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Clair Obscur: Expedition 33

A Bold Vision from Sandfall Interactive

Clair Obscur: Expedition 33 is a groundbreaking achievement from Sandfall Interactive, an upstart studio founded by an ex‑Ubisoft developer driven by a desire to break free from the monotonous output of big companies. Guillaume Broche, the visionary behind the project, has taken a bold leap by creating something fresh and innovative in a market that often nickel‑and‑dimes its players. With a team composed mostly of junior developers, few could have predicted that this title would emerge as a serious contender for game‑of‑the‑year. Broche revealed that developing a game of this caliber through a large company would have taken years, an astounding insight into how traditional studios can be overly risk‑averse, bogged down by meticulous monetary breakdowns and projected sales figures even in volatile markets. Sandfall Interactive’s gamble has clearly paid off, this is an instant hit destined to be played and discussed for years to come.

Welcome to Clair Obscur: Expedition 33, Where the Old Die Young.
I’ll do my best to keep spoilers to a minimum, though as of this writing I’m deep into Act 3.

Visual & Audio Mastery

The game is a visual masterpiece. Powered by Unreal Engine 5, every environment bursts with vibrant colors and meticulous detail. Each region’s carefully chosen color palette, masterful lighting, and striking special effects combine to create breathtaking vistas. And while the visuals alone are awe‑inspiring, the ambient soundtrack and precisely designed audio cues further draw you into the world, transforming every moment into a fully immersive experience.

City of Lumiere: Day and Night

Your journey begins in the city of Lumiere, experienced under two dramatically different conditions:

  • Daytime: The city pulses with life. Flower petals cover the streets, set against a backdrop of long‑accepted urban decay.
    Light cascades through the architecture, casting intricate shadows that interplay with the blue rock and red petals, a subtle hint at the city’s deeper lore.
  • Nighttime: As night falls, the atmosphere transforms.
    Light reflects off uneven surfaces and water, creating soft, shifting shadows. With fewer people around, an eerie vibe takes over—mirroring the unfolding narrative and drawing you deeper into the mysteries of this richly detailed world.

Diverse Environments & World Map

Exploration in Clair Obscur: Expedition 33 never feels repetitive. Beyond Lumiere, you’ll uncover expansive open areas, labyrinthine caves, and winding tunnels, each with its own distinct personality. A harmonious blend of color, light, and sound in every region compels you to pause and absorb the wonder.

The world map itself stands as a testament to detailed design. Every region’s design mirrors its in‑game counterpart with consistent color schemes, deliberate lighting effects, and subtle audio cues that add layers of depth. Watch as creatures soar in the skies or catch fleeting glimpses of map fragments floating above the ground.

Innovative Gameplay & Combat Mechanics

Turning to gameplay, the mechanics are as innovative as they are engaging. At its core, the game is a turn‑based RPG with a twist: during combat, quick‑time events allow you to unleash extra damage with swift reactions. This fusion of strategic planning with bursts of real‑time action rewards precise timing and rapid decision‑making, creating a thrilling balance of risk and reward that keeps every battle fresh.

Defensive play introduces an additional layer of nuance. You have three options:

  • Dodge: Evade incoming attacks outright.
  • Parry: Time your block perfectly to deflect and counter an enemy’s move.
  • Jump: A hybrid maneuver that melds evasion with a timed parry, effective against specific attack types.

This layered defense system demands acute attention to sound cues and animations, especially since many enemy strikes can one‑hit kill a party member. Each foe employs a unique rhythm, challenging you to adapt and refine your strategy with every encounter. Occasionally, the game offers the chance to launch a surprise attack, a nod to the pre‑emptive strike system of Phantasy Star III.

As you level up, you’ll unlock new abilities by spending skill points to boost core stats like Vitality (health) and Might (damage output). Intriguingly, investing in one stat often amplifies others, creating a ripple effect that rewards strategic planning. Dynamic weapon stats with evolving recommendations and an influential elemental system mean that choosing the right upgrade or element at the right moment can turn the tide of battle. With ample chances to respec skills and attributes, the game encourages experimentation; there’s truly no single “best” way to play.

