0°
honor magic 8 pro
- Μάρκα
- Honor
- Μοντέλο
- Magic 8 Pro
- Ενημερώθηκε
- 8 months ago
Από την κοινότητα · 6
Σχετικές προσφορές
0°
0°
0°
0°
0°
Τεχνολογία
Blackview Active 12 Pro 5G: Ανθεκτικό Tablet με Projector, 30000mAh, 108MP κάμερα! Από 749,00€ στο Geekbuying
749,00 €
0°
Τεχνολογία
Ninkear N16 Pro Laptop: i7-12700H, 16GB/1TB, 120Hz οθόνη! Στα 619€ από Geekbuying!
619,00 €Καταστήματα
Πού να το αγοράσεις
Άνοιξε το κατάστημα για να δεις την τρέχουσα τιμή.
AliExpress · 5
Από το εξωτερικό
Παγκόσμιες αποστολές, μεγαλύτεροι χρόνοι παράδοσης.
Silicone Soft Case For Honor Magic8 Magic7 Magic6 Magic5 Magic 8 7 6 5 4 Pro Lite Clear Shell TPU Ultra Thin Shockproof Cover
2.94EUR
2PCS Privacy Hydrogel Film For Honor Magic8 Magic8 Lite Magic8 Pro Anti Spy Screen Protector For Honor Magic8 Pro Air Magic7 HD
3.57EUR
Magnetic Phone Case For Honor 200 100 90 70 Pro Magic 7 8 6 Pro INS Fashion Stripe Pattern 2 in 1 Film Shell Shockproof Cover
4.28EUR
Retro Record Player Music Disc Pattern Phone Case for Huawei Honor 200 100 PRO 400 90 Lite Magic 8 7 6 5 Pro X8 X7 5G Soft Cover
4.57EUR
Affordable Luxury Premium PU Lambskin Sliver White Black Phone Case For Huawei Honor Magic8 Magic 8 Pro 8Pro Back Cover
4.77EUR
YouTube · 3
Video κριτικές
Web · 5
Άρθρα και κριτικές
TikTok
Σύντομες απόψεις
Κοινότητες
Συζητήσεις
Lemmy
Developer interview: my Q&A with the team behind RetroDECK
In case you missed it from my last gaming news round-up post, I’m conducting interviews (*perhaps Q&A’s is a more apt term though*) with my friends. These will be with the individuals and teams behind the programs you might use on the Steam Deck, but also in the Linux, gaming, YouTube and other similar ‘scenes’. Coming up I'll be chatting to AA from Decky Loader, imLinguin from Heroic Games Launcher, Eben who makes Junk Store, some YouTubers whose content is Linux and Steam Deck-based, and far more. *But*, one warning: I’m *not* a professional, nor are these meant to be very hard hitting. I just like the idea of people getting to know those who are behind the programs they’re used to using. They rarely get any spotlight – they’re sometimes just a faceless username behind a project, and I feel like they deserve attention for what they give to us. I was lucky that my friends behind RetroDECK were more than happy to agree to this first one, so – let’s go! ------------------------------------------------------------------ # What is RetroDECK?  RetroDECK is *my* choice for retro gaming on the Steam Deck. It's an all-in-one retro gaming platform designed specifically for the Steam Deck and Linux desktops. It integrates so many emulators, systems, and game engines into a single application, providing a seamless retro gaming experience without the need for extensive configuration. Their design philosophy is that everything must be included inside the application itself. *Key Features:* * **Flathub Distribution:** As a Flatpak application on Flathub, RetroDECK is sandboxed: Ensuring system stability, that all the files are contained, and it updates easy through standard Linux package managers. It is easy to install and also easy to remove if you want to. * **Pre-configured Emulators:** RetroDECK comes with emulators for systems like NES, SNES, Game Boy, PlayStation, PS2, Wii and many more. * **Pre-configured Game Engines:** RetroDECK comes with support for game engines like Solarus, GZDoom, IkemanGO / M.U.G.E.N, and Pico-8. Its GZDoom integration also has a custom .doom format for easy mod loading and management. Simply populate the mod load order, save it as a .doom file, and go kill some demons (there is a guide on the wiki). * **Pre-configured Systems:** RetroDECK's front-end is ES-DE, and they have collaborated since the beginning of both projects. ES-DE can automatically download game artwork, descriptions, and metadata, enhancing the visual appeal of your game library. RetroDECK has recently added built-in SRM, allowing you to have games as separate entities with artwork by simply favoriting your games in ES-DE and enabling SRM via the Configurator. RetroDECK also worked together with the PortMaster Team to integrate PortMaster (a system to handle various game ports) into RetroDECK. * **RetroDECK Configurator:** The RetroDECK Configurator, accessible from the ES-DE main menu, allows you to change and configure settings across many systems from one interface. It’s a ”multi-tool” that offers several ”tools” for: Compressing games, File management, BIOS Checker, Multi-File Structure Checker, Partial or full reset of functions, RetroAchievements Multi Login, Borders, Widescreen Mode, Swaping A/B X/Y and much more. * **Steam Input Controller Layouts:** It includes tailored controller configurations for the Steam Deck and Linux Desktop via Steam Input, ensuring an intuitive gaming experience. Their radial dial is a literal game changer for me (turning your left-side trackpad into a hub of options while you game). * **All the standard stuff:** Standard features like save states, fast-forwarding, shaders, mods, and cheat support are built-in for a customizable gaming experience. Finding these folders on a regular setup can sometimes be difficult, but RetroDECK exposes them all under the main retrodeck folder. RetroDECK offers a user-friendly alternative to other emulation solutions like EmuDeck and Batocera, focusing on simplicity and integration within the SteamOS environment, while still giving ‘power users’ all the options they could ever want to tweak *everything*. You can also find the entire run-down of what it is, and what it can do on their website (I’ll also include some other links at the very end of this post)  So without any more nonsense from me, let’s get to this Q&A! ------------------------------------------------------------------ # **The Team Behind RetroDECK**  ------------------------------------------------------------------ # *1. So who is the team behind RetroDECK? Introduce yourselves!* **The Team consists of five people and a build-bot / Mascot called Rekku. Not everyone is a part of this interview.** ***Xargon:*** Pleased to meet you, I am Xargon, founder of the project. I am a father, a gamer, and a FOSS and Linux lover. I am actively maintaining the project, the code, and the automation alongside the rest of the team and our internal mascot, Rekku the Genie (the build-bot). ***Lazorne:*** Hello, I’m Lazorne. I’m also an ageing father, FOSS enthusiast, passionate gamer, and collector of technical doodads and game consoles. I handle various aspects of the project, including community management, project and issue management, outreach, Steam Input, system configurations, user feedback, and the entire wiki. ------------------------------------------------------------------ # *2. What inspired you to create RetroDECK, and how did the project come together initially?* ***Xargon:*** Back then, I was contributing to 351ELEC, now AmberELEC, after the founding member Fewt moved on to his new project. Me and Cebion did our best to keep it alive, and eventually, the project flourished again.  Everything started when the Steam Deck was announced. I preordered it, but due to server overload, I could only enter the second batch, so my Steam Deck would be shipped around March. I closely followed the Steam Deck news and subreddits. I thought the Steam Deck would be a GREAT retro gaming device. I did some research, and there was nothing that could make emulation easy on the Steam Deck back then. As a fully featured PC, I believed that configuring multiple emulators, game engines and systems would be difficult in the handheld format unless docked with a mouse and keyboard. Unlike the tiny retro handhelds I where used to work on. My new vision was that I wanted to contain all the “custom firmware” (emulators, engines and systems) inside one application. As I thought this would be a better approach than rebooting every time to access the “Emulation OS”. I first reached out to the Batocera Team to understand if they were interested in making something with this device, but at that time, they had no plans for it, nor to repack Batocera “application” of sorts. I decided to use a spin-off of 351ELEC to do the job. I proposed my idea to the AmberELEC Team. Did a POC of “RetroDECK”, initially called “351EDECK”, but the team's reply was that they thought it was off scope. So, I started to work on it as an independent project. Cebion also later started to help out with PortMaster (where he still is ❤️). ------------------------------------------------------------------ # *3. Is there **one** particular aspect of the RetroDECK project you are most proud of or that resonates with you the most personally?* ***Xargon:*** I would say the automation and the framework, but this might not be very understandable to most users out there. Another thing that I am proud of is when you open RetroDECK: after a brief loading, everything is inside there. I feel like I am in this pocket dimension with all my old or non-PC games that just work. No tweaking is needed; it is just as it is. ***Lazorne:*** In addition to the technical aspects of the application itself, I’m personally very proud of the community and philosophy we built around this little project. That we adhered to certain moral guidelines and design principles. The team has a very humane approach to the project and the community at large. We strive to be as transparent as possible, although sometimes we hold things back to create a big surprise later. There are no premium subscription tiers to access developers or other money-gathering schemes. Everyone can join Discord, Revolt, or Matrix and talk to us. It’s a very flat and open organization by design, and we want it to remain that way. ------------------------------------------------------------------ # *4. How can the community help? I like to think of it as ‘honorary team members’ – for example, do you ever take a suggestion from the community of users and then implement it into RetroDECK? Do you require testers?* ***Xargon:*** The scope of the project is so vast that we are always in need of more contributors and testers. We actively engage with the community, listen, and work together. We implement what we believe are good ideas or contributions. I appreciate the community that has formed around RetroDECK. ***Lazorne:*** As I mentioned earlier, our organization is very flat. Sometimes a new person drops in suggests a minor change, and we evaluate it. If we think it is a good idea, we create an issue to implement it later. We have community tester roles and a community tinker team to facilitate more community engagement in both testing and tinkering. It is always hard to find testers for unstable cooker releases; they like us are volunteers that are putting their free time into it. ------------------------------------------------------------------ # *5. Are there any notable challenges you’ve faced as a team while working on RetroDECK? Maybe challenges in building (or maintaining) Retro, or perhaps in the emulation scene as a whole?* ***Xargon:*** Yes, that happens from time to time, but I remember the first time: RetroDECK was so huge to be built as a flatpak that the free runners of GitHub weren’t enough. Not having any funds to pay for a build server, I thought I had hit a dead end. But as you can see, here we are. ***Lazorne:*** The technical challenges are numerous, as what we are doing is quite unusual and I’m sure not something others had in mind. We are putting apps inside an app, to run them via an app to create an app (Yo Dawg). In emulation or rather FOSS at large, there is always something happening, but we do our best to monitor it. There are tons of passionate people out there. ------------------------------------------------------------------ # *6. I can imagine the video made by Russ (of Retro Game Corps) made a significant impact in downloads and installs, can you tell me how that went?* [This is a link to that video, if you're interested in seeing the full breakdown on what RetroDECK is, how it works, and a full set up](https://www.youtube.com/watch?v=bXS00Wcbwt4)  ***Xargon:*** I have known Russ since the days of 351ELEC when he was creating content related to our firmware. We often discussed making a RetroDECK video, but the opportunity never arose until one day he surprised us with one. We were not expecting it at all! In the following days, our download meter quadrupled, and our user base possibly increased as well. Usually, I don’t care about the numbers; I tend to forget them. RetroDECK was created because I wished to have something like it that was not available back then, and also to contribute to the FOSS community by delivering the best software that I (or we) can. However, I have to admit that I was very excited when it happened. I always fear that the more widespread we become, the more effort is required to support the users, and the more bugs are found. And you know what? We managed it, and we even learned that we don’t have those huge hidden bugs, just a couple of minor issues here and there but nothing major. ***Lazorne:*** STONKS  But to further comment on Xargons worries about the user spike: How you design a community is important, with a suddenly increased userbase things can quickly get out of hand in both issue management and communication. But I thought of it more as setting up an IT-Support Desk for a major company and I had already put those structures in place. For me the community is our stalwart supporters and biggest critics, but also our first line of support. By leveraging the community itself most of the non-issues can be solved directly via community helpers. Then with the community's help we can filter out the “real” issues and address them in either the code or documentation. ------------------------------------------------------------------ # **Linux & the Steam Deck:**  # *1. What was your first impression when you got your hands on the Steam Deck, and how did it shape the direction of RetroDECK?* ***Xargon:*** *”Man, this is surely HUGE!”* However, like love at first sight, the Steam Deck was not just a technical marvel; it was also strategic for the growth of Linux. Maybe I was more excited about that than the console itself. Imagine what it would mean for Linux to have access to all the Windows games… And that’s what’s happening. A lot of people I know have now migrated to Linux. Needless to say, the Steam Deck is now my primary gaming device. I spend more time developing RetroDECK than playing it. ***Lazorne:*** I directly preordered my Steam Deck and got it in the second batch. Having a full Linux Desktop powered gaming device with multiple Input Types instantly sold it to me. I had developed a fondness for Valve and their hardware as I knew even if it would not succeed, the community would be there to develop for it. Another reason was Valve’s commitment to their hardware, even my old Steam Link was still getting updates even though it had been discontinued for years (it is still getting updates!). For me all these inputs that were possible via Steam Input were extremely fun to tinker with. I also wanted to showcase how complex you can make things with Steam Input and leverage it to an extent I had not seen any other application done before. The touchpads, back buttons, touchscreen, and gyro made it a beast. ------------------------------------------------------------------ # *2. Were there any specific limitations of the Steam Deck hardware or software that you had to work around when developing RetroDECK?* ***Xargon:*** Well, I was used to working on Anbernic embedded devices, so for me, it was like running free. So, nothing hardware wise... However, Flatpak comes with some limitations that I have learned to wrangle and think through over the years. But it brings more benefits at the end of the day. I really like the project, and I cheer for them. Sorry, Flathub team, maybe you hate me, but you’re doing a great job! :) ***Lazorne:*** Steam Input is still quite buggy in Desktop Mode; there are tons of issues that only exist on Desktop Mode / Linux Desktop to this day. Steam Input is also prone to crashes when building our complex VDF files and that is quite annoying. Several bugs exist; for example, we still cannot render radial menus properly in Linux Desktop. Another challenge was the lack of documentation from all the projects out there and even from Valve, our wiki has more information on what controllers Steam Input support than the official Steam Developer portal. Being a “None Steam Game” also caused several issues, with randomized folder ID’s, how the input profiles were stored and many other things that there simply was no documentation for (RetroDECK wiki got it!). ------------------------------------------------------------------ # *3. Steam Deck users often experiment with alternative software and emulators. How do you ensure RetroDeck remains stable and user-friendly while allowing flexibility for power users who may want to customize or tweak their experience on Linux?* ***Xargon:*** I wanted to give RetroDECK a console-like experience: you buy your console, connect it to the TV (similar to downloading the Flatpak), turn it on, and answer a couple of questions—just a few, not too many. Then you can start playing after adding your games. Everything is already pre-set and ready. If you don't like the preset, you have some options: go into the settings and change what we expose, or for more advanced users, open your emulator and tweak it. Every component that comes with RetroDECK defaults, tweaked for our environment, Steam Deck, and generally what we and the community believe can provide the best experience out of the box. However, this might not fit everyone (but almost it seems), so they can tweak it. If you misconfigure or break some components, no problem: RetroDECK can reset them to factory defaults, making experimenting easy and safe. I know there are alternatives now, but honestly, I don't look at my neighbors' gardens; I cultivate mine with passion and care, so everyone will have their beautiful garden! ***Lazorne:*** To add to what Xargon said: Our plans are still to make several aspects that are currently prompts into a nice Godot version, to make it even easier. We also plan to expose more features to advanced users from the get-go. We also facilitate tinkering by providing guides on the wiki for those really who want to tinker, showcasing all the creativity in the community (check the May 2025, blogpost). ------------------------------------------------------------------ # *4. Steam Deck’s unique hybrid design is a standout feature – desktop and gaming mode. We don’t see that on Windows handhelds. What are some of the challenges you faced in making RetroDECK work smoothly on such a device?* ***Xargon:*** Tweaking the high-end emulators to get maximum performance is quite a challenge. It's really easy to get full framerate on a 90s console, but what about the modern ones? Of course, Steam Deck hardware is what it is, and in my opinion, it's already a miracle that it exists. ***Lazorne:*** I find RetroDECK and several controller-heavy native Steam games work best in Game Mode. It’s also why I run the Bazzite-Deck image on my gaming PC at home to get Game Mode there as well. ------------------------------------------------------------------ # *5. How do you see RetroDECK evolving alongside future updates or new models of the Steam Deck? Will it be heading to other handhelds in the future?