pandemic. It was a time when people were experiencing a lot of stress, and also fewer options to relieve that stress. We were all stuck inside gaming.But the fact that stress can make people more likely to spend money on gacha shows that while the gacha model isn’t necessarily harmful to everyone, it is exploitative to everyone. Since I started writing this story, another self-reported study came out in Japan, where 18.8% of people in their 20s say they’ve spent money on gacha rather than on things like food or rent.Following Genshin Impact’s release, MiHoYo put out Honkai: Star Rail and Zenless Zone Zero. All are shiny, big-budget games that are free to play, but dangle the lure of making just one purchase in front of the player. Maybe you could drop five bucks on a handful of in-game currency to get one more pull. Or maybe just this month you’ll get the second tier of rewards on the game’s equivalent of a Battle Pass. The game is free, after all — but haven’t you enjoyed at least ten dollars’ worth of gameplay? Image: HoyoverseI spent most of my December throwing myself into Infinity Nikki. I had been so stressed, and the game was so soothing. I logged in daily to fulfill my daily wishes and earn my XP, diamonds, Threads of Purity, and bling. I accumulated massive amounts of resources. I haven’t spent money on the game. I’m trying not to, and so far, it’s been pretty easy. I’ve been super happy with how much stuff I can get for free, and how much I can do! I actually feel really good about that — which is what I said to my boyfriend, and he replied, “Yeah, that’s the point. That’s how they get you.”And he’s right. Currently, Infinity Nikki players are embroiled in a war with developer Infold, after Infold introduced yet another currency type with deep ties to Nikki’s gacha system. Every one of these gacha games has its own tangled system of overlapping currencies. Some can only be used on gacha pulls. Some can only be used to upgrade items. Many of them can be purchased with human money.Image: InFold Games/Papergames via PolygonAll of this adds up. According to Sensor Towers’ data, Genshin Impact earned over 36 million dollars on mobile alone in a single month of 2024. I don’t know what Dan DiIorio’s peak monthly revenue for Luck Be A Landlord was, but I’m pretty sure it wasn’t that.A lot of the spending guardrails we see in games like these are actually the result of regulations in other territories, especially China, where gacha has been a big deal for a lot longer. For example, gacha games have a daily limit on loot boxes, with the number clearly displayed, and a system collectively called “pity,” where getting the banner item is guaranteed after a certain number of pulls. Lastly, developers have to be clear about what the odds are. When I log in to spend the Revelation Crystals I’ve spent weeks hoarding in my F2P Infinity Nikki experience, I know that I have a 1.5% chance of pulling a 5-star piece, and that the odds can go up to 6.06%, and that I am guaranteed to get one within 20 pulls, because of the pity system.So, these odds are awful. But it is not as merciless as sitting down at a Vegas slot machine, an experience best described as “oh… that’s it?”There’s not a huge philosophical difference between buying a pack of loot boxes in Overwatch, a pull in Genshin Impact, or even a booster of Pokémon cards. You put in money, you get back randomized stuff that may or may not be what you want. In the dictionary definition, it’s a gamble. But unlike the slot machine, it’s not like you’re trying to win money by doing it, unless you’re selling those Pokémon cards, which is a topic for another time.But since even a game where you don’t get anything, like Balatro or Luck Be A Landlord, can come under fire for promoting gambling to kids, it would seem appropriate for app stores and ratings boards to take a similarly hardline stance with gacha.Instead, all these games are rated T for Teen by the ESRB, and PEGI 12 in the EU.The ESRB ratings for these games note that they contain in-game purchases, including random items. Honkai: Star Rail’s rating specifically calls out a slot machine mechanic, where players spend tokens to win a prize. But other than calling out Honkai’s slot machine, app stores are not slapping Genshin or Nikki with an 18+ rating. Meanwhile, Balatro had a PEGI rating of 18 until a successful appeal in February 2025, and Luck Be a Landlord is still 17+ on Apple’s App Store.Nobody knows what they’re doingWhen I started researching this piece, I felt very strongly that it was absurd that Luck Be A Landlord and Balatro had age ratings this high.I still believe that the way both devs have been treated by ratings boards is bad. Threatening an indie dev with a significant loss of income by pulling their game is bad, not giving them a way to defend themself or help them understand why it’s happening is even worse. It’s an extension of the general way that too-big-to-fail companies like Google treat all their customers.DiIorio told me that while it felt like a human being had at least looked at Luck Be A Landlord to make the determination that it contained gambling themes, the emails he was getting were automatic, and he doesn’t have a contact at Google to ask why this happened or how he can avoid it in the future — an experience that will be familiar to anyone who has ever needed Google support. But what’s changed for me is that I’m not actually sure anymore that games that don’t have gambling should be completely let off the hook for evoking gambling.Exposing teens to simulated gambling without financial stakes could spark an interest in the real thing later on, according to a study in the International Journal of Environmental Research and Public Health. It’s the same reason you can’t mosey down to the drug store to buy candy cigarettes. Multiple studies were done that showed kids who ate candy cigarettes were more likely to take up smoking (of course, the candy is still available — just without the “cigarette” branding.)So while I still think rating something like Balatro 18+ is nuts, I also think that describing it appropriately might be reasonable. As a game, it’s completely divorced from literally any kind of play you would find in a casino — but I can see the concern that the thrill of flashy numbers and the shiny cards might encourage young players to try their hand at poker in a real casino, where a real house can take their money.Maybe what’s more important than doling out high age ratings is helping people think about how media can affect us. In the same way that, when I was 12 and obsessed with The Matrix, my parents gently made sure that I knew that none of the violence was real and you can’t actually cartwheel through a hail of bullets in real life. Thanks, mom and dad!But that’s an answer that’s a lot more abstract and difficult to implement than a big red 18+ banner. When it comes to gacha, I think we’re even less equipped to talk about these game mechanics, and I’m certain they’re not being age-rated appropriately. On the one hand, like I said earlier, gacha exploits the player’s desire for stuff that they are heavily manipulated to buy with real money. On the other hand, I think it’s worth acknowledging that there is a difference between gacha and casino gambling.Problem gamblers aren’t satisfied by winning — the thing they’re addicted to is playing, and the risk that comes with it. In gacha games, players do report satisfaction when they achieve the prize they set out to get. And yes, in the game’s next season, the developer will be dangling a shiny new prize in front of them with the goal of starting the cycle over. But I think it’s fair to make the distinction, while still being highly critical of the model.And right now, there is close to no incentive for app stores to crack down on gacha in any way. They get a cut of in-app purchases. Back in 2023, miHoYo tried a couple of times to set up payment systems that circumvented Apple’s 30% cut of in-app spending. Both times, it was thwarted by Apple, whose App Store generated $1.1 trillion in developer billings and sales in 2022.According to Apple itself, 90% of that money did not include any commission to Apple. Fortunately for Apple, ten percent of a trillion dollars is still one hundred billion dollars, which I would also like to have in my bank account. Apple has zero reason to curb spending on games that have been earning millions of dollars every month for years.And despite the popularity of Luck Be A Landlord and Balatro’s massive App Store success, these games will never be as lucrative. They’re one-time purchases, and they don’t have microtransactions. To add insult to injury, like most popular games, Luck Be A Landlord has a lot of clones. And from what I can tell, it doesn’t look like any of them have been made to indicate that their games contain the dreaded “gambling themes” that Google was so worried about in Landlord.In particular, a game called SpinCraft: Roguelike from Sneaky Panda Games raised $6 million in seed funding for “inventing the Luck-Puzzler genre,” which it introduced in 2022, while Luck Be A Landlord went into early access in 2021.It’s free-to-play, has ads and in-app purchases, looks like Fisher Price made a slot machine, and it’s rated E for everyone, with no mention of gambling imagery in its rating. I reached out to the developers to ask if they had also been contacted by the Play Store to disclose that their game has gambling themes, but I haven’t heard back.Borrowing mechanics in games is as old as time, and it’s something I in no way want to imply shouldn’t happen because copyright is the killer of invention — but I think we can all agree that the system is broken.There is no consistency in how games with random chance are treated. We still do not know how to talk about gambling, or gambling themes, and at the end of the day, the results of this are the same: the house always wins.See More:
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  • Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle.
    Marvel Rivals Ultron Battle Matrix Protocol
    Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter.
    In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats.
    In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well.
    It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over.
    While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks.
    For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update.