Narrative Integration: Where Gameplay Meets Story

Every element in Clair Obscur: Expedition 33 is designed to weave gameplay seamlessly into a rich narrative tapestry. The visual opulence of Lumiere, with its stark contrasts between daylight vibrancy and nighttime mystery, echoes the deeper themes of decay, resilience, and revelation. The innovative combat mechanics aren’t just about strategy but also serve as a metaphor for the risks and rewards that define the characters’ journeys. Each battle, each exploration, is not merely a challenge to overcome, but a chapter in an evolving story where every choice carries meaning.

This enhanced narrative integration ensures that as you engage with the game’s intricate systems, you’re also drawn into its lore, a narrative where environmental storytelling and dynamic gameplay coalesce to create an experience that is as emotionally engaging as it is visually and mechanically stunning.

Each character in Expedition 33 boasts a unique playstyle, and mastering them takes a little time.
For instance, one character features a combo hit counter, in which the more hits you land without taking damage, the higher your damage output climbs (scaling from a D to an S rating). It’s reminiscent of the combo mechanics found in games like Devil May Cry. Another character uses a stance system where different moves shift you into one of three stances:

  • Defense Stance: Reduced damage received—but also lower damage output.
  • Offensive Stance: Increased damage output—with higher vulnerability.
  • Virtuose Stance: A powerful mode that lets you deal triple damage, though accessing this stance requires extra conditions tied to the skill in use.

What makes these mechanics even more engaging is how they influence the flow of combat. The combo hit counter rewards aggressive, fluid play, encouraging you to build momentum and stay on the offensive. Meanwhile, the stance system adds a tactical layer where quick adaptation can mean the difference between a successful counterattack and taking unnecessary damage.

The game invites you to experiment with each character’s abilities to discover unique synergies. Adjusting your playstyle on the fly, switching stances or chaining combo hits, creates a dynamic combat experience that remains fresh and challenging throughout. These mechanics not only enhance the overall gameplay but also allow you to tailor your approach to suit your strategic preferences.

There are additional nuances to discover, but I won’t spoil those details if you haven’t yet played the game. I love the variety on offer, and I’ve already set my favorite team for the endgame. Not that I dislike any characters, the variety is one of its strongest points, but I do wish I could use more than one at once in combat.

Character Customization and Story Depth
The character designs in Expedition 33 are amazing, with each sporting a distinctive look. As you progress, you’ll have the opportunity to change their clothes and hair, further personalizing their appearance. Each character’s style, ranging from battle scars to unique tattoos, helps to establish a memorable personality.

Moreover, every character has an individual backstory and compelling reasons for joining Expedition 33. It feels like a series of bombshell revelations as you learn more about your companions, the kind of connection I haven’t experienced with another cast since Mass Effect. Each well-crafted story delivers its own “no way” moments, and with multiple endings available, I’m eager to see how my personal narrative unfolds.

World Exploration and Environmental Depth
It isn’t just the main characters that draw you in; the game also offers a rich exploration of its world. You get help from Esquie, an NPC whose quirky interactions add an extra layer of fun as you transverse the map. Other characters also provide deeper interactions that enrich the overall emotional landscape.

Discovery is a constant thrill here, finding journals from previous expeditions (that failed to find and defeat the Paintress) sheds light on the lore and mystery of this strange world. With talks of a movie adaptation, the lore is set to become even deeper and more enriching.

The world map itself is generously sized and gradually opens up as you progress. Brimming with boss fights, exploratory instances, and hidden secrets, I find myself journeying through each area simply because I don’t want the game to end. Some regions are much higher level than you might expect, you can usually tell by encountering tougher enemies or getting a pre-entry warning for an instance if you’re under-leveled.