* ***Xargon:*** Other handhelds? Well, yes, it runs on every x86_64 Linux distribution, including SteamOS, so technically it’s already working on all those kinds of handhelds. Is it optimal? Until now, it has worked out of the box as far as I know. One huge limitation is, of course, that all those handhelds are expensive, and we cannot afford to buy them all. The actual donations are just covering the server costs, so we rely on the user’s experience and reports like with the ROG Ally. Steam Deck 2 is on my wishlist, so yes, RetroDECK will surely support it when the time comes. And about future updates, yes, as we usually release a minor version every month or two on average, I don’t see myself retiring from the project in the future. ***Lazorne:*** As Xargon said, we are heavily reliant on user reports. Cost is always an issue with new hardware, and I’m spending my hard-earned cash on hunting down secondhand versions of various inputs to test RetroDECK with. My original Steam Deck broke down recently, so I had to save up and got myself an OLED now (YAY). But for me, it also feels wrong to ask for donations. As long as we can pay the yearly build server and the hosting fees, I’m fine with it. ------------------------------------------------------------------ # **Gaming Preservation & Emulation:** # *1. Do you feel like RetroDECK contribute to the broader mission of game preservation?* ***Xargon:*** In some ways, yes, we are not the Indiana Jones that searches for artifacts, nor the professors that can study them and explain them in detail. Instead, we are the museum curators who can make the general public aware of the art and history that would otherwise be lost. We are trying to do it in the most accessible way possible ***Lazorne:*** I think so. Our goal is to make it easier to play your backups and develop tools to easily manage your collection and present it in the way you want. We also get feedback from other projects, and they give feedback to us; it is a give-and-take situation. We are, in essence, just a complex meta-app with various integrations, and we want NO CREDIT for all the effort that emulators, game engines, ES-DE, and others are doing. We point out to our users that THESE projects make it all happen and to donate to them if they can; they deserve the credit, not us. We also emphasize NOT to go directly to the emulator/game engines/etc for support. Our dependencies should not bear a support burden because we have decided to integrate their application and caused issues. ------------------------------------------------------------------ # *2. How does the team feel about the idea that emulating games, and making them available for emulation is important for games preservation?* ***Xargon:*** Nowadays, we have the technology to save everything we do, but often this technology is used improperly. I personally see video games as a medium equivalent to movies or books: they are a snapshot of their times, an artistic expression of a group of individuals (sometimes a single person) who want to communicate something. Unfortunately, big corporations often see them as mere money investments and returns, but this happens with other media and artists as well. The main problem with preservation nowadays is not technology, but corporate greed. Those who hold the licenses for their products are not always willing to donate them to human history; in fact, they are often against it, even when they are no longer generating significant revenue. Imagine if today the families of Picasso or Da Vinci locked away every piece of art created by their predecessors, or if the owners of old historical texts did the same. This is what’s happening to games: we have already lost some games because of DRMs. So please, companies, after a game has sold enough and enough time has passed, free it. Make it available for all of humanity. ***Lazorne:*** Many of my consoles have died, but I still have my games as digital backups and several thousands in boxes. For me, it is important to be able to play them, but also to experience them in new ways with mods or romhacks. I think several emulation projects out there are the unsung heroes; they saved obscure arcade cabinets, consoles, and thus retro gaming in general. They prevented us from suffering the same fate as the first movie industry, where most of the art was lost. But I do agree with Xargon that we need copyright reform and a way to preserve video games moving forward. The Reuters report was quite alarming, stating that 90% of all games from the PS3, Xbox 360, Wii era and earlier are unplayable today on modern hardware and access to them is non existent. Right now, emulation and the pure hope that my old consoles and games don’t turn into dust are the only ways for me to share the games I own and grew up with my kids. ------------------------------------------------------------------ # *3. Do you have a personal favorite retro system you feel most passionate about?* ***Xargon:*** Yes: PC-DOS/WIN, Sega Megadrive, and later on Game Boy Advance, as these were my beloved systems that I grew up with. I had many more, but these are special to me. ***Lazorne:*** I love the: PSX to PS3, PSP, SNES, MegaDrive, Dreamcast, Saturn, PC-Engine, PC-DOS/WIN, C64 and Amiga. ------------------------------------------------------------------ # **Bonus Questions:** # *1. What are your favorite games? Both retro (emulated) and modern (not emulated!)* ***Lazorne:*** It is a very hard list to make (*my own note here, Lazorne wrote me a **few** times after sending their completed responses, wanting to add more games - this is a dedicated gamer who wanted their list **just-so** before posting*): * Little Big Planet series (PS3, PS4) (Bring them to Steam Sony! With Steam Workshop for Creations and levels! Let Steam host it! DO IT!) * Timesplitters series (PS2, GC) * Alundra (PSX) * Suikoden series (PSX, PS2) * Final Fantasy series (multi) * Little Big Adventure 1 & 2 (DOS / PC) * Heroes of Might and Magic series (DOS / PC) * Doom series (DOS / PC) * Elder Scrolls series (DOS / PC) * Minecraft Java (PC) * Black & White (PC) * Dwarf Fortress (PC) * Lightgun Games (Point Blank, House of Dead etc) * All mods and romhacks out there! **Honorable mentions:** * The Addams Family Pinball (Pinball) * World of Warcraft (MMO) * Dungeons and Dragons (TRPG) * Drakar och Demoner (TRPG) * Mörk Borg (TRPG) * Monkey Island series (DOS/PC) * Space Quest series (DOS/PC) ***Xargon:*** Oh man, this is heavy. I will do a non-numbered top 10, else I would include too much: * One Must Fall 2097 (PC-DOS) * Little Big Adventure 2 (PC-WIN) * Duke Nukem 3D (PC-DOS) * Jazz Jackrabbit (PC-DOS) * Sonic The Hedgehog (MegaDrive) * Maui Mallard in Cold Shadow (Multi) * Fallout 3 (PC) * Fallout New Vegas (PC) * Skyrim (PC) * Cyberpunk 2077 (PC) *Honorable mentions:* * Ragnarok Online (MMO) * World of Warcraft (MMO) ------------------------------------------------------------------ # *2. Do you feel any lack of enthusiasm for gaming itself? A lot of my friends are devs for various projects for the Steam Deck, and a common thread for them is that while a lot of their personal time is spent making the avenues for people to game...the spare time they have themselves to play the games can also end up as a chore. Do you feel this?* ***Xargon:*** I kind of go through phases: there are times when I don’t feel like playing games and want to develop, other times when I am tired of developing and want to play, and other times when I just want to watch movies or shows. It’s always been a cycle. ***Lazorne:*** As Xargon said there are phases but there is a difference between working on something out of passion and doing it as part of your daily grind. I think it is the same in some ways; I play less and tinker more, but sometimes the journey is what is fun and not the result itself. I think many people can relate to that, almost like car enthusiasts who restore an old car but never drive it and move on to the next project. The good thing about FOSS development is that it never ends. You are always tweaking the “car” until you call it quits yourself, and the best part is someone can take over from you as you have shared it with everyone. ------------------------------------------------------------------ # *3. What other projects, be they Linux, Steam Deck or generally open-source are you most enamored with?* ***Xargon:*** Well, Linux and Steam Deck, as I said before, I think is a winning duo as Valve did a lot for the Linux community because of the Steam Deck. I believe a new desktop era has silently started. Then I love, of course, all the emulators and Retro Handhelds, although I took a brief distance as I feel that the environment is starting to become overcrowded by the continuous hardware releases. I mean, do we really need a constant iteration of the same chipsets? I really like hacking things: like taking a device and following some guides (as I don’t have the skills to improvise) to hack the software and unlock its hidden potential. For me, it is a hobby. I’m also really interested in UMU Launcher. ***Lazorne:*** ES-DE and ROMM are the ones we create internal memes with, but we try to maintain good relations with as many people as possible from other software projects, OS, and hardware developers. Personally, I really like Input Plumber, UMU Launcher, OpenGamePadUI and Bazzite. ------------------------------------------------------------------ # *4. Where can the community find you?* ***Lazorne:*** The true sources of information are the RetroDECK Wiki and GitHub. Discord is the most active so far of the social instances. We always try to put anything relevant that is being said in social instances on the Wiki or GitHub. You should not need to create accounts on various platforms to get accurate information. I personally don’t like that some projects put their entire communication chain and documentation behind locked platforms. * [The RetroDECK Blog](https://retrodeck.readthedocs.io/en/latest/blog/) (an update on what the team have been up to) * [The RetroDECK Wiki](https://retrodeck.readthedocs.io/en/latest/) (your one-stop spot to find all the info you need) * [RetroDECK's Lemmy](https://lemmy.zip/c/retrodeck) (Lemmy community) * [RetroDECK's Discord server](https://discord.gg/hkEwSMGcvu) (the space where the most community members congregate * [RetroDECK Matrix](https://matrix.to/#/#retrodeck:matrix.org) * [RetroDECK's Revolt server](https://rvlt.gg/StVaEc0w) * [RetroDECK's GitHub](https://github.com/RetroDECK/RetroDECK) ------------------------------------------------------------------ # *5. Why **is** Discord the most active social instance?* ***Lazorne:*** In short, most people are there. But there are always some people commenting towards us and other projects that FOSS projects should not use these locked down platforms at all by principle. In a perfect world that would be true, but the crux of the problem is that these instances are sometime created by your biggest fans and when that happens you have zero control over it. Our subreddit for example was first created by some fans, but that became problematic when users started to ask for various updates, support and we were not affiliated with it. So, we got donated ownership over it from the fans (thanks!) and I don’t think it is healthy to shut down fan efforts to speak about your project where they want to congregate. We have also seen an up-tick in both Revolt and Matrix users in the past weeks and that is good :) ------------------------------------------------------------------ # *6. Biggest challenges RetroDECK has? Problems? Hurdles? What makes this project **hard?*** ***Xargon:*** Well, sandboxing and containerization is certainly challenging, as safety often comes at a cost. We hope to make some things easier with to deal with in the backend in 0.10.0b. ***Lazorne:*** In addition to development, moderating a worldwide community is sometimes quite a challenge as we are all volunteers. We are also always trying to support each other internally, if some tragedy happens the rest of the team is always there for each other. There have been many times when life itself takes time from the project dealing with: * Family * Life / Love / Death * Work / No-work * Other IRL issues But we have so far always been there for that person who is currently having a bad time, always trying to help with the best of our ability. ------------------------------------------------------------------ # *7. EmuDeck feels almost to be the ‘default’ emulation suggestion made to new users on the Steam Deck. Since they came onto the scene, they almost seem ubiquitous to the scene. How do you feel about EmuDeck as a project?* ***Lazorne:*** They have a different goal and vision than ours, and all can exist in parallel. They are broad in their focus on multiple platforms with their installer scripts and extra applications, while we are narrowly focusing just on a Linux Flatpak application. ***Xargon:*** Some people believe we are similar, and yes in a way. Honestly, I never tried EmuDeck because when I started RetroDECK, it didn't exist. If it had, I probably wouldn't have started RetroDECK. Since then, I've obviously stuck with RetroDECK on my devices, so I don't have much to say about EmuDeck. I believe our approach is different: RetroDECK is a single application that can be installed or uninstalled, whereas EmuDeck seems to have a more multiple ways approach. ------------------------------------------------------------------ # *8. What’s next for RetroDECK? Can we get any ‘sneak peeks’ at what you might be bringing in the future?* ***Lazorne:*** Version 0.10.0b is a major rewrite of the very foundation of RetroDECK, which we started back in version 0.9.0b. We are not unveiling everything, but we can say that it will feature a new modern API called RetroAPI to make future Godot integration easier (not part of the update) and will also allow other developers to use RetroDECK in new and interesting ways. Xargon can give a tiny apéritif from the cooker about the API. All I can say is that we want to address one of the biggest complaints about how hard it is currently to add more systems into RetroDECK. ***Xargon:*** At the moment, we are rewriting a lot of code to make it more malleable. Recently, we introduced RetroENGINE, which makes RetroDECK a headless runner for desktop users and developers. Just double-click your game, and RetroDECK will take care of everything else. We are now rewriting the framework to work through API. This will be the base for the future Godot Configurator, where we suspended development until this part is ready. Technically, with the API, anyone can interface with RetroDECK and even write their own Configurator if they wish, as the Configurator will only be a front end and will not execute backend actions; the API will do that. This might be fun for developers or power users. I am excited to see what users will create with it. A lot more is “cooking” in the pot. ------------------------------------------------------------------ # *9. Any other gaming related projects you like?* ***Lazorne:*** I really like: * PrismLauncher for Minecraft, * VCMI for Heroes 3 and * Fheroes 2 for Heroes 2. Cataclysm Dark Days ahead I also think is very neat (I’m just bad at it). I love all the romhacks and modding communities out there. But Moguri Mod for FF9 PC is my current favorite I would like to highlight it. ***Xargon:*** I go with: * RomM * AmberELEC (of course) * OnionOS * MUOS * Batocera * morganizer2 * FemC mod for Persona 3 Reload (*which I cannot play due to Denuvo, I am glaring at you*) ...and the game modding communities, especially the Skyrim one. ------------------------------------------------------------------ # *10. Anything else?* ***Lazorne & Xargon:*** We would like to thank our community, the rest of the team, former team members, all people in FOSS and all the supporters that make all of this possible. ------------------------------------------------------------------ # *11. Anything obscure / last words?!* ***Lazorne:*** The internal Pizza War is real and is the number one cause for constant drama inside the team. ***Xargon:*** Your “Pizza” should be classified as a Cardinal sin, my great Italian grandmother is turning in her grave. If the rest of Italy knew of the monsters you are creating in the cold north... La Legione Della Pizza Italiana will form and will march against you northern barbarians. ***Lazorne:***   ------------------------------------------------------------------ *one note - the team tells me that while Russ (Retro Game Corps) video is still entirely relevant, updates may move some actions, and change some slight aspects. So please be aware if something feels off - it's all still there, just perhaps changed due to updates!* ------------------------------------------------------------------ ...and that's that! I hope you might have enjoyed this little glimpse behind the curtain of at least some of the team responsible for RetroDECK! Again, I love *so* many plugins, so many applications and programs and suites and projects creators and developers, and so few of the team behind them get to step onto the stage (so to speak) and let us know their views on gaming. There *are* many more of these to come, some more light-hearted, some quite in-depth with the development side of their projects, but I will be posting more as time goes on. If you'd prefer a 'prettier' formatting of these, then I have my friend Noah of [SteamDeckHQ](https://steamdeckhq.com/) posting this early this coming week on his website. And I guess, let me know what you thought! I *really* hope you enjoyed this! Any formatting errors, or spelling mistakes are all mine. Finally? Thanks to my friends for agreeing to this, I adore RetroDECK, it's been my only choice for emulation on my Steam Deck forever now <3
steamdeck 103 8
Developer interview: my Q&A with the team behind RetroDECK