    Marvel Rivals

    Platform:
    macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X

    Genre:
    Fighting, Shooter

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    #marvel #rivals #new #ultron #battle
    Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle. Marvel Rivals Ultron Battle Matrix Protocol Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter. In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats. In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well. It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over. While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks. For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update. Marvel Rivals Platform: macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre: Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #marvel #rivals #new #ultron #battle
    WWW.VIDEOGAMER.COM
    Marvel Rivals’ new Ultron Battle Matrix Mode is so cool I wish it wasn’t limited-time only
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here A brand-new Marvel Rivals game mode is coming to NetEase’s popular hero shooter just after the game’s massive Season 2.5 update. Focusing on the character of Ultron, this new Battle Matrix Protocol mode is so cool that it’s a shame the developers are making it a limited-time only battle. Marvel Rivals Ultron Battle Matrix Protocol Starting on June 6, 2025, Ultron’s Battle Matrix Protocol is joining Marvel Rivals. This new mode will task players with thinking more than they would during an average Rivals match. Running until June 23, 2025, this new game mode offers a brand-new way to play the hero shooter. In Ultron’s Battle Matrix Protocol, “only the most tactical minds will survive”. Instead of playing a traditional match of third-person shooting, you’ll be engaging in more of an auto-battler mode with each character having their own stats. In order to be better than your opponents, you’ll make use of a per-round currency to buy specific modules to enhance your character with better defence, more health or other bonuses. Depending on the hero, some bonuses make more sense than others, and specific hero power-ups can be grabbed as well. It’s a seriously awesome-looking mode, but it’ll only be playable within the game for a couple of weeks. After the amount of work that must’ve been done to create the mode, it’s a shame that all of that work will be just scrapped after the event is over. While the event goes on, players will be able to earn some exclusive cosmetics for Ultron, including sprays and more. However, the star of the show really is the brand-new game mode that will only be present for a few weeks. For more Rivals coverage here on VideoGamer, read about the brand-new map coming to the game or read about the new “flyer meta” and how you can counter it in the game’s latest update. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley

    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots.
    But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back.
    No. To answer your question, nerds cannot live at the Micro Center store.
    But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away.
    The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way.
    Can you stump the geniuses at the Knowledge Bar at Micro Center?
    Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open.
    There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods.. Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes.
    Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center.
    The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing unitsin stock from Nvidiaand AMD, Ackerman told me. Some of those graphics cards cost as much as Not to be outdone. AMD has a row of GPUs at Micro Center too.
    “There were people waiting to get to the GPUs,” Ackerman said.
    On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO.
    Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center.
    “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman.
    And this Micro Center store has a good locationthat is just a six-minute drive from Apple’s worldwide headquarters anda one-minute walk from the Korean Hair Salon.
    Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store.
    You can buy dyes for liquid-cooled tubes at Micro Center.
    Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades.
    But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code.
    Tech hobbyists can find their love at Micro Center.
    “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot.
    There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had.
    The Mr. Filaments robot inventory system at Micro Center.
    Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast.
    Micro Center has gear to entertain geeks.
    Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days.
    But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.”
    “Even though this store is big, the CEOis really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.”
    Dan Ackerman knows how to install a TV on your wall.
    As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center.
    #micro #center #nerd #store #fills
    Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley
    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots. But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back. No. To answer your question, nerds cannot live at the Micro Center store. But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away. The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way. Can you stump the geniuses at the Knowledge Bar at Micro Center? Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open. There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods.. Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes. Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center. The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing unitsin stock from Nvidiaand AMD, Ackerman told me. Some of those graphics cards cost as much as Not to be outdone. AMD has a row of GPUs at Micro Center too. “There were people waiting to get to the GPUs,” Ackerman said. On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO. Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center. “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman. And this Micro Center store has a good locationthat is just a six-minute drive from Apple’s worldwide headquarters anda one-minute walk from the Korean Hair Salon. Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store. You can buy dyes for liquid-cooled tubes at Micro Center. Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades. But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code. Tech hobbyists can find their love at Micro Center. “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot. There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had. The Mr. Filaments robot inventory system at Micro Center. Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast. Micro Center has gear to entertain geeks. Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days. But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.” “Even though this store is big, the CEOis really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.” Dan Ackerman knows how to install a TV on your wall. As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center. #micro #center #nerd #store #fills
    VENTUREBEAT.COM
    Micro Center nerd store fills the Fry’s vacuum with its return to Silicon Valley
    Silicon Valley nerds have been lonelier since Fry’s Electronics shut down in February 2021 in the midst of the pandemic. The electronics store chain was an embodiment of the valley’s tech roots. But Micro Center, an electronics retailer from Ohio, has opened its 29th store in Santa Clara, California. And so the nerd kingdom has returned. I see this as a big deal, following up on the opening of the Nintendo store — the second in the country after New York — in San Francisco earlier this month. After years of bad economic news, it’s nice to see signs that the Bay Area is coming back. No. To answer your question, nerds cannot live at the Micro Center store. But this isn’t just any store. It’s a symbol — a sign that shows tech still has a physical presence in Silicon Valley, in addition to places like the Buck’s Restaurant, the Denny’s where Nvidia started, the Intel Museum, the Computer History Museum, the California Academy of Sciences and the Tech Museum of Innovation. Other historic hangouts for techies like Walker’s Wagon Wheel, Atari’s headquarters, Lion & Compass — even Circuit City — have long since closed. But hey, we’ve got the Micro Center