The area maps, what I call “instances”, vary in size. Some are expansive, offering multiple paths and hidden corners, while others are compact, linear spaces that still pack plenty of exploration opportunities. These areas are designed to reflect their surroundings; for example, a mountainous region might lead you to a cave with interior hues echoing the rugged exterior.

Every area is beautifully crafted, from the ambient design and atmospheric feel to the unique creatures that inhabit them. With treasures tucked away in every nook, you’ll be compelled to explore each corner, wary of missing out on something extraordinary.

Performance and Overall Impressions
Expedition 33 has quickly become a massive hit, selling over 2 million copies in its first few weeks, yet it isn’t without its hiccups. As with many Unreal Engine 5 titles, there are occasional frame rate drops and moments of slight voice/lip sync misalignment. Some boss parry and dodge timings feel off, and at times, inputs (especially when parrying) don’t register as expected.

Despite these technical issues, my overall enjoyment of the game remains high. Clair Obscur: Expedition 33 encapsulates everything I look for in a game: fun, excitement, deep character attachment, and immersive exploration, a welcome change from many modern AAA titles.

Pros & Cons Summary
Below is a quick snapshot of Expedition 33’s strengths and areas for improvement:

  • Pros:
    • Rich character customization and diverse playstyles
    • Deep, engaging backstories reminiscent of Mass Effect
    • An expansive, intricately designed world with plenty of secrets to uncover
    • A unique blend of action and narrative that keeps you invested
  • Cons:
    • Occasional gameplay hiccups, including frame rate drops and input issues
    • Some technical imperfections (e.g., voice/lip sync synchronization)

Looking Ahead: Future Expectations
While the current experience is impressive, I’m hopeful for future updates that address some of the minor performance issues and further refine combat responsiveness. It would be exciting to see the developers add deeper customization options, more dynamic interaction between characters, and even richer lore as the game evolves. With the strong foundation Sandfall Interactive has built, there’s every reason to expect even greater adventures ahead.

Community Engagement
I’d love to hear your thoughts. Which character or playstyle caught your attention the most? Do you think the game’s approach to storytelling and exploration sets a new standard for indie titles? Let’s get a conversation going in the comments!

Until next time, stay sharp and keep gaming.
Panda out.

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Bungie’s Latest Plagiarism Scandal with Marathon

Image – Bungie

Bungie’s reputation for innovation has taken another hit with allegations of plagiarism surrounding its upcoming extraction shooter, Marathon. Independent artist Fern Hook (4nt1r34l) has claimed that Bungie used her designs without permission, igniting widespread criticism from the gaming community.

The Marathon Controversy

Recent comparisons between Marathon concept art and Hook’s original work have surfaced online, showing striking similarities. Hook, a well-respected independent artist, took to X to express her frustration, stating:

“The Marathon alpha released recently, and its environments are covered with assets lifted from poster designs I made in 2017. Bungie is of course not obligated to hire me when making a game that draws overwhelmingly from the same design language I have refined for the last decade, but clearly my work was good enough to pillage for ideas and plaster all over their game without pay or attribution.”
— Fern Hook (Source on X)

Known for her distinctive sci‑fi aesthetic, melding intricate geometric designs with bold colours, Fern Hook’s portfolio showcases years of meticulous work and a unique visual identity that many now see reflected in Marathon.

Bungie has responded with a short statement denying any wrongdoing:

“We immediately investigated a concern regarding unauthorized use of artist decals in Marathon and confirmed that a former Bungie artist included these in a texture sheet that was ultimately used in-game. This issue was unknown by our existing art team, and we are still reviewing how this oversight occurred. We take matters like this very seriously. We have reached out to @4nt1r34l to discuss this issue and are committed to do right by the artist. As a matter of policy, we do not use the work of artists without their permission.”
— Bungie (Source on X)

Bungie’s History of Plagiarism

Unfortunately, this isn’t the first time Bungie has faced accusations of plagiarism. Over the years, similar concerns have arisen about elements in their games, including:

  • Destiny’s Iconography and Armor Designs: Several pieces of Destiny’s armor and symbols have been compared to existing works from lesser-known creators. While some cases were dismissed as mere homage, others sparked deeper concerns over artistic integrity. For instance, Bungie is currently facing a lawsuit over alleged plagiarism in Destiny 2’s Red War campaign.
  • Halo’s Covenant Design: Certain alien designs in Halo bear strong similarities to works from sci‑fi illustrators who were never credited.
  • Weapon Models and Art Assets: Some of Bungie’s weapons and in‑game assets resemble near‑identical concepts from other games, suggesting this isn’t merely an isolated incident but part of a broader trend. Additional issues surrounding Destiny 2 content vaulting, which complicates Bungie’s defense against plagiarism claims.

Community Response and Industry Impact

The gaming community has voiced strong opinions on the matter, with many calling for Bungie to both credit and compensate Fern Hook for the use of her work. Developers and artists across the industry have rallied behind her, urging Bungie to take meaningful action.

Multiple discussions online have highlighted this controversy as a symptom of a broader issue: large studios often disregard the contributions of independent artists. This situation has reignited calls for stronger protections and accountability regarding intellectual property in the gaming industry.

Fern Hook later followed up on her initial post, expressing her gratitude for the overwhelming support:

“I never expected this level of response. Seeing fellow artists and gamers call this out means the world to me. I just want proper credit, and for people to understand how often this happens in the industry.”
— Fern Hook (Source on X)

As Marathon moves toward release, the gaming community remains vigilant, ensuring that Bungie is held accountable for any further missteps.

The Impact on Independent Creators

Beyond the immediate controversy, the broader implications of plagiarism are deeply damaging to independent artists. For many creators, their work isn’t just a form of expression, it’s also their livelihood. When large studios appropriate designs without proper credit or compensation, these artists lose potential income and opportunities to secure commissions or future partnerships. This financial loss can force talented individuals to struggle for recognition in an already competitive field.

Plagiarism also stifles creativity. Independent artists invest countless hours refining their unique visual styles and building their portfolios. When a major studio borrows heavily from their work without acknowledgment, it sends a discouraging message: original ideas can be exploited without consequence. This not only undermines the artist’s effort but can also deter them, and others, from taking creative risks, potentially leading to a homogenized industry where innovation is sacrificed for familiarity.

Moreover, such incidents erode trust within the creative community. When independent artists see their work repurposed without proper credit, it creates a barrier between emerging talent and established industry giants. This disconnect hinders collaborative progress and fosters an environment where creators feel undervalued and unsupported. Ultimately, for the gaming industry to truly flourish, major players must adopt ethical practices that honor and protect the contributions of every creative voice.

Corporate Vigilance and Ethical Practices

In addition to the damaging effects on independent creators, large companies bear a responsibility to uphold a culture of originality and ethical creativity. To prevent incidents of plagiarism, studios should implement strict internal review protocols. This means establishing multi-level approval processes and dedicated creative oversight teams to ensure that every piece of art or design is thoroughly vetted before inclusion in any project.

Legal checks and comprehensive training on intellectual property rights should also be standard practice. By instituting rigorous internal audits and ensuring that every external work is properly licensed and credited, companies can avoid missteps that lead to accusations, or instances, of plagiarism.

Beyond internal measures, proactive engagement with the creative community is essential. Open dialogue, transparent collaboration, and even direct partnerships with independent artists can help large studios build mutual trust. When companies value and protect the contributions of smaller creators, they not only safeguard themselves against potential legal and public relations issues, but also foster a richer and more innovative creative ecosystem.

Ultimately, embracing these ethical practices can transform a reactive approach to plagiarism into a proactive commitment to originality and respect for all artists, a move that benefits the industry as a whole.

Until next time, stay sharp and keep gaming.

Panda out.

References:

Image – Bungie – https://www.marathonthegame.com/announcement

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Steam Hack Scare: What Really Happened?