In case you missed it from my last gaming news round-up post, I’m conducting interviews (*perhaps Q&A’s is a more apt term though*) with my friends. These will be with the individuals and teams behind the programs you might use on the Steam Deck, but also in the Linux, gaming, YouTube and other similar ‘scenes’. Coming up I'll be chatting to AA from Decky Loader, imLinguin from Heroic Games Launcher, Eben who makes Junk Store, some YouTubers whose content is Linux and Steam Deck-based, and far more. *But*, one warning: I’m *not* a professional, nor are these meant to be very hard hitting. I just like the idea of people getting to know those who are behind the programs they’re used to using. They rarely get any spotlight – they’re sometimes just a faceless username behind a project, and I feel like they deserve attention for what they give to us. I was lucky that my friends behind RetroDECK were more than happy to agree to this first one, so – let’s go! ------------------------------------------------------------------ # What is RetroDECK?  RetroDECK is *my* choice for retro gaming on the Steam Deck. It's an all-in-one retro gaming platform designed specifically for the Steam Deck and Linux desktops. It integrates so many emulators, systems, and game engines into a single application, providing a seamless retro gaming experience without the need for extensive configuration. Their design philosophy is that everything must be included inside the application itself. *Key Features:* * **Flathub Distribution:** As a Flatpak application on Flathub, RetroDECK is sandboxed: Ensuring system stability, that all the files are contained, and it updates easy through standard Linux package managers. It is easy to install and also easy to remove if you want to. * **Pre-configured Emulators:** RetroDECK comes with emulators for systems like NES, SNES, Game Boy, PlayStation, PS2, Wii and many more. * **Pre-configured Game Engines:** RetroDECK comes with support for game engines like Solarus, GZDoom, IkemanGO / M.U.G.E.N, and Pico-8. Its GZDoom integration also has a custom .doom format for easy mod loading and management. Simply populate the mod load order, save it as a .doom file, and go kill some demons (there is a guide on the wiki). * **Pre-configured Systems:** RetroDECK's front-end is ES-DE, and they have collaborated since the beginning of both projects. ES-DE can automatically download game artwork, descriptions, and metadata, enhancing the visual appeal of your game library. RetroDECK has recently added built-in SRM, allowing you to have games as separate entities with artwork by simply favoriting your games in ES-DE and enabling SRM via the Configurator. RetroDECK also worked together with the PortMaster Team to integrate PortMaster (a system to handle various game ports) into RetroDECK. * **RetroDECK Configurator:** The RetroDECK Configurator, accessible from the ES-DE main menu, allows you to change and configure settings across many systems from one interface. It’s a ”multi-tool” that offers several ”tools” for: Compressing games, File management, BIOS Checker, Multi-File Structure Checker, Partial or full reset of functions, RetroAchievements Multi Login, Borders, Widescreen Mode, Swaping A/B X/Y and much more. * **Steam Input Controller Layouts:** It includes tailored controller configurations for the Steam Deck and Linux Desktop via Steam Input, ensuring an intuitive gaming experience. Their radial dial is a literal game changer for me (turning your left-side trackpad into a hub of options while you game). * **All the standard stuff:** Standard features like save states, fast-forwarding, shaders, mods, and cheat support are built-in for a customizable gaming experience. Finding these folders on a regular setup can sometimes be difficult, but RetroDECK exposes them all under the main retrodeck folder. RetroDECK offers a user-friendly alternative to other emulation solutions like EmuDeck and Batocera, focusing on simplicity and integration within the SteamOS environment, while still giving ‘power users’ all the options they could ever want to tweak *everything*. You can also find the entire run-down of what it is, and what it can do on their website (I’ll also include some other links at the very end of this post)  So without any more nonsense from me, let’s get to this Q&A! ------------------------------------------------------------------ # **The Team Behind RetroDECK**  ------------------------------------------------------------------ # *1. So who is the team behind RetroDECK? Introduce yourselves!* **The Team consists of five people and a build-bot / Mascot called Rekku. Not everyone is a part of this interview.** ***Xargon:*** Pleased to meet you, I am Xargon, founder of the project. I am a father, a gamer, and a FOSS and Linux lover. I am actively maintaining the project, the code, and the automation alongside the rest of the team and our internal mascot, Rekku the Genie (the build-bot). ***Lazorne:*** Hello, I’m Lazorne. I’m also an ageing father, FOSS enthusiast, passionate gamer, and collector of technical doodads and game consoles. I handle various aspects of the project, including community management, project and issue management, outreach, Steam Input, system configurations, user feedback, and the entire wiki. ------------------------------------------------------------------ # *2. What inspired you to create RetroDECK, and how did the project come together initially?* ***Xargon:*** Back then, I was contributing to 351ELEC, now AmberELEC, after the founding member Fewt moved on to his new project. Me and Cebion did our best to keep it alive, and eventually, the project flourished again.  Everything started when the Steam Deck was announced. I preordered it, but due to server overload, I could only enter the second batch, so my Steam Deck would be shipped around March. I closely followed the Steam Deck news and subreddits. I thought the Steam Deck would be a GREAT retro gaming device. I did some research, and there was nothing that could make emulation easy on the Steam Deck back then. As a fully featured PC, I believed that configuring multiple emulators, game engines and systems would be difficult in the handheld format unless docked with a mouse and keyboard. Unlike the tiny retro handhelds I where used to work on. My new vision was that I wanted to contain all the “custom firmware” (emulators, engines and systems) inside one application. As I thought this would be a better approach than rebooting every time to access the “Emulation OS”. I first reached out to the Batocera Team to understand if they were interested in making something with this device, but at that time, they had no plans for it, nor to repack Batocera “application” of sorts. I decided to use a spin-off of 351ELEC to do the job. I proposed my idea to the AmberELEC Team. Did a POC of “RetroDECK”, initially called “351EDECK”, but the team's reply was that they thought it was off scope. So, I started to work on it as an independent project. Cebion also later started to help out with PortMaster (where he still is ❤️). ------------------------------------------------------------------ # *3. Is there **one** particular aspect of the RetroDECK project you are most proud of or that resonates with you the most personally?* ***Xargon:*** I would say the automation and the framework, but this might not be very understandable to most users out there. Another thing that I am proud of is when you open RetroDECK: after a brief loading, everything is inside there. I feel like I am in this pocket dimension with all my old or non-PC games that just work. No tweaking is needed; it is just as it is. ***Lazorne:*** In addition to the technical aspects of the application itself, I’m personally very proud of the community and philosophy we built around this little project. That we adhered to certain moral guidelines and design principles. The team has a very humane approach to the project and the community at large. We strive to be as transparent as possible, although sometimes we hold things back to create a big surprise later. There are no premium subscription tiers to access developers or other money-gathering schemes. Everyone can join Discord, Revolt, or Matrix and talk to us. It’s a very flat and open organization by design, and we want it to remain that way. ------------------------------------------------------------------ # *4. How can the community help? I like to think of it as ‘honorary team members’ – for example, do you ever take a suggestion from the community of users and then implement it into RetroDECK? Do you require testers?* ***Xargon:*** The scope of the project is so vast that we are always in need of more contributors and testers. We actively engage with the community, listen, and work together. We implement what we believe are good ideas or contributions. I appreciate the community that has formed around RetroDECK. ***Lazorne:*** As I mentioned earlier, our organization is very flat. Sometimes a new person drops in suggests a minor change, and we evaluate it. If we think it is a good idea, we create an issue to implement it later. We have community tester roles and a community tinker team to facilitate more community engagement in both testing and tinkering. It is always hard to find testers for unstable cooker releases; they like us are volunteers that are putting their free time into it. ------------------------------------------------------------------ # *5. Are there any notable challenges you’ve faced as a team while working on RetroDECK? Maybe challenges in building (or maintaining) Retro, or perhaps in the emulation scene as a whole?* ***Xargon:*** Yes, that happens from time to time, but I remember the first time: RetroDECK was so huge to be built as a flatpak that the free runners of GitHub weren’t enough. Not having any funds to pay for a build server, I thought I had hit a dead end. But as you can see, here we are. ***Lazorne:*** The technical challenges are numerous, as what we are doing is quite unusual and I’m sure not something others had in mind. We are putting apps inside an app, to run them via an app to create an app (Yo Dawg). In emulation or rather FOSS at large, there is always something happening, but we do our best to monitor it. There are tons of passionate people out there. ------------------------------------------------------------------ # *6. I can imagine the video made by Russ (of Retro Game Corps) made a significant impact in downloads and installs, can you tell me how that went?* [This is a link to that video, if you're interested in seeing the full breakdown on what RetroDECK is, how it works, and a full set up](https://www.youtube.com/watch?v=bXS00Wcbwt4)  ***Xargon:*** I have known Russ since the days of 351ELEC when he was creating content related to our firmware. We often discussed making a RetroDECK video, but the opportunity never arose until one day he surprised us with one. We were not expecting it at all! In the following days, our download meter quadrupled, and our user base possibly increased as well. Usually, I don’t care about the numbers; I tend to forget them. RetroDECK was created because I wished to have something like it that was not available back then, and also to contribute to the FOSS community by delivering the best software that I (or we) can. However, I have to admit that I was very excited when it happened. I always fear that the more widespread we become, the more effort is required to support the users, and the more bugs are found. And you know what? We managed it, and we even learned that we don’t have those huge hidden bugs, just a couple of minor issues here and there but nothing major. ***Lazorne:*** STONKS  But to further comment on Xargons worries about the user spike: How you design a community is important, with a suddenly increased userbase things can quickly get out of hand in both issue management and communication. But I thought of it more as setting up an IT-Support Desk for a major company and I had already put those structures in place. For me the community is our stalwart supporters and biggest critics, but also our first line of support. By leveraging the community itself most of the non-issues can be solved directly via community helpers. Then with the community's help we can filter out the “real” issues and address them in either the code or documentation. ------------------------------------------------------------------ # **Linux & the Steam Deck:**  # *1. What was your first impression when you got your hands on the Steam Deck, and how did it shape the direction of RetroDECK?* ***Xargon:*** *”Man, this is surely HUGE!”* However, like love at first sight, the Steam Deck was not just a technical marvel; it was also strategic for the growth of Linux. Maybe I was more excited about that than the console itself. Imagine what it would mean for Linux to have access to all the Windows games… And that’s what’s happening. A lot of people I know have now migrated to Linux. Needless to say, the Steam Deck is now my primary gaming device. I spend more time developing RetroDECK than playing it. ***Lazorne:*** I directly preordered my Steam Deck and got it in the second batch. Having a full Linux Desktop powered gaming device with multiple Input Types instantly sold it to me. I had developed a fondness for Valve and their hardware as I knew even if it would not succeed, the community would be there to develop for it. Another reason was Valve’s commitment to their hardware, even my old Steam Link was still getting updates even though it had been discontinued for years (it is still getting updates!). For me all these inputs that were possible via Steam Input were extremely fun to tinker with. I also wanted to showcase how complex you can make things with Steam Input and leverage it to an extent I had not seen any other application done before. The touchpads, back buttons, touchscreen, and gyro made it a beast. ------------------------------------------------------------------ # *2. Were there any specific limitations of the Steam Deck hardware or software that you had to work around when developing RetroDECK?* ***Xargon:*** Well, I was used to working on Anbernic embedded devices, so for me, it was like running free. So, nothing hardware wise... However, Flatpak comes with some limitations that I have learned to wrangle and think through over the years. But it brings more benefits at the end of the day. I really like the project, and I cheer for them. Sorry, Flathub team, maybe you hate me, but you’re doing a great job! :) ***Lazorne:*** Steam Input is still quite buggy in Desktop Mode; there are tons of issues that only exist on Desktop Mode / Linux Desktop to this day. Steam Input is also prone to crashes when building our complex VDF files and that is quite annoying. Several bugs exist; for example, we still cannot render radial menus properly in Linux Desktop. Another challenge was the lack of documentation from all the projects out there and even from Valve, our wiki has more information on what controllers Steam Input support than the official Steam Developer portal. Being a “None Steam Game” also caused several issues, with randomized folder ID’s, how the input profiles were stored and many other things that there simply was no documentation for (RetroDECK wiki got it!). ------------------------------------------------------------------ # *3. Steam Deck users often experiment with alternative software and emulators. How do you ensure RetroDeck remains stable and user-friendly while allowing flexibility for power users who may want to customize or tweak their experience on Linux?* ***Xargon:*** I wanted to give RetroDECK a console-like experience: you buy your console, connect it to the TV (similar to downloading the Flatpak), turn it on, and answer a couple of questions—just a few, not too many. Then you can start playing after adding your games. Everything is already pre-set and ready. If you don't like the preset, you have some options: go into the settings and change what we expose, or for more advanced users, open your emulator and tweak it. Every component that comes with RetroDECK defaults, tweaked for our environment, Steam Deck, and generally what we and the community believe can provide the best experience out of the box. However, this might not fit everyone (but almost it seems), so they can tweak it. If you misconfigure or break some components, no problem: RetroDECK can reset them to factory defaults, making experimenting easy and safe. I know there are alternatives now, but honestly, I don't look at my neighbors' gardens; I cultivate mine with passion and care, so everyone will have their beautiful garden! ***Lazorne:*** To add to what Xargon said: Our plans are still to make several aspects that are currently prompts into a nice Godot version, to make it even easier. We also plan to expose more features to advanced users from the get-go. We also facilitate tinkering by providing guides on the wiki for those really who want to tinker, showcasing all the creativity in the community (check the May 2025, blogpost). ------------------------------------------------------------------ # *4. Steam Deck’s unique hybrid design is a standout feature – desktop and gaming mode. We don’t see that on Windows handhelds. What are some of the challenges you faced in making RetroDECK work smoothly on such a device?* ***Xargon:*** Tweaking the high-end emulators to get maximum performance is quite a challenge. It's really easy to get full framerate on a 90s console, but what about the modern ones? Of course, Steam Deck hardware is what it is, and in my opinion, it's already a miracle that it exists. ***Lazorne:*** I find RetroDECK and several controller-heavy native Steam games work best in Game Mode. It’s also why I run the Bazzite-Deck image on my gaming PC at home to get Game Mode there as well. ------------------------------------------------------------------ # *5. How do you see RetroDECK evolving alongside future updates or new models of the Steam Deck? Will it be heading to other handhelds in the future?* ***Xargon:*** Other handhelds? Well, yes, it runs on every x86_64 Linux distribution, including SteamOS, so technically it’s already working on all those kinds of handhelds. Is it optimal? Until now, it has worked out of the box as far as I know. One huge limitation is, of course, that all those handhelds are expensive, and we cannot afford to buy them all. The actual donations are just covering the server costs, so we rely on the user’s experience and reports like with the ROG Ally. Steam Deck 2 is on my wishlist, so yes, RetroDECK will surely support it when the time comes. And about future updates, yes, as we usually release a minor version every month or two on average, I don’t see myself retiring from the project in the future. ***Lazorne:*** As Xargon said, we are heavily reliant on user reports. Cost is always an issue with new hardware, and I’m spending my hard-earned cash on hunting down secondhand versions of various inputs to test RetroDECK with. My original Steam Deck broke down recently, so I had to save up and got myself an OLED now (YAY). But for me, it also feels wrong to ask for donations. As long as we can pay the yearly build server and the hosting fees, I’m fine with it. ------------------------------------------------------------------ # **Gaming Preservation & Emulation:** # *1. Do you feel like RetroDECK contribute to the broader mission of game preservation?* ***Xargon:*** In some ways, yes, we are not the Indiana Jones that searches for artifacts, nor the professors that can study them and explain them in detail. Instead, we are the museum curators who can make the general public aware of the art and history that would otherwise be lost. We are trying to do it in the most accessible way possible ***Lazorne:*** I think so. Our goal is to make it easier to play your backups and develop tools to easily manage your collection and present it in the way you want. We also get feedback from other projects, and they give feedback to us; it is a give-and-take situation. We are, in essence, just a complex meta-app with various integrations, and we want NO CREDIT for all the effort that emulators, game engines, ES-DE, and others are doing. We point out to our users that THESE projects make it all happen and to donate to them if they can; they deserve the credit, not us. We also emphasize NOT to go directly to the emulator/game engines/etc for support. Our dependencies should not bear a support burden because we have decided to integrate their application and caused issues. ------------------------------------------------------------------ # *2. How does the team feel about the idea that emulating games, and making them available for emulation is important for games preservation?