store, and the Apple spaceship is not that far away. The grand opening week has been going well and I got a tour of the superstore from Dan Ackerman, a veteran tech journalist who is editor-in-chief at Micro Center News. As I walked into the place, Ackerman was finishing a chat with iFixit, a tech repair publication which has its own space for podcasts inside the store. That was unexpected, as I’ve never seen a store embrace social media in such a way. Can you stump the geniuses at the Knowledge Bar at Micro Center? Nearby was the Knowledge Bar, where you can get all your tech questions answered — much like the Genius Bars in Apple Stores. And there were repair tables out in the open. There are a lot of things for tech enthusiasts can like about Micro Center. First, it’s not as sprawling as Fry’s, which had zany themes like ancient Egypt and a weird mix of electronics goods as well as household appliances, cosmetics, magazines and tons of snack foods. (The Egyptian-themed Campbell, California Fry’s store that I drove by often was 156,000 square feet, and now it’s home to a pickleball court complex). Fry’s was a store that stereotyped nerds and Silicon Valley, which also had its own HBO television show that carried on the stereotypes. Nvidia’s latest RTX 50 Series GPUs were in stock at Micro Center. The Micro Center store, by contrast, is smaller at 40,000 square feet and stocked with many more practical nerd items. For the grand opening, this store had the very practical product of more than 4,000 graphics processing units (GPUs) in stock from Nvidia (which just launched its 50 Series GPUs) and AMD, Ackerman told me. Some of those graphics cards cost as much as $4,000. Not to be outdone. AMD has a row of GPUs at Micro Center too. “There were people waiting to get to the GPUs,” Ackerman said. On display was a gold-plated graphics card that was being auctioned off for charity. It was signed by Jensen Huang, Nvidia CEO. Nvidia CEO Jensen Huang signed this GPU being auctioned for charity at Micro Center. “I joke that whoever wins the bid should get a Jensen leather jacket as well,” said Ackerman. And this Micro Center store has a good location (5201 Stevens Creek Boulevard in Santa Clara) that is just a six-minute drive from Apple’s worldwide headquarters and (perhaps better yet) a one-minute walk from the Korean Hair Salon. Micro Center had a previous store in Silicon Valley, near Intel’s headquarters in Santa Clara. But that store close in 2012 because the company couldn’t negotiate better terms with the landlord. For its return to the Bay Area, Micro Center bided its time and came back at a time when many other retail chains were failing. It proves that the once proud region — the birthplace of electronics — still merits its own electronics store. You can buy dyes for liquid-cooled tubes at Micro Center. Sure, we have Target, Best Buy and Walmart selling lots of electronics gear. But there’s nothing like the Akihabara electronics district in Japan, which is full of multi-story electronics stores and gaming arcades. But this store is loaded with today’s modern top gear, like AI PCs, Ubiquity home networking gear, and dyes for multi-colored water-cooling systems. Vendors like Razer and Logitech had their own sections. Ackerman was pleased to show me the USB-C to USB-A adapter in stock, among many obscure items. And he showed me the inventory machine that could rotate its stock of 3D-printing filaments and give you the exact SKU that you scanned with a bar code. Tech hobbyists can find their love at Micro Center. “That’s super fun. I call it Mr. Filaments,” Ackerman said of the inventory robot. There’s a section for hobbyists who like single-board computing and DIY projects. There’s a set of video, audio and digital content creation tools for content creators. All told, there are more than 20,000 products and over 100 tech experts who can help. It even has the numbered cashier locations where you can check out — the same kind of checkout stands that Fry’s had. The Mr. Filaments robot inventory system at Micro Center. Customers can receive authorized computer service for brands like Apple, Dell, and HP, benefiting from same-day diagnostics and repairs, thanks to over 3,000 parts on hand through partnerships with leading OEMs. I only wish it had a help desk for Comcast. Micro Center has gear to entertain geeks. Micro Center started in 1979 in Columbus, Ohio. It’s a surprise there aren’t more nerd stores, given how ubiquitous tech is around the world these days. But Ackerman said, “These guys are really doing it right, picking and choosing, finding the right cities, finding the right locations. That’s why Charlotte is great. Miami is a big tech hub, especially for health tech. And we’re literally five minutes away from Apple headquarters and plenty of other places. People from HP and Nvidia and other companies are coming in today to hang out.” “Even though this store is big, the CEO (Richard Mershad) is really into curation, making sure it’s the right mix of stuff. He’s making sure it doesn’t go too far afield. So you’re not going to come in here and find, you know, hair dryers or lawncare equipment,” Ackerman said. “You’re going to find computer and home entertainment stuff, and DIY gear. There are components, just like in a Radio Shack, that hobbyists care about.” Dan Ackerman knows how to install a TV on your wall. As for the Micro Center News, Ackerman told me he has around 10 regular contributors and 20 more freelancers writing gadget reviews and other stories about tech gear. It is a kind of refuge for that vanishing breed of professional tech journalists. No wonder I was so nostalgic visiting Micro Center.
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  • Marvel Rivals Rewards Players with a Free Skin, But There’s a Twist