This week, the gaming community was shaken by reports of a massive Steam data breach, allegedly affecting 89 million accounts. The claim, originating from a LinkedIn post, suggested that user data, including phone numbers and two-factor authentication (2FA) codes, was being sold on the dark web for a mere $5,000. Naturally, panic ensued.

Was Steam Actually Hacked?

Despite the alarming headlines, Valve has officially denied any breach of Steam’s systems. According to their investigation, the leaked data consists of old SMS messages containing one-time passcodes, which are only valid for 15 minutes. These codes were not linked to Steam accounts, passwords, payment details, or any other sensitive information. In short, while some data surfaced online, it does not pose a direct security threat to Steam users.

Where Did the Leak Come From?

While Steam itself remains uncompromised, the source of the leaked SMS data is still unclear. Some speculate that a third-party service handling Steam’s authentication messages may have been targeted. Companies like Twilio, which provide SMS-based authentication services, were initially suspected, but Twilio has denied any involvement. Valve continues to investigate how this data ended up online.

What Should Steam Users Do?

Even though this incident does not require immediate action, it serves as a reminder to strengthen account security. Here are some steps you can take:

  • Enable Steam Guard Mobile Authenticator instead of relying on SMS-based 2FA.
  • Check your authorized devices to ensure no unauthorized logins.
  • Use a strong, unique password and consider a password manager for added security.

Final Thoughts

While the Steam hack scare turned out to be a false alarm, it highlights the importance of cybersecurity in gaming. With millions of accounts at stake, staying vigilant and proactive about security is always a good idea.

Until next time, stay sharp and keep gaming.

Panda out.

Sources:

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Nintendo’s EULA Update: The Power to Brick Your Console?

Nintendo has long been known for its strict stance on piracy and modding, but its latest update to the End User Licence Agreement (EULA) has taken things to a new level. The company now explicitly states that it can render a console permanently unusable if it detects unauthorised modifications or piracy.

What’s Changed?

The updated EULA introduces language that allows Nintendo to disable a device entirely if it determines that a user has violated its terms. This applies to both the current Nintendo Switch and the upcoming Switch 2. Previously, Nintendo would ban hacked consoles from online services, but this new policy suggests that even offline use could be affected.

The agreement states that Nintendo can take action against users who:

  • Install or use unauthorised copies of games.
  • Modify, adapt, or reverse-engineer Nintendo software.
  • Bypass security protections using third-party hardware or software.

Regional Differences in Enforcement

Interestingly, the enforcement of this policy varies by region. In the United States, Nintendo has the legal framework to completely disable a console if it detects piracy or unauthorised modifications. However, in Europe, consumer protection laws prevent Nintendo from bricking a device entirely. Instead, the company can only restrict access to pirated software but cannot render the hardware unusable.

This difference highlights how companies must navigate varying legal landscapes when implementing strict anti-piracy measures. While American users face the risk of losing their consoles entirely, European users have more legal protections against such extreme actions.

The Impact on Emulators

Nintendo’s updated EULA also takes aim at emulators installed on its consoles. The new agreement explicitly prohibits users from bypassing, modifying, decrypting, or tampering with Nintendo’s software protections, which includes running third-party emulators. This means that if a user installs an emulator on their Switch or Switch 2, Nintendo could detect it and brick the console entirely.

Historically, Nintendo has aggressively pursued legal action against emulator developers, such as the shutdown of the Yuzu and Ryujinx emulators. With this new policy, the company is extending its crackdown beyond legal threats and directly targeting users who attempt to run emulated games on their hardware.

The Risks for Gamers

For those who enjoy modding their consoles for homebrew applications or custom firmware, this update is a major concern. While piracy is a clear violation of Nintendo’s policies, legitimate modding, such as installing custom themes or improving performance, could also put users at risk. The fact that Nintendo can brick a console without prior notice raises questions about consumer rights and whether such measures are justified.

Final Thoughts

Nintendo’s updated EULA is a stark reminder of how much control companies can exert over the hardware we purchase. While protecting intellectual property is important, the ability to permanently disable a device feels like an extreme measure. Whether Nintendo will actively enforce this policy remains to be seen, but for now, modders, homebrew enthusiasts, and emulator users should tread carefully.