* ***Xargon:*** Nowadays, we have the technology to save everything we do, but often this technology is used improperly. I personally see video games as a medium equivalent to movies or books: they are a snapshot of their times, an artistic expression of a group of individuals (sometimes a single person) who want to communicate something. Unfortunately, big corporations often see them as mere money investments and returns, but this happens with other media and artists as well. The main problem with preservation nowadays is not technology, but corporate greed. Those who hold the licenses for their products are not always willing to donate them to human history; in fact, they are often against it, even when they are no longer generating significant revenue. Imagine if today the families of Picasso or Da Vinci locked away every piece of art created by their predecessors, or if the owners of old historical texts did the same. This is what’s happening to games: we have already lost some games because of DRMs. So please, companies, after a game has sold enough and enough time has passed, free it. Make it available for all of humanity. ***Lazorne:*** Many of my consoles have died, but I still have my games as digital backups and several thousands in boxes. For me, it is important to be able to play them, but also to experience them in new ways with mods or romhacks. I think several emulation projects out there are the unsung heroes; they saved obscure arcade cabinets, consoles, and thus retro gaming in general. They prevented us from suffering the same fate as the first movie industry, where most of the art was lost. But I do agree with Xargon that we need copyright reform and a way to preserve video games moving forward. The Reuters report was quite alarming, stating that 90% of all games from the PS3, Xbox 360, Wii era and earlier are unplayable today on modern hardware and access to them is non existent. Right now, emulation and the pure hope that my old consoles and games don’t turn into dust are the only ways for me to share the games I own and grew up with my kids. ------------------------------------------------------------------ # *3. Do you have a personal favorite retro system you feel most passionate about?* ***Xargon:*** Yes: PC-DOS/WIN, Sega Megadrive, and later on Game Boy Advance, as these were my beloved systems that I grew up with. I had many more, but these are special to me. ***Lazorne:*** I love the: PSX to PS3, PSP, SNES, MegaDrive, Dreamcast, Saturn, PC-Engine, PC-DOS/WIN, C64 and Amiga. ------------------------------------------------------------------ # **Bonus Questions:** # *1. What are your favorite games? Both retro (emulated) and modern (not emulated!)* ***Lazorne:*** It is a very hard list to make (*my own note here, Lazorne wrote me a **few** times after sending their completed responses, wanting to add more games - this is a dedicated gamer who wanted their list **just-so** before posting*): * Little Big Planet series (PS3, PS4) (Bring them to Steam Sony! With Steam Workshop for Creations and levels! Let Steam host it! DO IT!) * Timesplitters series (PS2, GC) * Alundra (PSX) * Suikoden series (PSX, PS2) * Final Fantasy series (multi) * Little Big Adventure 1 & 2 (DOS / PC) * Heroes of Might and Magic series (DOS / PC) * Doom series (DOS / PC) * Elder Scrolls series (DOS / PC) * Minecraft Java (PC) * Black & White (PC) * Dwarf Fortress (PC) * Lightgun Games (Point Blank, House of Dead etc) * All mods and romhacks out there! **Honorable mentions:** * The Addams Family Pinball (Pinball) * World of Warcraft (MMO) * Dungeons and Dragons (TRPG) * Drakar och Demoner (TRPG) * Mörk Borg (TRPG) * Monkey Island series (DOS/PC) * Space Quest series (DOS/PC) ***Xargon:*** Oh man, this is heavy. I will do a non-numbered top 10, else I would include too much: * One Must Fall 2097 (PC-DOS) * Little Big Adventure 2 (PC-WIN) * Duke Nukem 3D (PC-DOS) * Jazz Jackrabbit (PC-DOS) * Sonic The Hedgehog (MegaDrive) * Maui Mallard in Cold Shadow (Multi) * Fallout 3 (PC) * Fallout New Vegas (PC) * Skyrim (PC) * Cyberpunk 2077 (PC) *Honorable mentions:* * Ragnarok Online (MMO) * World of Warcraft (MMO) ------------------------------------------------------------------ # *2. Do you feel any lack of enthusiasm for gaming itself? A lot of my friends are devs for various projects for the Steam Deck, and a common thread for them is that while a lot of their personal time is spent making the avenues for people to game...the spare time they have themselves to play the games can also end up as a chore. Do you feel this?* ***Xargon:*** I kind of go through phases: there are times when I don’t feel like playing games and want to develop, other times when I am tired of developing and want to play, and other times when I just want to watch movies or shows. It’s always been a cycle. ***Lazorne:*** As Xargon said there are phases but there is a difference between working on something out of passion and doing it as part of your daily grind. I think it is the same in some ways; I play less and tinker more, but sometimes the journey is what is fun and not the result itself. I think many people can relate to that, almost like car enthusiasts who restore an old car but never drive it and move on to the next project. The good thing about FOSS development is that it never ends. You are always tweaking the “car” until you call it quits yourself, and the best part is someone can take over from you as you have shared it with everyone. ------------------------------------------------------------------ # *3. What other projects, be they Linux, Steam Deck or generally open-source are you most enamored with?* ***Xargon:*** Well, Linux and Steam Deck, as I said before, I think is a winning duo as Valve did a lot for the Linux community because of the Steam Deck. I believe a new desktop era has silently started. Then I love, of course, all the emulators and Retro Handhelds, although I took a brief distance as I feel that the environment is starting to become overcrowded by the continuous hardware releases. I mean, do we really need a constant iteration of the same chipsets? I really like hacking things: like taking a device and following some guides (as I don’t have the skills to improvise) to hack the software and unlock its hidden potential. For me, it is a hobby. I’m also really interested in UMU Launcher. ***Lazorne:*** ES-DE and ROMM are the ones we create internal memes with, but we try to maintain good relations with as many people as possible from other software projects, OS, and hardware developers. Personally, I really like Input Plumber, UMU Launcher, OpenGamePadUI and Bazzite. ------------------------------------------------------------------ # *4. Where can the community find you?* ***Lazorne:*** The true sources of information are the RetroDECK Wiki and GitHub. Discord is the most active so far of the social instances. We always try to put anything relevant that is being said in social instances on the Wiki or GitHub. You should not need to create accounts on various platforms to get accurate information. I personally don’t like that some projects put their entire communication chain and documentation behind locked platforms. * [The RetroDECK Blog](https://retrodeck.readthedocs.io/en/latest/blog/) (an update on what the team have been up to) * [The RetroDECK Wiki](https://retrodeck.readthedocs.io/en/latest/) (your one-stop spot to find all the info you need) * [RetroDECK's Lemmy](https://lemmy.zip/c/retrodeck) (Lemmy community) * [RetroDECK's Discord server](https://discord.gg/hkEwSMGcvu) (the space where the most community members congregate * [RetroDECK Matrix](https://matrix.to/#/#retrodeck:matrix.org) * [RetroDECK's Revolt server](https://rvlt.gg/StVaEc0w) * [RetroDECK's GitHub](https://github.com/RetroDECK/RetroDECK) ------------------------------------------------------------------ # *5. Why **is** Discord the most active social instance?* ***Lazorne:*** In short, most people are there. But there are always some people commenting towards us and other projects that FOSS projects should not use these locked down platforms at all by principle. In a perfect world that would be true, but the crux of the problem is that these instances are sometime created by your biggest fans and when that happens you have zero control over it. Our subreddit for example was first created by some fans, but that became problematic when users started to ask for various updates, support and we were not affiliated with it. So, we got donated ownership over it from the fans (thanks!) and I don’t think it is healthy to shut down fan efforts to speak about your project where they want to congregate. We have also seen an up-tick in both Revolt and Matrix users in the past weeks and that is good :) ------------------------------------------------------------------ # *6. Biggest challenges RetroDECK has? Problems? Hurdles? What makes this project **hard?*** ***Xargon:*** Well, sandboxing and containerization is certainly challenging, as safety often comes at a cost. We hope to make some things easier with to deal with in the backend in 0.10.0b. ***Lazorne:*** In addition to development, moderating a worldwide community is sometimes quite a challenge as we are all volunteers. We are also always trying to support each other internally, if some tragedy happens the rest of the team is always there for each other. There have been many times when life itself takes time from the project dealing with: * Family * Life / Love / Death * Work / No-work * Other IRL issues But we have so far always been there for that person who is currently having a bad time, always trying to help with the best of our ability. ------------------------------------------------------------------ # *7. EmuDeck feels almost to be the ‘default’ emulation suggestion made to new users on the Steam Deck. Since they came onto the scene, they almost seem ubiquitous to the scene. How do you feel about EmuDeck as a project?* ***Lazorne:*** They have a different goal and vision than ours, and all can exist in parallel. They are broad in their focus on multiple platforms with their installer scripts and extra applications, while we are narrowly focusing just on a Linux Flatpak application. ***Xargon:*** Some people believe we are similar, and yes in a way. Honestly, I never tried EmuDeck because when I started RetroDECK, it didn't exist. If it had, I probably wouldn't have started RetroDECK. Since then, I've obviously stuck with RetroDECK on my devices, so I don't have much to say about EmuDeck. I believe our approach is different: RetroDECK is a single application that can be installed or uninstalled, whereas EmuDeck seems to have a more multiple ways approach. ------------------------------------------------------------------ # *8. What’s next for RetroDECK? Can we get any ‘sneak peeks’ at what you might be bringing in the future?* ***Lazorne:*** Version 0.10.0b is a major rewrite of the very foundation of RetroDECK, which we started back in version 0.9.0b. We are not unveiling everything, but we can say that it will feature a new modern API called RetroAPI to make future Godot integration easier (not part of the update) and will also allow other developers to use RetroDECK in new and interesting ways. Xargon can give a tiny apéritif from the cooker about the API. All I can say is that we want to address one of the biggest complaints about how hard it is currently to add more systems into RetroDECK. ***Xargon:*** At the moment, we are rewriting a lot of code to make it more malleable. Recently, we introduced RetroENGINE, which makes RetroDECK a headless runner for desktop users and developers. Just double-click your game, and RetroDECK will take care of everything else. We are now rewriting the framework to work through API. This will be the base for the future Godot Configurator, where we suspended development until this part is ready. Technically, with the API, anyone can interface with RetroDECK and even write their own Configurator if they wish, as the Configurator will only be a front end and will not execute backend actions; the API will do that. This might be fun for developers or power users. I am excited to see what users will create with it. A lot more is “cooking” in the pot. ------------------------------------------------------------------ # *9. Any other gaming related projects you like?* ***Lazorne:*** I really like: * PrismLauncher for Minecraft, * VCMI for Heroes 3 and * Fheroes 2 for Heroes 2. Cataclysm Dark Days ahead I also think is very neat (I’m just bad at it). I love all the romhacks and modding communities out there. But Moguri Mod for FF9 PC is my current favorite I would like to highlight it. ***Xargon:*** I go with: * RomM * AmberELEC (of course) * OnionOS * MUOS * Batocera * morganizer2 * FemC mod for Persona 3 Reload (*which I cannot play due to Denuvo, I am glaring at you*) ...and the game modding communities, especially the Skyrim one. ------------------------------------------------------------------ # *10. Anything else?* ***Lazorne & Xargon:*** We would like to thank our community, the rest of the team, former team members, all people in FOSS and all the supporters that make all of this possible. ------------------------------------------------------------------ # *11. Anything obscure / last words?!* ***Lazorne:*** The internal Pizza War is real and is the number one cause for constant drama inside the team. ***Xargon:*** Your “Pizza” should be classified as a Cardinal sin, my great Italian grandmother is turning in her grave. If the rest of Italy knew of the monsters you are creating in the cold north... La Legione Della Pizza Italiana will form and will march against you northern barbarians. ***Lazorne:***   ------------------------------------------------------------------ *one note - the team tells me that while Russ (Retro Game Corps) video is still entirely relevant, updates may move some actions, and change some slight aspects. So please be aware if something feels off - it's all still there, just perhaps changed due to updates!* ------------------------------------------------------------------ ...and that's that! I hope you might have enjoyed this little glimpse behind the curtain of at least some of the team responsible for RetroDECK! Again, I love *so* many plugins, so many applications and programs and suites and projects creators and developers, and so few of the team behind them get to step onto the stage (so to speak) and let us know their views on gaming. There *are* many more of these to come, some more light-hearted, some quite in-depth with the development side of their projects, but I will be posting more as time goes on. If you'd prefer a 'prettier' formatting of these, then I have my friend Noah of [SteamDeckHQ](https://steamdeckhq.com/) posting this early this coming week on his website. And I guess, let me know what you thought! I *really* hope you enjoyed this! Any formatting errors, or spelling mistakes are all mine. Finally? Thanks to my friends for agreeing to this, I adore RetroDECK, it's been my only choice for emulation on my Steam Deck forever now <3
games 78 4
A long post about how I'm planning to drop Magic as a hobby because of Universes Beyond
## My background At some point in the '90s I received a [Fourth Edition](https://mtg.wiki/page/Fourth_Edition) starter kit as a gift. I didn't know anybody else who played Magic: The Gathering yet, so I sat on my floor and played both sides of the game against myself. My favorite card was [Yotian Soldier](https://scryfall.com/card/4ed/360/yotian-soldier). What kind of country was [Yotia](https://mtg.wiki/page/Yotia)? What was their process for making mechanical soldiers? I assumed that I would find out in time. In college, my roommates and I drafted our entire collection into five-color, several-hundred-card monstrosities, because we didn't know yet that the norm was to build focused 60-card decks. Our games lasted for hours. Today we still get together to play Magic about once a month (our decks are more coherent now). For years I spent my Saturdays hosting a Pauper player-run event on Magic Online, in the days before Pauper became an officially sanctioned format. And I spent the rest of the week participating in Pauper PREs that other people hosted, and chatting on Pauper message boards. I wrote articles for a vendor that ran a network of buying & selling bots on MTGO. The pay was peanuts; I would get maybe $15 in store credit for an article thousands of words in length. But the truth is I would have done it for free and been grateful for the platform. That's just how excited I was to talk about deckbuilding and card design. When I wanted to start hosting Magic drafts for my friends at my house, I [wrote my own web site](https://housedraft.games/) to manage the brackets. I've made my own [tokens](https://imgur.com/a/homemade-magic-tokens-5k3XV) and deckboxes. Prior to the COVID-19 pandemic, I was going to Friday Night Magic at my local game store roughly every other week, and driving to any Grand Prix or similarly large tournament within about five hours of home. During the pandemic, I installed [Lutris](https://lutris.net/) so I could play Arena on my Linux computer, and I've been a near-daily player for the last couple of years. I also started ordering a draft booster box of most Standard-legal sets from my LGS. Most days for the past few years, I've watched gameplay videos from creators like [SaffronOlive](https://www.mtggoldfish.com/articles/search?author=26) or [PowrDragn](https://www.youtube.com/user/PowrDragn) while I ate lunch. And you can look back over my [posting history here](https://mtgzone.com/u/Evu) to get a sense of how much Magic has been on my mind. I haven't been playing Magic continuously for its whole 30-year span. I've taken breaks that have sometimes lasted years. But I've kept coming back. Now, I'm going away again, and I can't see a path back. [The announcement that future Universes Beyond cards will be legal in Standard](https://magic.wizards.com/en/news/announcements/aligning-the-universes-making-all-our-sets-legal-in-all-our-formats) leaves me unable to find any type of Magic that I'm still interested in playing. I'm sad about that, so I wrote this post to vent my feelings. ## What does "dropping" Magic mean? I said that I play Magic once a month with my friends, and I'm not going to stop hanging out with them because of a decision that Wizards of the Coast made. If I'm lucky I may be able to Rule-0 UB cards out of that metagame. I probably won't put much effort into building or upgrading my decks anymore, and if I do, I'll use proxies for the costlier cards (something I hadn't considered until recently). I plan to continue playing Standard on Arena until the first UB set enters the format, after which I'll uninstall Arena, and stop buying boxes of new Magic sets. I've already started selling off many of my valuable paper cards. ## Why I don't like Universes Beyond I think [@Fluid put it most succinctly](https://mtgzone.com/post/1034931/2869289): > I don’t wanna play pop culture soup, I wanna play magic. And if that clears things up for you, you can close your browser tab now. But I am much too verbose to leave it at that. The bottom-line answer to why I don't like UB is that I have a visceral negative reaction when I look at UB cards or think about playing games with them. But of course that reaction comes from somewhere. Let's unpack it. ### The story matters Many people devote similar amounts of time and energy to chess or poker -- venerable games of strategy and skill with worldwide followings and well-established governing bodies. But I'm not as interested in those games. One of the big things Magic has that they don't is its story: a rich backdrop that exists in a two-way relationship with the game mechanics, both informing them and making them feel more real. A world that players can engage with, even in ways that don't involve playing the game (such as fan art or cosplay). A sense that the spells you "cast" aren't mere rules, that they come from some context, and have some life to them: you could imagine how a wizard might use them to solve a problem, or resort to them in a moment of desperation. But good (or even just okay) backstories don't come free. You can't just babble some nonsense peppered