    Marvel Rivals is handing out a new Emma Frost skin, but players will have to wait a long time to claim it. This fast-growing team-based shooter gives fans control of popular Marvel characters - from well-known heroes and villains to some of the more unexpected names in the universe. One of the biggest draws of Marvel Rivals is its range of unlockable cosmetics, which let players customize their favorite characters to better fit their preferences.
    #marvel #rivals #rewards #players #with
    Marvel Rivals Rewards Players with a Free Skin, But There’s a Twist
    Marvel Rivals is handing out a new Emma Frost skin, but players will have to wait a long time to claim it. This fast-growing team-based shooter gives fans control of popular Marvel characters - from well-known heroes and villains to some of the more unexpected names in the universe. One of the biggest draws of Marvel Rivals is its range of unlockable cosmetics, which let players customize their favorite characters to better fit their preferences. #marvel #rivals #rewards #players #with
    GAMERANT.COM
    Marvel Rivals Rewards Players with a Free Skin, But There’s a Twist
    Marvel Rivals is handing out a new Emma Frost skin, but players will have to wait a long time to claim it. This fast-growing team-based shooter gives fans control of popular Marvel characters - from well-known heroes and villains to some of the more unexpected names in the universe. One of the biggest draws of Marvel Rivals is its range of unlockable cosmetics, which let players customize their favorite characters to better fit their preferences.
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  • PSA: You can still get the free Emma Frost skin in Marvel Rivals

