I mean fallout certainly has the world and stories to be turned into a series of movies or a tv show. I just hope they don’t focus too much on the woke aspect and actually take advantage of the source material and storytelling
I’m against producers hamfisting woke ideals into content, like if the whole series was just shallow men=evil, women=strong, or every single character is non binary and points are constantly being made about it and things like that.
When it feels more like a circle jerk than just realities of the story, going out of its way to basically virtue signal removing focus from the actual interesting stories
Just finished watching these matches, and as someone who’s played a good amount of SSB64, that was INCREDIBLE. Such top notch playing from start to finish. Thanks for sharing this.
I like Quill18 as a non-hypey gamer who plays a nice array of games. He’s mostly into stategic sims, but ventures out to other game types every now and than. He has a solid understanding of the games he plays, yet he doesn’t cheese it.
Robbaz - He is a Swedish guy I have watched for a very long time now. He has the ability of turning what could be mundane games to watch, into wild and crazy stories. Highlight series he’s done are Skyrim, Kerbal Space Program, and The Sims.
He posts a lot less than he used to on YouTube, but they’re great everytime he does.
Pre-warning - His videos contain a lot of dark humour, so may not be for everyone.
Dunkey, Let's Game It Out, NakeyJakey, Digital Foundry, and Gameranx are the ones I watch most regularly.
The Architect of Games and Razbuten are fun ones if you like video essays, and Keenengraz is great for finding lots of insane free games to play. ThatGuyGlen has some cool, short docu-style videos on the making of indie games that are really well done.
I'm sure I'm forgetting plenty, but those are some of my favorites, for sure.
Discovered him around the time XCOM2 got released, because I was looking for someone to learn a trick or two from. Learned a lot from how he plays tactical games, but stayed for his calm and down to earth way (I absolutely can’t stand that hyper, over-the-top crap that a ton of Let’s Players do). Have also discovered the one or other gem through his videos.
Can only recommend!
Oh, and I also watch a ton of stuff on game design due to an interest into game development and recently did a blog post on my favourites there. To quickly summarise that: The Architect of Games, Design Doc, Game Maker’s Toolkit, GDC, Noclip, Razbuten
I played it and liked it for it’s Arcade-like charm.
Plays like a Dead Space or RE4 style over shoulder shooter but with dashes, limited use weapon drops, and hacking!
Hacking while fighting feels great and tense. It also is your primary way to activate terminals, lifts, or otherwise. So there’s less disconnect between hacking in combat and hacking in exploration.
Not for me though, since it doesn’t have an option for fixed camera gameplay, and I will assume it still tries to be an action movie like RE has been since RE2.
In this interview, Koshi Nakanishi (Director) and Masato Kumazawa (Producer) discuss Resident Evil Requiem, detailing its protagonist, setting, and gameplay (0:16).
Here’s a breakdown of the key information:
• Protagonist and Story Start (0:42): The game introduces Grace, a new, vulnerable protagonist who is kidnapped and finds herself pursued by a monstrous creature. The initial demo at Gamescom emphasizes a strong horror focus. Grace starts helpless but will grow more capable and find weapons as the game progresses (4:19).
• Setting - Return to Raccoon City (2:12): While not directly continuing from Resident Evil Village, Requiem returns to the mainline story and Raccoon City. The developers reimagined the city in ruins, aiming for believability in its devastation while keeping iconic locations recognizable, such as the RPD gate, to evoke a sense of tragedy (2:52).
• Gameplay Evolution and Horror Focus (6:00):
• Requiem shifts back to a more “old-school” Resident Evil style, similar to Resident Evil 7 and the Resident Evil 2 remake, focusing on exploration, backtracking, combat, puzzle-solving, and resource management (6:12).
• The game features a dynamic pacing curve between tense horror sequences and moments of release (6:57). A new system aims to make the “wavelength” between tension and release bigger than ever, creating a rollercoaster experience (7:16).
• First-Person and Third-Person Perspectives (7:42):
• A significant new feature is the ability to switch between first-person and third-person perspectives. This decision was made to cater to a wider variety of players who prefer different viewpoints from recent Resident Evil titles (7:53).
• The developers acknowledged that first-person in Resident Evil 7 might have been “too scary” for some players, and the third-person option in Requiem offers a slightly less immersive, and therefore potentially easier to handle, horror experience (8:25).
• Implementing both perspectives presented design challenges, requiring specific tweaks and animations for each to ensure an optimal experience and convey emotions effectively (9:15).
• Release Information (10:26): Resident Evil Requiem is set to release on February 27, 2026, for PlayStation 5, Xbox Series X|S, and Steam.
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