with words like "sword" and "spirit" and say you built a fantasy world. You have to pay attention to things like plausibility and consistency and balance. You have to maintain the audience's suspension of disbelief. Wizards of the Coast has historically done a good job cultivating Magic's story, although it must be said that they've slacked off a bit over the years. (Gone are the days when they'd commission entire [novels](https://mtg.wiki/page/List_of_books) to accompany new sets.) Universes Beyond isn't merely the latest step in a slow decline, however. It's an abdication of any attempt to maintain a consistent story. It's saying, "actually no, all of these spells and abilities *are* just game rules, to be applied to whatever makes us money" -- even to franchises like *Fallout* or *The Walking Dead* where nothing you could really call "magic" is part of the setting. Universes Beyond releases don't have to be, and aren't, woven into "Universes Within" in any way; their fiction doesn't have to be reconcilable with Magic's. Mechanical compatibility of the cards is all that matters, now. [This 1/1 creature](https://scryfall.com/card/lea/205/ley-druid) and [this 1/1 creature](https://scryfall.com/card/pip/95/boomer-scrapper) can trade off in combat and -- I was going to say "we're asked to believe that there's any reason to it", but actually that's not so. The real shame is that we're *not* asked to believe anything about it, anymore. Whether you or I can imagine that confrontation, or what we think of it if we do, are no longer matters of pertinence. In introducing Universes Beyond cards to sanctioned formats, WotC is banking on the assumption that most players never actually cared about Magic's backstory, that they only care about its rule set. And no doubt that's true, for some. But it isn't for me. ### You're paying to read ads The second big problem with Universes Beyond is that it's blatantly commercial. It amounts to Wizards of the Coast allowing other companies to use Magic for advertising, the way one might sell space on a billboard, or the side of a bus, or a divider stick at the grocery store checkout. Advertising on something is not a sign of honor or affection. I know most of us are inured to the constant presence of ads in our lives, but just because something awful is normal now doesn't make it less awful. ### I have to look at myself in the mirror And partly it's a matter of self-respect. Wizards of the Coast [told us](https://magic.wizards.com/en/news/announcements/magics-voyages-universes-beyond-2021-02-25) for a [long time](https://markrosewater.tumblr.com/post/657736566357278720/in-the-future-will-magic-sets-based-on-other) not to [worry](https://markrosewater.tumblr.com/post/697227235814473728/mark-your-presentation-magic-the-gathering-20) about Universes Beyond cards because they would only be optional extras, and now they're changing their tune and they expect most of us to just fall in line. And I need to know, for myself, that I'm not the kind of person who will. That I don't just shrug and play along when someone gulls me. That I'm not on call to help Hasbro advertise for Marvel or Ubisoft whenever they want me to. ### Et cetera Those are the main reasons why I personally dislike UB, but there are plenty of other good reasons that may be significant to other people. For one, it sounds like UB sets [impair](https://mtgzone.com/post/1057035) Magic's (already underpaid) artists' ability to make money on on the secondary market. This seems like a pretty foreseeable consequence of WotC creating a situation where they don't own the intellectual properties that appear on some Magic cards. Copyright law sure is a mess, huh? Alone, this might not be enough of a reason to abandon UB entirely, but it does seem like if they cared about the not-so-little people, they could maybe have limited it to a once-in-a-while thing instead of expanding it to encompass half of all new sets. In [his video on this subject](https://www.youtube.com/watch?v=7us923DG-Gg), The Professor said that he's not going to let his frustration about Universes Beyond stop him from enjoying Magic or from playing the game with people who want to use UB cards. That's a great sentiment, and I'm happy for him that he can still find joy in the game. But I don't feel that way myself. I don't want to play Magic: The Grocerystick and, well, you can't make me. I don't have any sort of responsibility to get over my aversion in the name of being an "ambassador for the game" or whatever. Prof and other content creators are in a difficult position because their careers are intertwined with Magic, and walking away would be a daunting proposition even if they wanted to (and I don't mean to speak for them as to whether or not they do). But as for me, zero percent of my livelihood has ever come directly or indirectly from Wizards, unless you count that one time when I opened a [Mana Crypt](https://scryfall.com/card/2xm/270/mana-crypt). ## A tangent about power creep Magic's runaway power creep (that is, the tendency for new cards to obsolete old ones by being stronger or more efficient than them) isn't related to Universes Beyond, but I can't talk about quitting without mentioning it. I've been playing long enough to remember when [Savannah Lions](https://scryfall.com/card/dmr/24/savannah-lions) was considered an exceptionally strong card. Last year in Duskmourn we got [Veteran Survivor](https://scryfall.com/card/dsk/40/veteran-survivor), which is Savannah Lions plus two beneficial abilities, and nobody's even playing it in tournaments because so many of the cards that get printed these days are even more broken. I could write a whole separate essay about power creep, and I'm trying hard not to. Let's see if we can hit the main points quickly: - A higher floor on how powerful cards have to be shrinks the design space for new cards. - People like Magic cards for reasons other than just their power level. Somebody who likes [Nyxborn Marauder](https://scryfall.com/card/thb/109/nyxborn-marauder) or [Vampiric Spirit](https://scryfall.com/card/8ed/170/vampiric-spirit) for their art, or flavor text, or because they're friends with the artist, or whatever, shouldn't have to choose between playing the card they have an affection for or upgrading to the clearly superior [Eradicator Valkyrie](https://scryfall.com/card/khm/94/eradicator-valkyrie). I thought [Imperiosaur](https://scryfall.com/card/fut/145/imperiosaur) was an interesting build-around when it was released, but now it's recycling, because zero decks can justify playing it when [Bristlebud Farmer](https://scryfall.com/card/big/17/bristlebud-farmer) and [Territorial Allosaurus](https://scryfall.com/card/dom/184/territorial-allosaurus) are available. This opinion may seem quaint, but it didn't have to -- it's just that by now we're so used to Wizards disregarding it. - Even if every color and strategy grows stronger at the same rate, power creep is still a problem because it means games tend to be shorter and more likely to hinge on a single draw or decision that can't be answered in time. Shorter games are bad because they mean: - There are fewer opportunities to see the inter-card synergies and strategic decisions that distinguish Magic from generic games of chance. - Once one player gains the upper hand, there's less time for their opponent(s) to be able to turn the tables. This promotes situations where one player spends the whole game in a losing position, never gets to show off what their deck can do, and is left feeling like their only purpose in the match was to be a punching bag for the winner. - The initial die roll, a completely random event, has a greater influence on the outcome of the game. Would you believe me if I told you that Magic players who won the die roll sometimes used to choose to play second? There were decks and match-ups where +1 card advantage was more important than getting on the board first. When was the last time *you* did that? It's probably been most of a decade, for me. Some amount of power creep is inevitable, and reining it in isn't easy, especially for non-rotating formats, but there are ways to approach it. Magic's designers aren't trying to do it, though, because the deluge of overpowered cards isn't an accident. There's probably a whole system of intertwined reasons why WotC is perpetually pushing the power level, but I'll bet these are among them: - Each set has to be more powerful than its predecessors in order to sell more packs than them. Power sells not because players necessarily *like* that the cards are stronger, but rather because using the strongest cards in the format is the only way to remain competitive. - Shorter games get people out of and back into the tournament queues on MTGO and Arena faster. - Many of the worst offenders are overloaded legendary creatures like [Glissa Sunslayer](https://scryfall.com/card/one/202/glissa-sunslayer) or [Amalia Benavides Aguirre](https://scryfall.com/card/lci/221/amalia-benavides-aguirre), presumably designed to be attractive to Commander players. (Which seems gratuitous, considering that the format first became popular back when the *only* legal commanders were [the elder dragons from Legends](https://scryfall.com/search?q=s%3Aleg+t%3Aelder+t%3Adragon), all of which are laughably underpowered even by the standards of fifteen years ago. I assure you, people would play Commander no matter how weak the commanders were.) Power creep hasn't made me quit the game yet, though if you ask me why, I can only mumble something about how I still prefer playing broken Magic to not playing Magic at all. But now that I've decided to quit, whenever I see a particularly egregious card hit the table, or have one of those punching-bag games, I think, "Well, at least I won't have to deal with *that* nonsense anymore." ## Rebuttals Following are my responses to all of the criticisms I could think of that someone might level against this post. Please scroll down until you find whichever ones you were going to say. ### 1) This is a minor issue and I don't understand why anybody would care so much about it. Okay, but you understand *that* I care about it, right? ### 2) There are way more important things to complain about than this. True of almost everything anybody's ever complained about. ### 3) I've never heard of you before. Why should I care if you quit? To be clear, I'm not claiming to be well known in the world of Magic, nor saying that anybody should be sad to lose me specifically. I *am* saying: 1. that Universes Beyond integration might be a big deal if it's driving a long-term, invested player to quit. 2. that there may be a not-insignificant number of other players who feel the same as I do. 3. that Wizards could have kept me on the hook if they'd put any effort into it. As for how much you care, that's up to you. ### 4) This "I'm leaving if I don't get my way" attitude is immature and ineffective. By the time Wizards announced the new policy, it was already too late for me to get my way. They have obligations that they can't afford to renege on. This is more of an "I'm leaving *and explaining why*" post. ### 5) Universes Beyond isn't a form of advertising; WotC is carefully selecting IPs that they think Magic players will like. Yeah, that's how advertising works. A person or business owns some sort of property and thinks that other people or businesses might like to use that property to get a message to potential customers. They gather information on what their audience is like, and then they solicit interest from companies who want to reach that audience. Advertising doesn't have to carry an explicit "buy this product" exhortation, and when you pay attention to it you'll notice that many ads don't. Often the goal is just to keep the brand in the front of the customer's mind for whenever they become ready to buy. One of the upcoming UB sets will focus on Spider-Man. Marvel/Disney doesn't need there to be inserts in the packs saying "Issue #999 will be on the stands next month!" It's enough for them if, a year or two down the line, when you're looking for a movie to watch or comic book to read or video game to play, some subconscious part of you thinks, "Well, I'm a Magic player, so I must like Spider-Man, right?" Or maybe it's not you, maybe it's your aunt and uncle thinking along those lines when they're trying to figure out what to buy you for Christmas. ### 6) Universes Beyond isn't advertising because WotC isn't getting paid for it; they're paying licensing fees to use the other IPs.  I admit I don't know which direction the money is flowing here. I would *hope* Wizards is getting a fee from the other IP owners, but it's certainly possible that they're actually *paying* for the privilege of turning Magic into a TV screen at the gas pump. Whether or not Wizards thinks of it as advertising, I'll bet Marvel does, and if they've figured out how to get other companies to advertise for them *and* give them money at the same time, I can only imagine how hard they're laughing. ### 7) It's dumb to complain that UB is advertising when trading card games are so inherently capitalist to begin with. We can't escape capitalism, but that doesn't mean we have no choice but to tolerate its excesses. ### 8) You say you hate ads, but I'll bet you still see plenty of them when you *\[do XYZ\]*. I sure do. That's the problem. We all see plenty of ads, even if we're trying to avoid them. Now we even see them embedded in games we're playing. ### 9) Allusions are a venerable literary tradition. Yes, but a little subtlety goes a long way. [Candlestick](https://scryfall.com/card/mkm/43/candlestick) is clever; [Commander Mustard](https://scryfall.com/card/clu/6/commander-mustard) is crass. ### 10) Universes Beyond is "not for you". Other people like it, and you should let them like things. I did! For years, WotC has told us that Magic is a big tent, and can accommodate a wide variety of players. Whenever we see a Magic product that we don't like, we're supposed to repeat the mantra "this product is not for me", and go back to playing with the parts that we do like. - Hmm, Commander is getting all the attention from WotC. It's a multiplayer format focused on splashy effects where winning is more of an accident than an indicator of skill. Commander is Not For Me, but two-player, 60-card formats are still officially supported, so no big deal, right? - Hmm, Alchemy on Arena has mechanics with high degrees of randomness that aren't reproducible in paper. Okay, Alchemy is Not For Me, but that's fine, they're not trying to promote it over Standard, it's probably just an attempt to steal players from Hearthstone or something. - Hmm, eternal formats allow Universes Beyond cards now. Okay, Modern and Legacy and Vintage are Not For Me, that's fine, I wasn't playing them anyway. It's disappointing that Pauper, the format I helped support in its early years, allows UB cards, but I actually haven't been able to play Pauper in a while, so I guess I'll set that complaint aside for now. - Hmm, three-year Standard is... oh, actually I guess this one is going to have to be for me, since Standard is the only format I can still muster any interest in. And so it went, over the years, as the part of that "big tent" that *was* For Me grew smaller and smaller, until finally it's too small to fit into. And now I wonder if I was a fool. WotC obviously thinks the player base won't care about this change -- did I contribute to that impression by not complaining loudly enough? Did I enable my own marginalization? I could put up with it, for the sake of other players, when as little as 5% of my hobby was "for me". But now it's 0% and I have no leverage to do anything about it. ### 11) You *can* still play Magic without Universes Beyond cards, if you want. You just can't do it in any sanctioned format. Which means most game stores won't support it. But you can try to convince your casual playgroup to agree to it! I feel like that one answers itself. ### 12) Even if you have to play with other people who use UB cards, you can choose not to put any in your own decks. I don't think this is a good-faith argument. I mean, it may be okay for casual games, but [not if you're playing in tournaments](https://cardboard-crack.com/post/778870338018820096/taking-a-stand) or leagues or ladders. Whether we like it or not (and I don't), some Magic cards are just more powerful than others. There has never been a time when you could deliberately put less powerful cards in your deck and expect it to compete. When [Ride's End](https://scryfall.com/card/dft/25/rides-end) was printed, Standard decks that were already running [Seized from Slumber](https://scryfall.com/card/dsk/28/seized-from-slumber) upgraded right away. It's disingenuous to say, "If you don't like the flavor of Ride's End, you can still play Seized from Slumber." Sure, it's *legal* for you to do that, but you shouldn't, because you will lose some number of games that you could have won. If you want your Magic deck to be competitive, you have to build it with the best cards that are available, and from now on, in *every* format, that's going to mean including some UB cards. This has long been one of my greatest disappointments with Magic: *liking* cards is for suckers; the optimal strategy is to *avoid* forming any attachments to particular cards, so that you can dispassionately play the strongest ones. But that's the reality, and it would take a pretty radical shift in game design to change it. ### 13) Oh, you like Magic's story? Recite everything that ever happened in it. I'm not a [Vorthos](https://mtg.wiki/page/Player_type#Vorthos). I don't have an encyclopedic knowledge of Magic lore, and I do value gameplay above flavor. But rich and consistent world-building is an essential component of Magic, not an afterthought. And while I may not know everything about Magic's story, I'm at least broadly familiar with it. I can tell you which of Ravnica's guilds I'd belong to (probably [Azorius](https://mtg.wiki/page/Azorius_Senate), maybe [Izzet](https://mtg.wiki/page/Izzet_League)). I can tell you that [Teferi](https://mtg.wiki/page/Teferi_Akosa) is my favorite character because of his tragic backstory wherein he's responsible for the disappearance of his homeland. When I was building a Brawl deck to knock out some [Arena achievements](https://magic.wizards.com/en/news/mtg-arena/the-achievement-of-shipping-achievements) recently, I reached for [Helga](https://scryfall.com/card/blb/217/helga-skittish-seer) as my commander, primarily because I found her relatable in the [fiction](https://magic.wizards.com/en/news/magic-story/episode-1-calamity-comes-to-valley). But one of Magic's great innovations is -- was -- that even players who don't actively delve into the lore still absorb a lot of it just in the course of playing. They pick it up from the art and the flavor text and the card names. Over time, they'll develop a sense of what's going on in the story without even meaning to. That is, if there *is* a story. ### 14) You should give UB a chance, the designs/gameplay are actually good/fun/well balanced. I've seen plenty of the cards and I don't agree with this assessment, but even if I did, so what? Lots of people do good jobs designing things that I'm not interested in. I'm happy for them but it doesn't somehow change my interests. This is an important point, so I want to underscore it: **there is no level of quality** that Universes Beyond cards could achieve that would change my mind about them. It's the concept that's bad; the actual cards are irrelevant. ### 15) You'll feel differently when