    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here

    Marvel Rivals continues to add new content with the bright Season 2 and mid-season 2.5 updates, which were released on April 11, 2025, and May 30, respectively. These updates have included a bunch of free cosmetics, rewarding loyal players with attractive skins for fan-favorite heroes.
    Season 2, centered around the Hellfire Gala, began with the introduction of Emma Frost, as well as a new map and the Cerebro Database event. Players can obtain free skins such as Scarlet Witch’s Chaos Gown by playing nine matches and Mantis’ Flora Maiden by completing event challenges. The battle pass also includes free rewards such as Magik’s Retro X-Uniform and Iron Fist’s Immortal Weapon of Agamotto, which are obtained via Chrono Tokens without purchasing the premium tier.
    Now Season 2.5 raises the bar with new Twitch Drops, and allows fans to unlock a special Emma Frost skin, emote, spray, and nameplate by watching streams for up to four hours. In addition to this, a glorious Golden Ultron skin awaits players who achieve Gold Rank in competitive play. But what about the Season 2 ranked skin? Turns out you can still claim it, and here’s how.
    Emma Frost’s Golden Diamond skin is still available to unlock in Marvel Rivals Season 2.5
    The Golden Diamond skin in Marvel Rivals was introduced in Season 2, where players who reached Gold Tier III rank were able to automatically claim it as soon as the new Season 2.5 update dropped. However, those who missed out on unlocking the skin in Season 2 still stand a chance to unlock it during the mid-season update.
    You can still earn Emma Frost’s ranked costume for free in Season 2.5. Image by VideoGamer.
    To obtain the skin, players must achieve Gold III rank in Competitive mode and play at least ten competitive matches. This exclusive skin, inspired by the Hellfire Gala event, is a ranked prize that cannot be gained through any other methods, including the Battle Pass or in-game purchases.
    Focus on winning matches to advance from Bronze to Gold III. Each win earns rank points, but losses reduce them, therefore, continuous success is essential. You can use the Chrono Shield Cards until Gold rank to help you stay there and avoid demotion.
    The skin is still available in Season 2.5, alongside a Golden Ultron skin, providing more opportunities to unlock it. Check your progress in the ranking menu regularly to guarantee you’re on track to reach Gold III.

    Marvel Rivals

    Platform:
    macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X

    Genre:
    Fighting, Shooter

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    By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime.

    Share
    #psa #you #can #still #get
    PSA: You can still get the free Emma Frost skin in Marvel Rivals
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Marvel Rivals continues to add new content with the bright Season 2 and mid-season 2.5 updates, which were released on April 11, 2025, and May 30, respectively. These updates have included a bunch of free cosmetics, rewarding loyal players with attractive skins for fan-favorite heroes. Season 2, centered around the Hellfire Gala, began with the introduction of Emma Frost, as well as a new map and the Cerebro Database event. Players can obtain free skins such as Scarlet Witch’s Chaos Gown by playing nine matches and Mantis’ Flora Maiden by completing event challenges. The battle pass also includes free rewards such as Magik’s Retro X-Uniform and Iron Fist’s Immortal Weapon of Agamotto, which are obtained via Chrono Tokens without purchasing the premium tier. Now Season 2.5 raises the bar with new Twitch Drops, and allows fans to unlock a special Emma Frost skin, emote, spray, and nameplate by watching streams for up to four hours. In addition to this, a glorious Golden Ultron skin awaits players who achieve Gold Rank in competitive play. But what about the Season 2 ranked skin? Turns out you can still claim it, and here’s how. Emma Frost’s Golden Diamond skin is still available to unlock in Marvel Rivals Season 2.5 The Golden Diamond skin in Marvel Rivals was introduced in Season 2, where players who reached Gold Tier III rank were able to automatically claim it as soon as the new Season 2.5 update dropped. However, those who missed out on unlocking the skin in Season 2 still stand a chance to unlock it during the mid-season update. You can still earn Emma Frost’s ranked costume for free in Season 2.5. Image by VideoGamer. To obtain the skin, players must achieve Gold III rank in Competitive mode and play at least ten competitive matches. This exclusive skin, inspired by the Hellfire Gala event, is a ranked prize that cannot be gained through any other methods, including the Battle Pass or in-game purchases. Focus on winning matches to advance from Bronze to Gold III. Each win earns rank points, but losses reduce them, therefore, continuous success is essential. You can use the Chrono Shield Cards until Gold rank to help you stay there and avoid demotion. The skin is still available in Season 2.5, alongside a Golden Ultron skin, providing more opportunities to unlock it. Check your progress in the ranking menu regularly to guarantee you’re on track to reach Gold III. Marvel Rivals Platform: macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre: Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share #psa #you #can #still #get
    WWW.VIDEOGAMER.COM
    PSA: You can still get the free Emma Frost skin in Marvel Rivals
    You can trust VideoGamer. Our team of gaming experts spend hours testing and reviewing the latest games, to ensure you're reading the most comprehensive guide possible. Rest assured, all imagery and advice is unique and original. Check out how we test and review games here Marvel Rivals continues to add new content with the bright Season 2 and mid-season 2.5 updates, which were released on April 11, 2025, and May 30, respectively. These updates have included a bunch of free cosmetics, rewarding loyal players with attractive skins for fan-favorite heroes. Season 2, centered around the Hellfire Gala, began with the introduction of Emma Frost, as well as a new map and the Cerebro Database event. Players can obtain free skins such as Scarlet Witch’s Chaos Gown by playing nine matches and Mantis’ Flora Maiden by completing event challenges. The battle pass also includes free rewards such as Magik’s Retro X-Uniform and Iron Fist’s Immortal Weapon of Agamotto, which are obtained via Chrono Tokens without purchasing the premium tier. Now Season 2.5 raises the bar with new Twitch Drops, and allows fans to unlock a special Emma Frost skin, emote, spray, and nameplate by watching streams for up to four hours. In addition to this, a glorious Golden Ultron skin awaits players who achieve Gold Rank in competitive play. But what about the Season 2 ranked skin? Turns out you can still claim it, and here’s how. Emma Frost’s Golden Diamond skin is still available to unlock in Marvel Rivals Season 2.5 The Golden Diamond skin in Marvel Rivals was introduced in Season 2, where players who reached Gold Tier III rank were able to automatically claim it as soon as the new Season 2.5 update dropped. However, those who missed out on unlocking the skin in Season 2 still stand a chance to unlock it during the mid-season update. You can still earn Emma Frost’s ranked costume for free in Season 2.5. Image by VideoGamer. To obtain the skin, players must achieve Gold III rank in Competitive mode and play at least ten competitive matches. This exclusive skin, inspired by the Hellfire Gala event, is a ranked prize that cannot be gained through any other methods, including the Battle Pass or in-game purchases. Focus on winning matches to advance from Bronze to Gold III. Each win earns rank points, but losses reduce them, therefore, continuous success is essential. You can use the Chrono Shield Cards until Gold rank to help you stay there and avoid demotion. The skin is still available in Season 2.5, alongside a Golden Ultron skin, providing more opportunities to unlock it. Check your progress in the ranking menu regularly to guarantee you’re on track to reach Gold III. Marvel Rivals Platform(s): macOS, PC, PlayStation 5, Xbox Series S, Xbox Series X Genre(s): Fighting, Shooter Subscribe to our newsletters! By subscribing, you agree to our Privacy Policy and may receive occasional deal communications; you can unsubscribe anytime. Share
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  • Remedy's surreal take on co-op with FBC: Firebreak