there's a UB set based on something you like. I actually like most of the things that have gotten UB treatments so far. *Final Fantasy*, *Assassin's Creed*, *Fallout* -- I've played and enjoyed multiple games from each of those franchises. My dad read *The Hobbit* and *The Lord of the Rings* to my brother and me as bedtime stories. I have hundreds of Marvel (and other) comics boxed up in my closet (really got to get around to donating those...). But if Cloud Strife crashed a Brotherhood of Steel base, I wouldn't think, "Whoa, cool crossover!" I'd think, "What the hell kind of sense does this make?" And I don't look at a card like [Ezio, Blade of Vengeance](https://scryfall.com/card/acr/275/ezio-blade-of-vengeance) and think, "Wow, they really nailed the character." At best I think, "Okay, if you had to make a Magic card for Ezio, I guess that's a reasonable set of abilities." (And also: "Isn't 5/5 kind of big for one human?") Actually, Assassin's Creed brings up an illustrative point. I played the first few games in that series and really enjoyed them -- they had some of the best stealth gameplay ever. Then the series shifted away from stealth and towards action. It wasn't about "assassins" anymore. It wasn't what I had come to the franchise looking for, and it *was* awfully similar to a lot of other video games on the market. So I stopped buying AC games. The series continued to sell by doing something that appealed to a wide audience, but it didn't deliver the experience that had originally made it stand out. That's a lot like what's happening now with Magic. ### 16) Don't you ever wonder about stuff like "What if Superman fought the Predator?" UB lets players live out those dreams. I don't, and I don't understand the appeal. Superman and the Predator weren't designed with each other in mind. Their powers weren't balanced for it to be a fair or interesting fight. They wouldn't fit in the same work of fiction. (Also, UB won't actually let you play that out. If the Predator's card is a 4/4 and Superman's is a 4/5, there's your answer. No need to play the games.) ### 17) How do you feel about card alters that reference other IPs? Alters are totally cool. They're unique, or at least have few reproductions. A real person, not a company, made or commissioned them because it was something they personally were interested in. And if you don't like alters, that's fine; nobody is requiring you to use them if you want to continue playing sanctioned Magic formats. It's not the same thing at all. The same goes for card sleeves, playmats, deckboxes, or similar paraphernalia that depict non-Magic IPs. I don't have any objection to any of that; in fact I have some myself. It's not that different from wearing a t-shirt of your favorite band while you're playing. But the difference between having those things *at the table while you're playing the game* versus having those things *be part of the game* is significant. (That said, if someone in my playgroup did object to any of those things, I would gladly change to accommodate them.) ### 18) How is a UB setting any worse than an original plane with a non-fantasy setting, like Thunder Junction or Duskmourn? I'm not a fan of those settings either, and haven't spent as much money on them or engaged as much with them as I have with other sets. Any time period past the Industrial Revolution is a bad fit for Magic, in my opinion. I've been willing to meet Wizards halfway on these, but I'd definitely prefer it if we stuck to fantasy. It's not that I don't like genres outside of fantasy! I enjoy sci-fi; I've finished all the *Mass Effect* games (even Andromeda); I'm almost done reading *The Expanse*. You want to know one thing I like about those series? Their internally consistent worldbuilding. You don't see any robe-wearing wizards show up to cast Fireball in those stories, for the same reason you shouldn't see their characters in Magic. ### 19) They used to put [Shakespeare quotes](https://scryfall.com/card/leg/149/giant-strength) on Magic cards; isn't that a foreign IP? They stopped doing that because they realized it clashed with the goal of building their own fantasy setting. And they never started doing it again, because it's the 21st century and nobody thinks they can get rich off Shakespeare. ### 20) You're wrong, Magic has never been limited to earlier time periods. By my reckoning, the first set that unambiguously crossed the boundary was 2022's [Kamigawa: Neon Dynasty](https://mtg.wiki/page/Kamigawa:_Neon_Dynasty). Some previous sets or cards have had steampunk aesthetics, which is pushing the envelope, but within the boundaries of what I was personally willing to live with. I don't know; maybe I was only seeing what I wanted to see. But now things have changed too much, and I can't make myself see it anymore. ### 21) Magic isn't just one story, it's a [canvas](https://mtgzone.com/post/1099432) for telling an unlimited variety of stories. This actually hasn't been true for most of its history, but anyway I might be okay with it as long as those stories had a certain amount of consistency. ### 22) Magic couldn't stay stagnant forever. It has to be able to expand, and try new things. WotC isn't even close to exhausting all the historical cultures they could base a plane on, and every time they revisit a plane they demonstrate how it's possible to tell new stories in old settings. You can't convince me that they were in danger of running out of thematically consistent stories to tell. P.S., if they *do* feel like they're running low on new material, one remedy would be to release sets less frequently, [like everyone wants them to](https://markrosewater.tumblr.com/post/757827171442212864/please-forward-to-the-higher-ups-that-i-am). ### 23) Universes Beyond is bringing in a lot of new players. WotC can't afford *not* to do it. Magic has been Earth's foremost TCG for three decades. If you live near a large enough city (okay, in a country that WotC actively supports), you should be able to find a small Magic tournament at a game store within reasonable traveling distance at least once a week. Pandemic disruptions aside, there have typically been large tournaments somewhere in the world once or twice a month. Magic has also supported *two* separate but similar online versions (MTGO and Arena), for years. How many other games are big enough to willingly cannibalize their own audience and survive? What I'm getting at is that I don't think Magic's player base was either small or on the wane. It seemed like there were already a lot of players pre-UB, and from what I saw, they were of a variety of ages and experience levels. I don't think Wizards was in a position where they desperately had to attract new players or risk the collapse of the game. It may be true that publicly traded companies have an obligation to make money for their shareholders. (Whether or not that ultimately works to the benefit of their customers or employees is a debate for another time.) Even so, they aren't compelled to wring every available dime out of the market as quickly as possible. They have some leeway to convince shareholders that long-term stability is more valuable. It is -- and we, the public, should insist that it be -- acceptable for a company simply to make a good product, and sell it to those who are interested. It may be, in the short term or even in the long term, that there are more people in the world who will buy Magic cards from crossover IPs than people who will buy Magic cards with original IPs, but that doesn't mean WotC is geased to cater to them. As long as Magic's numbers stay at a threshold where they can support the game's infrastructure -- and they certainly have seemed to be there -- it is okay if not everybody in the world is a Magic player. It is okay if some people like a thing and other people don't. It is okay, and in fact preferable, if Magic is "merely" a popular game and never becomes an all-encompassing cultural empire. (Some may suggest that Wizards of the Coast agrees with me, and it's their corporate overlords at Hasbro who are to blame for the insistence on growth. I haven't seen any evidence of Wizards pushing back on any of this, but even if it were so, what difference would it make to me as a player? The final products are what they are.) ### 24) If there's money to be made in something, you can't expect any company to pass it up. If Wizards really thinks a menagerie of pop-culture crossovers is too lucrative to ignore, they could have pursued that without diluting Magic in the bargain. They could have made a separate card game just to explore those possibilities. Oh wait, [somebody already tried that](https://en.wikipedia.org/wiki/Vs._System) and it didn't last. ### 25) My friend only started playing Magic because of a UB set, and now they're really enjoying it. I'm happy, genuinely, for you and your friend. But I'm sorry -- again, genuinely -- to say that I don't value their enjoyment of my hobby over my own. ### 26) Most Magic players "[really adore](https://markrosewater.tumblr.com/post/770089141274918912/thats-the-nature-of-magic-it-adapts-to-the#notes)" Universes Beyond. Honestly, this one would be easier to believe if Mark Rosewater didn't have to keep telling us it's so. But let's say it is. That's fine for them. Most of the game already catered to them. I just wish that for once, "this is not for you" applied to other people instead of me. ### 27) I like Universes Beyond. Do you want me to feel bad about that? Do you want me to stop buying it? No. You should do things you enjoy; you don't owe it to me to curb your enthusiasm, any more than I owe it to you to revive my own. If I'm being painfully honest, I kind of want to know that somebody at Wizards feels bad for pushing me out of my longtime hobby. That's not a sentiment I'm proud of, but there it is. But if you're a fellow player, you haven't done anything wrong, and you should spend your money and your leisure time however you want to. I might suggest that you ask yourself why you're so willing to buy advertisements. But it's not up to me how you feel about that. ### 28) Attracting new players is more important than retaining invested players. I don't know if anybody actually holds this opinion, but in case somebody does I'd like to hear the justification. What percentage of those new players are getting involved in all the unpaid or low-paid work that WotC relies on to keep the community alive, like writing articles or managing fan sites or judging tournaments? What percentage of them have to be converted to returning players for WotC to come out ahead financially in the long term, and is that likely? We're talking about people who knew Magic existed, for decades, but couldn't be bothered to try it until it was sugar-coated with some other IP that they *actually* like. And we're really banking on large numbers of them sticking around? ### 29) Do you even want to draw in new players, or do you just want to be a grumpy old gatekeeper? I didn't spend years running tournaments and writing articles because I *hate* engaging newcomers. But if the cost of enticing them is that we change the game so much it isn't itself anymore, we didn't really accomplish the goal, did we? ### 30) Oh, okay, so you just hate change. Magic has seen a lot of changes over the years that I've welcomed and still enjoy. I like the modern card border better than the original one. I like alternate art styles and border treatments on cards. I like Battles and Sagas and Adventures and Omens (but not Planeswalkers). I like the London Mulligan. ### 31) You're acting entitled. WotC doesn't owe you anything just because you bought some cards/wrote some articles/ran some tournaments/*\[insert any other reason here\]*. Of course not. They put out a product that I liked, and I paid them money and helped to build their community, because we both considered the arrangement to be mutually beneficial. Now they've decided that it isn't, and so neither of us will be doing those things anymore. But I am a little surprised, and disappointed, that they knew that I and many other players felt this way, and deemed those relationships not valuable enough to preserve. ### 32) If you want a format without UB cards, organize it yourself. That's how Commander got started. As discussed in the intro to this post, I did exactly that with Pauper. It's an exhausting job and I eventually quit Magic cold turkey at the end of a tournament season because I was so burnt out. It was years before I returned. I don't know if I have it in me to do that again. If you know of a community initiative along these lines, I'd be interested to hear about it. But even then, the best-case scenario is that I do several times as much work as before, just to carve out a tiny sliver of Magic that I can still enjoy. Wouldn't that effort be better spent finding a pastime that actually wants me? ### 33) Rage-quitting never fixes anything. Probably not, but sticking around (and, what, making myself play a game I don't enjoy?) obviously can't fix anything either. (Also, I don't think it counts as "rage-quitting" when it's something I'm planning to do months from now.) ### 34) Wizards won't notice that you quit over Universes Beyond, but your local game store will. This is probably true, and I feel bad about it. The staff at my LGS have never been anything short of friendly and kind to me, and I have very fond memories of going there for Friday Night Magic. But I can't justify spending money on a product that I don't like and never intend to use, solely to support somebody else's business. (As it is, I've come pretty close to doing that: all of the booster boxes I've bought in recent years remain unopened in my basement. But I still *might* draft with them one day. Or sell them. Or donate them....) ### 35) Stop being so cheap, WotC employees have to... oh wait, you didn't mention the price. I didn't, although I know it's a concern for many players. We know now that even Standard-legal UB sets will ["have a higher MSRP"](https://markrosewater.tumblr.com/post/776668133905891328/is-an-individual-final-fantasy-play-booster), and honestly that seems like a questionable decision to me, even from a purely mercenary standpoint. What's the plan for retaining Standard players who only have room in their budgets for normal Standard-priced cards? As for myself, though: I've been content to Not-For-Me the Secret Lairs and Masters Series sets, but I swallowed [last year's increase](https://mtgzone.com/post/212383) to the price of draftable Standard boxes, and I would probably do it again -- for a product that I actually wanted to buy. ### 36) This is just sour grapes from someone who probably doesn't win much. I'm not a professional, but I've [been to Mythic](https://mtgzone.com/post/1283615) a few times. I *can* play Magic at a competitive level, I just don't see the appeal anymore. ### 37) Magic's gameplay will still be fun even if its narrative backdrop becomes a hodgepodge. Are you really going to quit on principle? To my shame, I probably would not quit solely on principle. I mean, I clucked my tongue and kept playing when WotC ["straight-washed" Chandra](https://www.dicebreaker.com/games/magic-the-gathering-game/news/magic-the-gathering-publisher-issues-public-apology-regarding-alleged-straight-washing-of-planeswalker-chandra) or [sent the Pinkertons](https://www.polygon.com/23695923/mtg-aftermath-pinkerton-raid-leaked-cards) to the house of a fan who hadn't personally done anything wrong. But the initial assumption here is untrue. Magic *won't* be fun for me with Universes Beyond in it. ### 38) So it's really worth leaving an otherwise great hobby over this one thing? Apparently! But honestly, I would probably not describe Magic as "otherwise great" at this point. After years of power creep in the mechanics and technology creep in the lore, you have to look pretty hard to find the game I used to love buried underneath. So maybe the Universes Beyond thing is just the last straw. ### 39) Whatever, you'll be back. They always come back. Maybe I will! I'm not swearing a blood oath never to play another game of Magic. I would be glad to find a way to play that makes me interested in the game again. If Wizards repents immediately and doesn't publish any more UB sets beyond what's already been announced, Standard could be UB-free as soon as 2028. I'll check back then. ### 40) Have you tried *\[alternative TCG\]*? Feel free to make your pitch. But it wasn't the TCG model that I liked, it was Magic specifically. ### 41) That's a lot of whining about a game. You should get a life. Sorry for caring! Rest assured that I'll be trying not to let it happen again. ### 99) Hey wait, isn't your username a reference to a competing TCG? 1. Nobody would actually ask this question, because nobody besides me remembers that game. 2. Like I said about alters or sleeves: it's funny when fans do it. It's gauche when the actual legal owner of the game does it. (Actually, this is sort of the same reason why Wizards shouldn't be designing for Commander, except replace "funny" with something like "inventive".) 3. It's sure feeling less funny now. I looked up whether I can change my Arena username but it seems the answer is [no](https://mtgarena-support.wizards.com/hc/en-us/articles/115005280386-How-to-Reset-Password-and-Update-Account-Info). ## MTGZone [This site](https://mtgzone.com/) is great. I really appreciate [Andrew](https://mtgzone.com/u/andrew) and [Mike](https://mtgzone.com/u/mike) for operating it. It was exactly what I needed after I left Reddit. I like that it has a smaller audience, so I don't feel like I have to respond to a post within 15 minutes after it goes up or I might as well not bother. It's been gratifying to learn that other people care about the same things I do. I endorse and encourage the Fediverse model, which is how the internet was always supposed to work. I've found that the atmosphere here is pretty congenial relative to most Magic forums. This community has helped me [celebrate](https://mtgzone.com/post/586584) my [successes](https://mtgzone.com/post/1283615), and [listened](https://mtgzone.com/post/1353328/3577369) to me [ramble](https://mtgzone.com/post/895426) on [endlessly](https://mtgzone.com/post/744645) about [deckbuilding](https://mtgzone.com/post/518271). In fact, MTGZone may be the only social media site that consistently has a positive effect on my mental health. I've visited every day for the last year-plus, and more times per day than I should probably admit to, at that. It's helped me feel somewhat connected to other people during these isolated times. But I'll have less reason to visit now, and I'm sad about that too.
mtg 41 11
Silent Hill 2 - Review Thread