    Remedy's surreal take on co-op with FBC: Firebreak
    Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players

    Image credit: Remedy Entertainment

    Feature

    by Sophie McEvoy
    Staff Writer

    Published on May 29, 2025

    Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself.
    Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter.
    But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click.

    Mike Kayatta, Remedy

    Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world.
    Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control.
    Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation.
    Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place.
    Maintaining a balance
    Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak.
    As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles.
    "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes.
    "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience."
    Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe– which links the Control and Alan Wake franchises together.
    "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak."
    By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them.

    Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages.
    "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers.
    "When we look at what's different, it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision."
    Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun."
    Overcoming development obstacles
    Remedy also had to contend with approaching the game from a different perspective during the development process.
    Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception."
    "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly."
    This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too.
    "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs.
    "Honestly, it's beenevery single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception.
    "Then, creatively, a lot has been shifting the mindset of what's the most valuableto players and learning to let go of the control you have over players when making a single-player experience."

    Image credit: Remedy Entertainment

    Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given.
    As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point.
    "Every single game released is a miracle and Firebreak is no exception"
    These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members.
    Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session.
    The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies.
    For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava.
    Experimentation is key
    Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping."
    "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game'is about getting your power up and upgrading what you like to use."
    Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work.
    "doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone."
    Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time.
    "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruptionto meet their capabilities."
    Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours.
    Remedy's approach to microtransactions
    There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'.
    Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them.
    "We tried to think of ourselves as gamers and what we would want out of a game"
    When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players.
    "is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game.
    "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things."
    Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?"
    The future of Firebreak
    With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026.
    "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least.
    "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense."
    "We're a small team with limited resources. We're trying to be super careful about where we put our attention"
    Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on.
    "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention."
    As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future?
    "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'."
    #remedy039s #surreal #take #coop #with
    Remedy's surreal take on co-op with FBC: Firebreak
    Remedy's surreal take on co-op with FBC: Firebreak Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players Image credit: Remedy Entertainment Feature by Sophie McEvoy Staff Writer Published on May 29, 2025 Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself. Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter. But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click. Mike Kayatta, Remedy Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world. Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control. Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation. Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place. Maintaining a balance Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak. As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles. "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes. "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience." Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe– which links the Control and Alan Wake franchises together. "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak." By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them. Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages. "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers. "When we look at what's different, it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision." Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun." Overcoming development obstacles Remedy also had to contend with approaching the game from a different perspective during the development process. Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception." "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly." This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too. "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs. "Honestly, it's beenevery single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception. "Then, creatively, a lot has been shifting the mindset of what's the most valuableto players and learning to let go of the control you have over players when making a single-player experience." Image credit: Remedy Entertainment Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given. As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point. "Every single game released is a miracle and Firebreak is no exception" These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members. Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session. The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies. For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava. Experimentation is key Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping." "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game'is about getting your power up and upgrading what you like to use." Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work. "doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone." Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time. "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruptionto meet their capabilities." Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours. Remedy's approach to microtransactions There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'. Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them. "We tried to think of ourselves as gamers and what we would want out of a game" When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players. "is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game. "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things." Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?" The future of Firebreak With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026. "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least. "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense." "We're a small team with limited resources. We're trying to be super careful about where we put our attention" Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on. "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention." As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future? "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'." #remedy039s #surreal #take #coop #with
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    Remedy's surreal take on co-op with FBC: Firebreak
    Remedy's surreal take on co-op with FBC: Firebreak Game director Mike Kayatta discusses Remedy's approach to multiplayer titles, and how it balances appealing to fans and appeasing casual co-op players Image credit: Remedy Entertainment Feature by Sophie McEvoy Staff Writer Published on May 29, 2025 Much like Remedy's narrative-driven single-player games, FBC: Firebreak is a step into the unknown. Not for the player, but for the developer itself. Firebreak not only marks the first time that Remedy has developed a multiplayer game, but it's also the developer's first foray into a first-person shooter. But a project focused on session-based gameplay runs the risk of alienating fans of Remedy's lore-heavy third-person games, while potentially dissuading casual players from checking out its impressive back catalogue if the game doesn't click. Mike Kayatta, Remedy Following a hands-on preview of the game, GamesIndustry.biz spoke to Firebreak's game director, Mike Kayatta, to discuss Remedy's approach to developing its first co-op FPS title. He also explained how the studio balanced appeasing longtime Remedy fans while attracting seasoned co-op players unfamiliar with Firebreak's surreal world. Firebreak is a spin-off of 2019's Control, which follows Jesse Faden – the director of a secretive government agency known as the Federal Bureau of Control (FBC). Its headquarters, known as the Oldest House, is a shifting, paranatural building that holds all sorts of otherworldly entities contained by the organisation. Control sees the Oldest House under lockdown following the invasion of a hostile force known as the Hiss. Firebreak takes place six years after the events of Control, and the lockdown is still in place. Maintaining a balance Right off the bat, there's a hurdle of not overloading players new to Remedy with so much lore that they'll feel like they need to play Control to play Firebreak. As Kattaya explains, the studio prioritised not overwhelming those unfamiliar with its universe and appeasing fans that will be on the lookout for connections to other Remedy titles. "We set the game during a lockdown, which creates a narrative bubble for the FBC that also helps us create a bubble around the world itself," Kayatta notes. "So, if you know Control, then you might be interested in seeing what was going on in the Oldest House six years after the first game. And if you don't know Control, then you can step right into this moment and get a contained experience." Firebreak may be a spin-off, but Kayatta affirms it is firmly set within Remedy's connected universe (RCU) – which links the Control and Alan Wake franchises together. "Of course, we are set firmly within the RCU timeline and canon, so there are connections," he explains. "But we're very focused on protecting Control players who might not want to switch genres to get the 'whole story', and protecting co-op players who might not want to fire up an old game to get the full experience out of Firebreak." By maintaining this balance, Remedy has made a game that potentially encourages fans to step out of their comfort zone while also enticing less familiar players to dive into Remedy's back catalogue if the world intrigues them. Internally, Remedy also faced the task of producing a game in a genre it's not developed for before. Still, it has over two decades of experience in developing narrative-driven, immersive single-player titles, which offered the studio some advantages. "Even though games like Alan Wake and Control aren't all that similar to Firebreak in terms of genre and gameplay, they do all share a focus on immersive worlds and impactful narrative space," Kayatta says. "That sort of thing comes through lighting, audio, world design, and more somewhat direct crossovers. "When we look at what's different [about Firebreak], it's the perspective, the social nature of the game, and driving gameplay through systems. It's a combination of previous work experience outside of Remedy, personal experience as gamers or solo projects, and transference of other practical design skills into a new vision." Kayatta continues: "We do have a lot to learn and definitely face the task and players with a lot of humility, but there wasn't really a point where we felt like we didn't know how to go about something fun." Overcoming development obstacles Remedy also had to contend with approaching the game from a different perspective during the development process. Kayatta says the making of Firebreak differed in "so many ways" compared to Alan Wake 2 or Control, but that overall, every Remedy game release "is a miracle and Firebreak is no exception." "Even things as simple as playing the game suddenly takes three times the number of people," he emphasises. "Lots of typical production processes remain the same, but the rest has been a lot of adaptation and learning on the fly." This included playtests. Remedy has conducted a lot during Firebreak's development, even as recently as a couple weeks ago to test various game mechanics and matchmaking. The game is constantly changing – I'll have a totally different experience playing with friends post-release than I did during my playtest, and the devs were busy polishing things then, too. "Sometimes making games feels like nothing but overcoming obstacles," Kayatta laughs. "Honestly, it's been [like that] every single day. Sometimes it's about absorbing the pain, learning lessons, and pushing through to the next milestone. Other times, it's about seeking help from experts across the studio. Every single game released is a miracle and Firebreak is no exception. "Then, creatively, a lot has been shifting the mindset of what's the most valuable [aspects] to players and learning to let go of the control you have over players when making a single-player experience." Image credit: Remedy Entertainment Unlike Alan Wake 2 and Control, Remedy aren't guiding players through narrative cues. There are suggestions and hints of what needs to be done in a given situation, but players are given much more agency and control over how they approach obstacles with the arsenal they're given. As for the FPS aspect – there are plenty of guns to fire in Firebreak, but it's the 'crisis kits' that are the focal point. "Every single game released is a miracle and Firebreak is no exception" These three loadouts are tailored to a specific skill – one is electricity-focused for field control, another is impact-focused for problem solving, and one is water-focused for manipulating conditions like controlling flames and cooling down team members. Players aren't limited to what they use, either. All three players in a session can use the same kit, or they can plan who will use which kit to maximise the effects of teamwork during a session. The kits are also where Remedy's kookiness shines. Each kit has a tool related to its theme, whether that's a massive wrench or a hydro-cannon. Paranatural items known as 'Altered Augments' can be attached to these weapons, which provide bizarre – and at times chaotic – effects to give players the upper hand against enemies. For example, a paranatural teapot can be attached to the hydro cannon to super heat water globules into molten lava. Experimentation is key Giving players a varied loadout of guns and tools enabled Remedy to make Firebreak something newcomers to the FPS co-op genre could enjoy. This was achieved by providing the ability to adjust components to meet players needs and a progression system that doesn't focus on "power ramping." "Like most games, we front load a lot of the extremely impactful long-term progress, such as unlocking critical gear and abilities," Kayatta says. "And the 'mid-game' (if you want to call it that) is about getting your power up and upgrading what you like to use." Kayatta also clarifies they didn't want newer players to be locked out of the experience when playing with those who are familiar with how multiplayer FPS games work. "[Firebreak] doesn't dwell too long in the 'power ramping' phase and quickly shifts into promoting experimentation and forming playstyles," Kayatta notes. "We've also added things like the resonance system which can let players with access to strong builds actually share those abilities to anyone (so long as they stay close)." Speaking of progress, Kayatta notes that Remedy made it a priority for Firebreak to "feel like a fair experience for everyone" – whether you're playing for long or short periods of time. "For this, we made sure that the longer-term progression focuses more on unlocking options rather than raw power," he explains. "That players can create their own end-game challenges by adjusting threat, clearance, and corruption [levels] to meet their capabilities." Threat, clearance, and corruption control the difficulty of a job, with rewards scaling up accordingly based on the level of challenge. These aspects also enhance replayability – particularly corruption, which enables 'corrupted items' that modify the environment and enemy behaviours. Remedy's approach to microtransactions There's also a perk system that provides unique gameplay effects, which are achieved by levelling up or using in-game currency known as 'lost assets'. Players can also use in-game currency to purchase 'requisitions' – cosmetic items including armor sets, sprays, and weapon skins that have no effect on gameplay. Some requisitions are 'classified' meaning that players will need to spend real-money to unlock them. "We tried to think of ourselves as gamers and what we would want out of a game" When asked why Remedy went down the route of locking only cosmetics behind a paywall as opposed to a pay-to-win system like some other multiplayer titles, Kayatta says the team thought of what they would want out of Firebreak as players. "[This approach] is not a direct response to any particular mechanic or game, but it is different from many that you see in the multiplayer space," Kayatta explains. "Mostly, we tried to think of ourselves as gamers and what we would want out of a game. "Maybe it's a bit of a nostalgia, old man, 'kids-these-days' sort of thing to say, but dang. I miss games like Left 4 Dead 2 where you could just buy the game and play it when you feel like playing it. It felt easier to get friends on board and easier to kick back and enjoy things." Kayatta continued: "I don't like the stigma that comes with multiplayers today. I don't like how guarded I feel when I hear something is going to be supported after release. Support after release should be an awesome, exciting thing. So why, so often, does it make me feel worried somehow?" The future of Firebreak With that in mind, Remedy has implemented a solid roadmap to support Firebreak post-release. It launches with five jobs, with two additional jobs planned for this year and more to come in 2026. "It's always hard to predict the future, especially before we've released the game and gotten the chance to hear from players," says Kayatta. "We know we are going to support the game, we know we want to make it bigger this year, at least. "And going into next year, we want to know what's going to add value for players and do that. Is it more jobs? Could be, in which case that will be the plan. Is it something else? Let's see and then try to do that if it makes sense." "We're a small team with limited resources. We're trying to be super careful about where we put our attention" Remedy is steadfast on putting the players' needs first. All post-launch content will be free, and will be catered to what fans want out of the game they're spending their money and time on. "Ultimately, we're a small team with limited resources," he adds. "We're trying to be super careful about where we put our attention." As for the future of co-op games at Remedy, Firebreak sets a precedent for potential games set around its other franchises. So has the experience of developing Firebreak inspired the devs for similar games in the future? "Oh boy," Kayatta laughs. "The only future on my mind right now is getting Firebreak to players on June 17, then supporting them as best I can. As for anything else, to quote the wise Magic 8-Ball: 'Ask again later'."
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