Game Information -------------------- **Game Title**: Silent Hill 2 **Platforms**: - PlayStation 5 (Oct 8, 2024) - PC (Oct 8, 2024) **Trailers**: - [SILENT HILL 2 | Release Date Trailer (4K:EN/ESRB) | KONAMI](https://www.youtube.com/watch?v=GiLbQVne110) - [SILENT HILL 2 | Gameplay Trailer (4K:EN/ESRB) | KONAMI](https://www.youtube.com/watch?v=-mykHQ_AZuU) - [SILENT HILL 2 - Combat Reveal Trailer (4K:EN/ESRB) | KONAMI](https://www.youtube.com/watch?v=CqUexhXHJI0) **Developer**: Bloober Team **Publisher**: Konami **Review Aggregator**: **[OpenCritic - 88 average - 91% recommended - 34 reviews](https://opencritic.com/game/16791/silent-hill-2)** Critic Reviews ------------- **[Areajugones](https://opencritic.com/outlet/470/areajugones)** - [Urko Miguel Galparsoro](https://opencritic.com/critic/5409/urko-miguel-galparsoro) - *Spanish* - [9 / 10](https://areajugones.sport.es/videojuegos/analisis-de-silent-hill-2-remake-el-regreso-de-la-mejor-obra-del-survival-horror/) >The remake of Silent Hill 2 honors the great audiovisual work that Konami released in 2001, maintaining a high level and improving many of its most distinctive features. Silent Hill 2 was an essential title more than 20 years ago, and it remains so today with this magnificent remake. ------------- **[CGMagazine](https://opencritic.com/outlet/82/cgmagazine)** - [9 / 10](https://www.cgmagonline.com/review/game/silent-hill-2-remake-ps5-review/) >Bloober Team has crafted a Silent Hill 2 remake that respects the original while delivering a fresh, terrifying experience. ------------- **[Checkpoint Gaming](https://opencritic.com/outlet/563/checkpoint-gaming)** - [Luke Mitchell](https://opencritic.com/critic/4403/luke-mitchell) - [9 / 10](https://checkpointgaming.net/reviews/2024/10/silent-hill-2-review-there-was-a-hole-here/) >The remake of Silent Hill 2 walks a fine line between honouring a beloved original and innovating for both new and returning audiences. It does so with incredible success, landing clever changes to its puzzles and cleverly expanded environments that enhance the game, rather than detracting from it or over-stuffing it. Ultimately, this remake never loses sight of what makes Silent Hill 2 such a memorable experience in the first place: its ability to get under your skin, and stay there. It's truly delightful to share that the Silent Hill 2 remake is a polished, fitting homage, and a celebration of one of horror's greatest masterpieces. ------------- **[Eurogamer](https://opencritic.com/outlet/114/eurogamer)** - [Vikki Blake](https://opencritic.com/critic/2833/vikki-blake) - [5 / 5](https://www.eurogamer.net/silent-hill-2-remake-review) >Against the odds, Bloober Team has delivered a remake that both expands Silent Hill 2 in just the right places, and gives careful attention to what it preserves. ------------- **[GRYOnline.pl](https://opencritic.com/outlet/559/gryonline-pl)** - [Sebastian Kasparek](https://opencritic.com/critic/3746/sebastian-kasparek) - *Polish* - [6 / 10](https://www.gry-online.pl/recenzje/silent-hill-2-recenzja-gry-w-nowym-wydaniu-znaczna-czesc-magii-be/zd46a2) >As a regular representative of the genre the new Silent Hill 2 is quite good, and should deliver lots of fun to gamers that like this kind of games. But as a remake of one of the most important horror games in history this new version looks extremely mediocre, which in my eyes is a greater crime than making a simply bad game. ------------- **[Game Rant](https://opencritic.com/outlet/60/game-rant)** - [Dalton Cooper](https://opencritic.com/critic/260/dalton-cooper) - [9 / 10](https://gamerant.com/silent-hill-2-remake-review/) >The Silent Hill 2 remake is absolutely an incredible horror gaming experience that successfully expands on the beloved original. ------------- **[GameSpot](https://opencritic.com/outlet/32/gamespot)** - [Mark Delaney](https://opencritic.com/critic/1704/mark-delaney) - [9 / 10](https://www.gamespot.com/reviews/silent-hill-2-remake-review-born-from-a-wish/1900-6418296/?ftag=CAD-01-10abi2f) >Remaking one of the most revered horror games ever is no simple task, but Bloober Team impressively rebottles the magic of the 2001 genre landmark. ------------- **[Gamepressure](https://opencritic.com/outlet/870/gamepressure)** - [Zbigniew Woźnicki ](https://opencritic.com/critic/9111/zbigniew-wo-nicki-) - [6.5 / 10](https://www.gamepressure.com/editorials/reviews/silent-hill-2-review-game-stuck-between-old-and-newschool/ze734) >The story and character models are something I can live with. Unless someone is a purist, then the game will certainly make them lose interest very quickly. In my opinion, however, the biggest sins of Silent Hill 2 are the extensive exploration, which eventually becomes tiresome, and the untapped potential of combat. ------------- **[GamesRadar+](https://opencritic.com/outlet/91/gamesradar-)** - [Leon Hurley](https://opencritic.com/critic/984/leon-hurley) - [3.5 / 5 ](https://www.gamesradar.com/games/survival-horror/silent-hill-2-remake-review/) >Does a good job of making the series feel relevant in a way it hasn't for years. ------------- **[GamingTrend](https://opencritic.com/outlet/102/gamingtrend)** - [Henry Viola](https://opencritic.com/critic/9816/henry-viola) - [90 / 100](https://gamingtrend.com/feature/reviews/silent-hill-2-review-inner-fears-and-restless-dreams/) >If you had any doubts about the Silent Hill 2 remake, then throw them out the window because Bloober Team cooked with this one. It successfully modernizes a classic without losing sight of what made it special in the first place. ------------- **[Hardcore Gamer](https://opencritic.com/outlet/23/hardcore-gamer)** - [Chris Shive](https://opencritic.com/critic/1804/chris-shive) - [4 / 5](https://hardcoregamer.com/review-silent-hill-2-remake/) >The remake will not have the same impact as the original, but it's still a worthwhile game for newcomers and old fans alike. ------------- **[IGN](https://opencritic.com/outlet/56/ign)** - [Tristan Ogilvie](https://opencritic.com/critic/236/tristan-ogilvie) - [8 / 10](https://www.ign.com/articles/silent-hill-2-2024-review) >Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror. ------------- **[IGN Italy](https://opencritic.com/outlet/477/ign-italy)** - [Alessandra Borgonovo](https://opencritic.com/critic/3960/alessandra-borgonovo) - *Italian* - [9.5 / 10](https://it.ign.com/silent-hill-2-remake/213463/review/silent-hill-2-remake-la-recensione) >Silent Hill 2 Remake is an excellent game that shines in every aspect and pays homage in the best possible way to the cornerstone game of psychological horror. ------------- **[Metro GameCentral](https://opencritic.com/outlet/75/metro-gamecentral)** - GameCentral - [9 / 10](https://metro.co.uk/2024/10/04/silent-hill-2-remake-review-thinking-persons-survival-horror-21732505/) >An excellent remake that does all it can to bring the classic original into the modern era, while maintaining the same nuanced levels of psychological horror. ------------- **[One More Game](https://opencritic.com/outlet/811/one-more-game)** - [Chris Garcia](https://opencritic.com/critic/8410/chris-garcia) - [9 / 10](https://onemoregame.ph/2024/10/silent-hill-2-remake-review/) >It wasn't easy, and after facing a lot of uncertainty and criticism months before its release, Bloober Team has delivered a fantastic remake of a definite horror classic in Silent Hill 2 Remake. The pressure to overcome the odds must have been crippling, but the team has successfully captured the soul of the original and has modernized it with care, resulting in a must-play entry for the series that has been long dormant. > >From the stunning visuals to the haunting atmosphere and even the immersive audio design, the Silent Hill 2 Remake is a definite addition to gaming libraries everywhere, as its psychological spin on the genre is a testament to the legacy it left behind. ------------- **[Press Start](https://opencritic.com/outlet/491/press-start)** - [James Mitchell](https://opencritic.com/critic/3659/james-mitchell) - [9 / 10](https://press-start.com.au/reviews/ps5-reviews/2024/10/04/silent-hill-2-remake-review-a-tense-and-terrifying-affair/) >Silent Hill 2 is a great remake that captures the essence of the original game, expanding it in all the right ways without ruining the spirit of the original. While this is easily the best game Bloober has ever made, and perhaps even their scariest, simplistic combat is the only thing that keeps this horror epic from reaching its true potential. Regardless, this Silent Hill 2 remake is everything you could hope for and more, and hopefully, a sign of great things to come for the series. It's a clever and inventive expansion of the original that you wouldn't know you needed……until now. ------------- **[Push Square](https://opencritic.com/outlet/25/push-square)** - [Liam Croft](https://opencritic.com/critic/1009/liam-croft) - [9 / 10](https://www.pushsquare.com/reviews/ps5/silent-hill-2) >Bloober Team has faithfully and respectfully recreated one of the survival horror genre's all-time greats, modernising Silent Hill 2 in all the right ways. ------------- **[Sirus Gaming](https://opencritic.com/outlet/409/sirus-gaming)** - [Jarren Navarrete](https://opencritic.com/critic/4365/jarren-navarrete) - [10 / 10](https://sirusgaming.com/silent-hill-2-2024-review/) >The Silent Hill 2 remake is one of the best horror games I've played to recent date. I couldn't find a single thing I disliked about it. With the use of the PlayStation 5 hardware to deliver a more immersive experience, I found playing this Silent Hill 2 remake to do justice to the original and then some. ------------- **[TheGamer](https://opencritic.com/outlet/731/thegamer)** - [James Kennedy](https://opencritic.com/critic/9644/james-kennedy) - [3.5 / 5 ](https://www.thegamer.com/silent-hill-2-review/) >Bloober Team’s version of Silent Hill 2 often feels like a high fidelity version of the original with remixed puzzles and item locations. The combat is reasonably satisfying, the boss encounters have been improved, but what is fundamentally a great horror game is partially undermined by the over-the-top sound design, injection of jump scares, and general lack of restraint. ------------- **[VG247](https://opencritic.com/outlet/549/vg247)** - [Kelsey Raynor](https://opencritic.com/critic/8840/kelsey-raynor) - [5 / 5 ](https://www.vg247.com/silent-hill-2-review) >Bloober Team… You made me happy, and after playing Silent Hill 2, I am eager to see what the studio does alongside Konami in future. Perhaps a Silent Hill 1 and Silent Hill 3 remake isn’t such a bad idea, after all… ------------- **[VGC](https://opencritic.com/outlet/821/vgc)** - [Chris Scullion](https://opencritic.com/critic/4391/chris-scullion) - [4 / 5 ](https://www.videogameschronicle.com/review/silent-hill-2/) >Silent Hill 2 is a skilfully handled retelling of one of the medium's most loved survival horror games. It stays faithful to the original (to a fault at times) but breathes enough new life into it to simultaneously ensure that long-time fans will appreciate the respect shown, while newcomers won't find it antiquated. ------------- **[Wccftech](https://opencritic.com/outlet/304/wccftech)** - [Chris Wray](https://opencritic.com/critic/1264/chris-wray) - [9 / 10](https://wccftech.com/review/silent-hill-2-restless-dreams-town/) >Silent Hill 2 is the best game Bloober Team has made. A faithful reimagining of the original, bringing it to the modern day without losing what made the original the best horror game ever, using modern game mechanics to improve where they could, and expanding on what was already an engrossing world. Without any shadow of a doubt, a resounding success, one that will likely come as a surprise to many. -------------
games 36 5
Shinobi: Art of Vengeance | Review Thread
Game Information -------------------- **Game Title**: SHINOBI: Art Of Vengeance **Platforms**: - PlayStation 5 (Aug 29, 2025) - PlayStation 4 (Aug 29, 2025) - PC (Aug 28, 2025) - Xbox Series X/S (Aug 29, 2025) - Xbox One (Aug 29, 2025) - Nintendo Switch (Aug 29, 2025) **Trailers**: - [SHINOBI: Art of Vengeance – Demo Trailer – Nintendo Switch](https://www.youtube.com/watch?v=m0vn1PHoSnM) - [Shinobi: Art of Vengeance - Combat Gameplay Trailer | PS5 & PS4 Games](https://www.youtube.com/watch?v=DopmTOxWp8s) - [SHINOBI: Art of Vengeance: Announce Trailer](https://www.youtube.com/watch?v=ut6mbp1d_Hs) **Developer**: Lizardcube **Publisher**: SEGA **Review Aggregator**: **[OpenCritic - 88 average - 97% recommended - 60 reviews](https://opencritic.com/game/18112/shinobi-art-of-vengeance)** Critic Reviews ------------- **[Analog Stick Gaming](https://opencritic.com/outlet/894/analog-stick-gaming)** - [Jeff M Young](https://opencritic.com/critic/10614/jeff-m-young) - [9.5 / 10](https://www.analogstickgaming.com/game-reviews-1/2025/8/23/shinobi-art-of-vengeance) >Shinobi: Art of Vengeance is truly fantastic, and the type of game I had wished Ninja Gaiden: Ragebound had been. It hits all the right beats for the genre, and its combat progression keeps Joe Musashi powerful without feeling unstoppable, due to some fantastic work with its roster of enemies and bosses. As Shinobi is the first step in Sega’s big ‘Power Surge Program’, it hopefully stands as a testament of the quality to come. ------------- **[But Why Tho?](https://opencritic.com/outlet/722/but-why-tho-)** - [Scott White](https://opencritic.com/critic/6869/scott-white) - [9 / 10](https://butwhytho.net/2025/08/shinobi-art-of-vengeance-review-lizardcube/) >I can’t remember the last time I had as much fun with this sort of game as I did with Shinobi Art of Vengeance, and for fans of 2D action games, it is a must-play. Fans of ninjas continue to feast. ------------- **[COGconnected](https://opencritic.com/outlet/94/cogconnected)** - [Jaz Sagoo](https://opencritic.com/critic/6460/jaz-sagoo) - [92 / 100](https://cogconnected.com/review/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is nothing short of incredible. Its layered combat system lets you stylishly cut down foes, while clever level design delivers platforming challenges that make full use of your abilities. The difficulty is demanding yet fair, rewarding you for learning and responding to enemy attacks. More than just a worthy reboot, it feels like the ideal starting point for Sega’s wider revival. ------------- **[Checkpoint Gaming](https://opencritic.com/outlet/563/checkpoint-gaming)** - [Charlie Kelly](https://opencritic.com/critic/6051/charlie-kelly) - [8.5 / 10](https://checkpointgaming.net/reviews/2025/08/shinobi-art-of-vengeance-review-frenetic-and-fun-2d-ninja-action/) >Shinobi: Art of Vengeance is a thoroughly enjoyable and action-packed time that'll satiate both series veterans who've long been awaiting a return and newcomers who've always wanted to check the franchise out. With Lizardcube utilising the best parts of their game design DNA while truly understanding what it means to be a Shinobi game, they have crafted this retro-infused adventure that celebrates the old and embraces the new. With kickass challenging platforming, combat, boss fights and setpieces that'll take some mastering, meaningful progression that fits right into the series, and gorgeous, gorgeous sights that run the gamut on this shinobi-starring journey, Art of Vengeance is simply artful. It's a pinpoint precision strike to the gut of those after some good old-fashioned ninja action chaos. ------------- **[Console Creatures](https://opencritic.com/outlet/798/console-creatures)** - [Bobby Pashalidis](https://opencritic.com/critic/7698/bobby-pashalidis) - [9 / 10](https://www.consolecreatures.com/shinobi-art-of-vengeance-review/) >Like a ninja, Shinobi: Act of Vengeance sneakily delivers one of this year's best 2D action games. It smartly and stealthily showcases its brutal and spectacular mechanics that consistently up the stakes. While the story is the weakest aspect, the stylish action shows how promising 2D action games can be today. ------------- **[Cultured Vultures](https://opencritic.com/outlet/537/cultured-vultures)** - [Ash Bates](https://opencritic.com/critic/11359/ash-bates) - [9 / 10](https://culturedvultures.com/shinobi-art-of-vengeance-xbox-series-review/) >Like Streets Of Rage 4 before it, Lizardcube have taken a beloved classic and made it their own. Shinobi: Art of Vengeance is a triumphant return of a classic. ------------- **[Daily Mirror](https://opencritic.com/outlet/561/daily-mirror)** - [Aaron Potter](https://opencritic.com/critic/2776/aaron-potter) - [4 / 5 ](https://www.mirror.co.uk/gaming/shinobi-art-vengeance-review-stylish-35749218) >Sure, the story is somewhat straightforward and there could be a touch more underling enemies to fight, but this in no way detracts from Lizardcube’s second successful revival of a classic Sega arcade series, one that takes the merits of the past and updates them to create an immensely tight modern 2D action-platformer. ------------- **[Final Weapon](https://opencritic.com/outlet/727/final-weapon)** - [Jordan Brown](https://opencritic.com/critic/11346/jordan-brown) - [4 / 5 ](https://finalweapon.net/2025/08/25/shinobi-art-of-vengeance-review/) >SHINOBI: Art of Vengeance looks to revive the long-dormant Shinobi series after an almost fifteen-year hiatus. Developer Lizardcube brings Joe Musashi back into the limelight in one of the most stunning-looking games of the year, which is sure to make longtime fans of the series happy. Although there are a few stumbles along the way and design choices that I wish had been ironed out more, SHINOBI: Art of Vengeance is a great game that will hopefully kickstart this series back to life and work as a building block for future titles to come. ------------- **[Game Rant](https://opencritic.com/outlet/60/game-rant)** - [Dalton Cooper](https://opencritic.com/critic/260/dalton-cooper) - [7 / 10](https://gamerant.com/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is a solid 2D action platformer with a few shortcomings that keep it from reaching its full potential. ------------- **[GameGrin](https://opencritic.com/outlet/436/gamegrin)** - [Alana Dunitz](https://opencritic.com/critic/7498/alana-dunitz) - [8 / 10](https://www.gamegrin.com/reviews/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is a beautiful-looking game that feels like a great addition to the series. It is challenging and full of non-stop ninja action. ------------- **[GameSpew](https://opencritic.com/outlet/408/gamespew)** - [Richard Seagrave](https://opencritic.com/critic/2754/richard-seagrave) - [9 / 10](https://www.gamespew.com/2025/08/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance once again puts us in control of the legendary Joe Musashi, and it's a genuine treat. Fast and fluid combat meets slick platforming and traversal, and when you add in the game's stunning art and excellent soundtrack, you're looking at game of the year material. ------------- **[GameSpot](https://opencritic.com/outlet/32/gamespot)** - [Richard Wakeling](https://opencritic.com/critic/1425/richard-wakeling) - [9 / 10](https://www.gamespot.com/reviews/shinobi-art-of-vengeance-review-ninja-master/1900-6418397/) >Shinobi: Art of Vengeance revitalizes a classic by combining excellent combat and platforming with a gorgeous art style, reaching new heights for the long-dormant series. ------------- **[Gameffine](https://opencritic.com/outlet/854/gameffine)** - [Jay Krishnan](https://opencritic.com/critic/9235/jay-krishnan) - [95 / 100](https://www.gameffine.com/shinobi-art-of-vengeance-review-the-full-package/) >Shinobi: Art of Vengeance is a fully reimagined tribute to a beloved classic. With its stunning visuals, satisfying combat, smooth controls, and thoughtful modern QoL features, it’s the complete package and might end up being one of my favorite games of the year. ------------- **[GamerFocus](https://opencritic.com/outlet/971/gamerfocus)** - [Julián Ramírez](https://opencritic.com/critic/11401/juli-n-ram-rez) - *Spanish* - [8 / 10](https://www.gamerfocus.co/juegos/shinobi-art-of-vengeance-resena/) >Shinobi: Art of Vengeance excels with its combat system, level design, and visual art. It's packed with exciting moments, and while it suffers from a slight personality crisis due to some ill-fitting Metroidvania-esque elements and some performance issues (at least in PS5), it's well worth a try for fans of 2D action platformers. ------------- **[GamesRadar+](https://opencritic.com/outlet/91/gamesradar-)** - [Dustin Bailey](https://opencritic.com/critic/1612/dustin-bailey) - [3 / 5 ](https://www.gamesradar.com/games/action/shinobi-art-of-vengeance-review-so-close-to-being-to-a-pitch-perfect-revival-of-a-classic-series-but-just-cant-quite-line-up-the-killing-blow/) >I've found myself pretty dejected over just how little the levels capitalize on the strength of the basic action ------------- **[GamingBolt](https://opencritic.com/outlet/297/gamingbolt)** - [Ravi Sinha](https://opencritic.com/critic/1193/ravi-sinha) - [9 / 10](https://gamingbolt.com/shinobi-art-of-vengeance-review-the-one-and-only) >Channeling everything that made the classics great while enhancing with new mechanics, stunning visuals, and sublime controls, Shinobi: Art of Vengeance is an incredible revival and stellar action side-scroller in its own right. ------------- **[Hardcore Gamer](https://opencritic.com/outlet/23/hardcore-gamer)** - Skeith Ruch - [4 / 5](https://www.hardcoregamer.com/review-shinobi-art-of-vengeance/) >Shinobi: Art of Vengeance is a fantastic experience from start to finish and a brilliant comeback for the classic franchise. ------------- **[Hey Poor Player](https://opencritic.com/outlet/385/hey-poor-player)** - [Francis DiPersio](https://opencritic.com/critic/2469/francis-dipersio) - [4.5 / 5](https://www.heypoorplayer.com/2025/08/25/shinobi-art-of-vengeance-review-ps5/) >Like Wonder Boy: The Dragon’s Trap and Streets of Rage 4 before it, Shinobi: Art of Vengeance proves once again that Lizardcube knows how to bring Sega’s most beloved properties to the modern era with its crisp, combo-driven combat and fast and fluid platforming action. Whether you grew up with Joe Musashi or are stepping into his tabi boots for the first time, Shinobi: Art of Vengeance is a spectacular evolution for the series that cuts through the competition. ------------- **[IGN](https://opencritic.com/outlet/56/ign)** - [Tristan Ogilvie](https://opencritic.com/critic/236/tristan-ogilvie) - [8 / 10](https://www.ign.com/articles/shinobi-art-of-vengeance-review) >Shinobi: Art of Vengeance is a genuinely engaging 2D action platformer that’s beautiful to behold and even better to play ------------- **[Kakuchopurei](https://opencritic.com/outlet/788/kakuchopurei)** - [Jonathan Toyad](https://opencritic.com/critic/7505/jonathan-toyad) - [90 / 100](https://www.kakuchopurei.com/2025/08/shinobi-art-of-vengeance-review/) >It's a long time coming, but Sega and Lizard Cube have done the Shinobi name proud with this 2025 2D action offering. I can confidently say that the one true Shinobi is back and better than ever. You've been missed, Joe Musashi, and the video game action landscape is all the better for your comeback. ------------- **[Loot Level Chill](https://opencritic.com/outlet/948/loot-level-chill)** - [Lyle Pendle](https://opencritic.com/critic/10579/lyle-pendle) - [10 / 10](https://lootlevelchill.com/reviews/shinobi-art-of-vengeance-review) >Shinobi: Art of Vengeance features exceptional combat, compelling exploration and gorgeous visuals, and I couldn't recommend it more. ------------- **[Lords Of Gaming ](https://opencritic.com/outlet/792/lords-of-gaming-)** - [Subeg Dhaliwal](https://opencritic.com/critic/10835/subeg-dhaliwal) - [9 / 10](https://lordsofgaming.net/2025/08/shinobi-art-of-vengeance-review-sharp-as-a-kunai/) >Art of Vengeance is a triumphant return for the series. Leveling up the formula with excellent traversal and combat. Its richly layered, hand-drawn backgrounds are as inviting as they are detailed. Lizardcube has modernized the series while honoring its 1987 roots, forging a fresh path for Joe Musashi that respects the lessons and legacy of their peers and predecessors. Shinobi: Art of Vengeance is sharp, fluid, and pure, and a perfect blend of nostalgia and modern design. ------------- **[MKAU Gaming](https://opencritic.com/outlet/860/mkau-gaming)** - [Brad Thorsen](https://opencritic.com/critic/11250/brad-thorsen) - [8 / 10](https://www.mkaugaming.com/all-review-list/shinobi-art-of-vengeance-xbox-series-x-review/) >SHINOBI: Art of Vengeance isn’t just a game; it’s a journey that reaches back to the golden age of gaming and pulls you in with a stunning, modern grip and is a confident return for the franchise. ------------- **[Manual dos Games](https://opencritic.com/outlet/910/manual-dos-games)** - [Luccas Batista de Paula](https://opencritic.com/critic/10743/luccas-batista-de-paula) - *Portuguese* - [10 / 10](https://manualdosgames.com/review-shinobi-art-of-vengeance-ps5) >Shinobi: Art of Vengeance is not just the return of a classic franchise. It’s an example of how to bring an icon from the past into the present, without losing its identity and without being afraid to take risks. > >It’s a challenging, beautiful, addictive, and heartfelt game. For veterans, it’s a gift. For newcomers, it’s a gateway to the magic that Shinobi has always represented. No exaggeration: this is already, for me, the best game of the year. ------------- **[MonsterVine](https://opencritic.com/outlet/334/monstervine)** - [Veerender Jubbal](https://opencritic.com/critic/8404/veerender-jubbal) - [5 / 5](https://monstervine.com/2025/08/shinobi-art-of-vengeance-review/) >I could go on and on gushing about how much I truly love SHINOBI: Art of the Vengeance. From its stylish, quick-witted gameplay and challenging experience to its beautifully designed character portraits with maps, I scrape to uncover each secret until I reach that 100% completion. Wonder Boy: The Dragon’s Trap was one of my first games I played on the Nintendo Switch that introduced me to this developer, and Lizardcube has done it again with this Shinobi rejuvenation’s smooth and sleek gameplay. ------------- **[Multiplayer First](https://opencritic.com/outlet/826/multiplayer-first)** - [James Lara](https://opencritic.com/critic/8659/james-lara) - [9.5 / 10](https://mp1st.com/reviews/shinobi-art-of-vengeance-review-a-perfect-storm-of-steel) >So much love and attention to detail were put into Shinobi: Art of Vengeance, which, honestly, given Lizardcube did do Street of Rage 4, I shouldn’t be surprised by. But I am, and I’m thoroughly impressed by what the studio has created here. A game that pays homage to its legacy, while evolving it in every meaningful way. It’s a true love letter to the fans, capturing the spirit of the franchise in a new, modern tale that’s both faithful and perfect for newcomers to discover the legend of Joe Musashi. ------------- **[NextPlay](https://opencritic.com/outlet/897/nextplay)** - [Roberto Moran](https://opencritic.com/critic/10645/roberto-moran) - [8.5 / 10](https://next-play.com.au/shinobi-art-of-vengeance-review/) >Whether you’re a fan of classic side-scrollers, a Shinobi veteran, or simply a player looking for a high-quality 2D action game with depth and style, Shinobi: Art of Vengeance is an essential play in 2025’s gaming lineup. ------------- **[One More Game](https://opencritic.com/outlet/811/one-more-game)** - [Chris Garcia](https://opencritic.com/critic/8410/chris-garcia) - [9 / 10](https://onemoregame.ph/2025/08/shinobi-art-of-vengeance-review/) >Any other year, and SHINOBI: Art of Vengeance could have easily been considered as a Game of the Year contender. It's that good. From the stunning visuals to its fast-paced combo-based gameplay, the game is pure bliss and such an audiovisual treat from start to finish. It understands what makes action platformers great and executes its vision with style and precision. > >Despite its short runtime of about 10 hours, there's enough replayability to keep players coming back. From optional collectibles to combat and platforming challenges, all of these work toward improving Joe as he becomes a force to be reckoned with. The game can be tough, and while some challenges can be frustrating, they never seem so unfair that they feel out of reach. ------------- **[Output Lag](https://opencritic.com/outlet/968/output-lag)** - [Michael Murphy](https://opencritic.com/critic/10866/michael-murphy) - [8.5 / 10](https://outputlag.com/game-reviews/shinobi-art-of-vengeance-review/) >Even with some frustrating platforming and okay story, the visual style and action combat in Shinobi: Art of Vengeance are hands-down some of the best we've seen this year. ------------- **[PSX Brasil](https://opencritic.com/outlet/514/psx-brasil)** - [Ivan Nikolai Barkow Castilho](https://opencritic.com/critic/3863/ivan-nikolai-barkow-castilho) - *Portuguese* - [100 / 100](https://psxbrasil.com.br/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is, honestly, the definition of a video game. It has an incredible and addictive combat system, stunning graphics, a well-executed metroidvania vibe in the levels, a cliché story that perfectly matches the theme, and challenging extra modes. ------------- **[Pizza Fria](https://opencritic.com/outlet/915/pizza-fria)** - [Filipe Villela Barroso](https://opencritic.com/critic/10804/filipe-villela-barroso) - *Portuguese* - [9.2 / 10](https://pizzafria.ig.com.br/analises/shinobi-art-of-vengeance-review/) >If you're a fan of 2D action games, love fluid combat, and want to relive, or experience, the spirit of one of video games' most iconic ninjas, Shinobi: Art of Vengeance is undoubtedly a must-play. ------------- **[PlayStation Universe](https://opencritic.com/outlet/39/playstation-universe)** - [Tommy Holloway](https://opencritic.com/critic/6897/tommy-holloway) - [9.5 / 10](https://www.psu.com/reviews/shinobi-art-of-vengeance-ps5-review/) >With its gorgeous hand drawn art and kinetic combat, Shinobi Art Of Vengeance is one of my favorite games of 2025, and one of the best 2D action-platformers in years. ------------- **[Press Start](https://opencritic.com/outlet/491/press-start)** - [9 / 10](https://press-start.com.au/reviews/xbox-series-x-reviews/2025/08/25/shinobi-art-of-vengeance-review-a-razor-sharp-return/) >Shinobi: Art of Vengeance is a strong return for the series, bringing together incredible art direction, strong level design, and a combat loop that's both endlessly satisfying and addictive. Sprinkle in some light Metroid-inspired backtracking and some incredibly challenging optional content, and you've got an experience that goes above and beyond anything offered by previous Shinobi games. And while the original soundtrack is average, the voice work is sterile and the story even more so, Shinobi: Art of Vengeance is an incredibly entertaining and satisfying action platformer that's well worth your time. ------------- **[Prima Games](https://opencritic.com/outlet/817/prima-games)** - [Ali Hashmi](https://opencritic.com/critic/8925/ali-hashmi) - [8.5 / 10](https://primagames.com/reviews/shinobi-art-of-vengeance-review) >Shinobi: Art of Vengeance is a fantastic action game with remarkable depth, built on long combo chains, the tactful use of Kunai, and a wide range of Ninpo skills that offer strategic value during combat. LizardCube has expanded the series in scope, delivering the longest Shinobi game yet, with extensive exploration and challenging platforming woven into the experience. The art direction and animation quality stand well above most contemporaries, though the generic story and thin characterization hold it back. ------------- **[Push Square](https://opencritic.com/outlet/25/push-square)** - [Stephen Tailby](https://opencritic.com/critic/942/stephen-tailby) - [9 / 10](https://www.pushsquare.com/reviews/ps5/shinobi-art-of-vengeance) >Shinobi: Art of Vengeance is hard to fault. We can take or leave the story, the platforming is occasionally frustrating, and levels can outstay their welcome sometimes - but that's basically it. This is otherwise a brilliant 2D action platformer that looks gorgeous and plays even better thanks to kinetic, satisfying combat that feels superb when you get in the flow. If this is any indicator of SEGA's other upcoming franchise revivals, we're in for some good times ahead. ------------- **[Quest Daily](https://opencritic.com/outlet/905/quest-daily)** - [Shaun Fullard](https://opencritic.com/critic/10685/shaun-fullard) - [8.5 / 10](https://questdaily.com.au/review/review-shinobi-art-of-vengeance-ps5/) >If you’re a fan of action-platformers, this one is a no-brainer. SHINOBI: Art of Vengeance shines in its visual presentation, showcasing incredible style and attention to detail. Combat is a standout, allowing you to feel like a master Shinobi as you bounce from foe to foe, unleashing your arsenal of attacks. ------------- **[SavePoint Gaming](https://opencritic.com/outlet/960/savepoint-gaming)** - [Jake Su](https://opencritic.com/critic/6215/jake-su) - [9.5 / 10](https://savepointgaming.co/review/shinobi-art-of-vengeance-review-pc/) >The visuals and music are fantastic, the combat stellar and invigorating, and the platforming and exploration elements are masterfully done. Plus, you'll get access to Boss Rush and Arcade Mode upon clearing the game, adding even more replayability to a modern masterpiece. This revival hits all the marks with glittering, sharp kunai - what more can you ask for? ------------- **[Shacknews](https://opencritic.com/outlet/62/shacknews)** - [Ozzie Mejia](https://opencritic.com/critic/278/ozzie-mejia) - [9 / 10](https://www.shacknews.com/article/145640/shinobi-art-of-vengeance-review-score) >While I can't speak for this game in comparison to its 16-bit heyday, Shinobi: Art of Vengeance is a thrill that stands on its own. It's a total master class in combat depth, level design, and story moments that leave enough to the imagination without completely halting the action. ------------- **[Slant Magazine](https://opencritic.com/outlet/318/slant-magazine)** - [Justin Clark](https://opencritic.com/critic/1331/justin-clark) - [4.5 / 5 ](https://www.slantmagazine.com/games/shinobi-art-of-vengeance-review/) >Even with the additional depth that it brings to the Shinobi experience, this is a game that doesn’t let you forget that it’s about ninjas being chased around by fighter jets, surfing the high seas and jumping over mines, and being hunted by demonic skulls in the desert. ------------- **[Stevivor](https://opencritic.com/outlet/424/stevivor)** - [8.5 / 10](https://stevivor.com/reviews/shinobi-art-of-vengeance-review-segas-next-level/) >Shinobi Art of Vengeance is a fantastic start to Sega’s Next Level program, and one that’s easy to recommend. Priced at a budget-conscious $48 AUD and offering around 15 or so hours of gameplay, fans of the franchise or the likes of The Lost Crown will certainly dig this. ------------- **[TechRaptor](https://opencritic.com/outlet/329/techraptor)** - [Austin Suther](https://opencritic.com/critic/5669/austin-suther) - [9 / 10](https://techraptor.net/gaming/reviews/shinobi-art-of-vengeance-review-cutting-edge) >Shinobi: Art of Vengeance is a wonderful return for the classic franchise, featuring fluid combat with tons of variety, as well as exciting boss encounters. While combat is definitely the highlight, its art design is a sight to behold and is undeniably one of the most stylish games of 2025. While its platforming needs a bit of fine-tuning, it isn't enough to hinder how much fun it is to combo the heck out of foes. ------------- **[The Outerhaven Productions](https://opencritic.com/outlet/335/the-outerhaven-productions)** - [Keith Mitchell](https://opencritic.com/critic/2139/keith-mitchell) - [5 / 5 ](https://www.theouterhaven.net/shinobi-art-of-vengeance-review/) >After waiting for decades, Shinobi and Joe Musashi have not just made a proper return, but are a shining example of what SEGA can do with its older titles, should it want to. It’s simply flawless, full of enjoyable combat, tricky sections, and plenty to keep ninja gaming fans happy from start to finish. Welcome back, Joe. We’ve missed you. ------------- **[TheGamer](https://opencritic.com/outlet/731/thegamer)** - [George Foster](https://opencritic.com/critic/2113/george-foster) - [5 / 5 ](https://www.thegamer.com/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is a home run on the first pitch. It’s one of the most gorgeous, creative, and satisfying games of 2025 and has effortlessly clawed its way to becoming my frontrunner for Game of the Year. ------------- **[TheSixthAxis](https://opencritic.com/outlet/68/thesixthaxis)** - [Adrian Burrows](https://opencritic.com/critic/4856/adrian-burrows) - [9 / 10](https://www.thesixthaxis.com/2025/08/25/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is the game that a legend like Joe Musashi deserves. Fast, frenetic and utterly absorbing, this is how you bring a long-dead series back to life. Lizardcube have set a new benchmark in 2D platforming and in the process have me salivating at the prospect of Sega franchises they could tackle next. ------------- **[VDGMS](https://opencritic.com/outlet/926/vdgms)** - [Darren Andrew](https://opencritic.com/critic/10907/darren-andrew) - [10 / 10](https://www.vdgms.com/reviews/shinobi-art-of-vengeance-review) >Shinobi: Art of Vengeance is a masterclass is how to properly reboot a dormant gaming IP, as it honors the tenets of the iconic series, but decisively plants a flag as the new identity for the franchise moving forward. Shinobi Art of Vengeance is freight train of excellence with zero filler. The controls are precise, visuals are stunning, pacing is perfect, balance is fine tuned, soundtrack is great and best of all, it didnt need to change its identity as success was within all along. > >Shinobi: Art of Vengeance is a fantastic return to form, as it will easily be the best Ninja game of the year, possibly the best 2D platformer of the year, and makes a strong case to be a game of the year candidate. ------------- **[WellPlayed](https://opencritic.com/outlet/382/wellplayed)** - [Ash Wayling](https://opencritic.com/critic/2456/ash-wayling) - [8.5 / 10](https://www.well-played.com.au/shinobi-art-of-vengeance-review/) >From start to finish, the resurrection of the Shinobi franchise is one well deserved – with gorgeous visuals and a stellar ninja power fantasy that confidently (and silently) stands on its own two feet. ------------- **[Worth Playing](https://opencritic.com/outlet/64/worth-playing)** - [Chris "Atom" DeAngelus](https://opencritic.com/critic/289/chris-atom-deangelus) - [9 / 10](https://worthplaying.com/article/2025/8/25/reviews/147371-ps5-review-shinobi-art-of-vengeance/) >Shinobi: Art of Vengeance is a wonderful revival of the long-dormant franchise, and it combines excellent combat with an engaging pseudo-Metroidvania gameplay style. I had a rollicking good time from start to finish. My only real complaint comes from the somewhat finicky precision platforming, but even that is limited to some optional, late-game areas. If you're a fan of the franchise, there's a lot to like, but this latest ninja revival is good for newcomers and longtime fans alike. ------------- **[Xbox Achievements](https://opencritic.com/outlet/152/xbox-achievements)** - [Richard Walker](https://opencritic.com/critic/679/richard-walker) - [90%](https://www.xboxachievements.com/game/shinobi-art-of-vengeance/review/) >In Shinobi: Art of Vengeance, protagonist Joe Musashi speaks only in monosyllabic grunts. You could see it as a mark of disdain for all the years SEG... ------------- **[XboxEra](https://opencritic.com/outlet/758/xboxera)** - [Jesse Norris](https://opencritic.com/critic/7583/jesse-norris) - [9 / 10](https://xboxera.com/2025/08/25/shinobi-art-of-vengeance-review/) >Shinobi: Art of Vengeance is a 10 when it comes to combat and visuals. Incredible replayability, a decent story, and a good soundtrack are let down by frustratingly imprecise platforming. Still, the other parts are so strong that I can easily recommend this game to damned near anyone. -------------
games 34 6
Αλλού
Ψάξε σε άλλες πλατφόρμες
Έτοιμες αναζητήσεις για αυτό το προϊόν.