Till next time, Panda out.

References:

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Nintendo’s Aggressive Anti-Consumer Practices Continue

Nintendo and its legal team are at it again! Their increasingly anti-competitive behaviour is becoming a defining trait of the company.

Let’s start from the beginning. Nintendo has a clear disdain for competition. When faced with a superior product, do they innovate, push boundaries, and strive to prove their dominance? Do they take inspiration from their rivals and come back with something groundbreaking? No. Instead, they opt for lawsuits, wielding their legal power to drive competitors into bankruptcy.

Over the past 30 years, Pokémon has barely evolved as a franchise. Major innovations? Let’s count them: transitioning to 3D, adding online raids, making the world semi-open. Oh, and removing gym battles and the Elite Four, although, let’s be honest, that last one was a huge step back.

The Pokémon Company has run out of ideas. Fans who grew up with the series are now in their 30s and 40s, and many, like myself, are looking for something more mature and darker. Enter Palworld, which immediately grabbed attention when labeled as “Pokémon with guns.” But Palworld wasn’t just a clone, it integrated survival mechanics, making it particularly appealing to older Pokémon fans. Nintendo, predictably, wasn’t happy.

Many Nintendo supporters jumped on the claim that Palworld copied Pokémon designs. While some similarities exist, let’s not pretend Pokémon itself hasn’t borrowed elements from other franchises (Dragon Quest monsters, anyone?). Yet, Nintendo’s lawsuit wasn’t about creature designs; it targeted Palworld’s use of a sphere-shaped object to release creatures, something Nintendo promptly patented before taking Pocketpair to court in 2024.

Industry Impact: The Dangerous Precedent Nintendo Is Setting

Nintendo’s aggressive legal tactics don’t just affect Pocketpair, they threaten the entire gaming industry. Game mechanics have traditionally been considered shared concepts, evolving over time through innovation and iteration. If companies begin patenting core gameplay elements, it could stifle creativity and prevent new studios from experimenting with mechanics that have long been standard.

For indie developers, this is especially concerning. Many small studios rely on refining existing mechanics to create unique gameplay experiences. If a large company can monopolize mechanics like throwing a sphere to summon creatures or using an animal to glide, it limits future developers’ ability to build upon those ideas.

Worse, this could lead to an era where major publishers aggressively patent common mechanics, not just to protect innovations, but to actively block competitors. Imagine if FromSoftware patented stamina-based combat or Epic Games patented third-person shooting mechanics. The ability to create new games would be severely restricted.

This isn’t just about Nintendo, it’s about setting a precedent that could be exploited by other companies down the line. If this practice continues, the gaming industry could become less about innovation and more about legal battles over who owns fundamental gameplay ideas.

Hall-Effect Sticks: The Solution Nintendo Ignored

Nintendo’s latest End User License Agreement (EULA) update is a major red flag. Not only is it aggressively anti-consumer, but it raises concerns about the upcoming Switch 2’s Joy-Cons.

Hidden within the updated terms is a provision barring users from joining class-action lawsuits. Instead, players must contact customer service for individual issue resolution. There is an opt-out option, but it requires sending a physical letter to Nintendo of America, including all usernames, email addresses, and full names, within just 30 days of agreeing to the terms. This stealthy addition is designed to fly under the radar because, let’s face it, very few people actually read EULAs. These documents are deliberately bloated with complex legal jargon to deter scrutiny.

One of the biggest lawsuits Nintendo previously faced involved Joy-Con stick drift, which affected roughly 40% of Switch owners. It cost them a fortune to fix defective controllers. Now, with the Switch 2 on the horizon, Nintendo has made yet another questionable decision: they have refused to use Hall-effect sticks—a proven technology that eliminates stick drift.

Hall-effect sticks work differently from traditional potentiometer-based analog sticks. Instead of relying on physical contact between internal components, leading to inevitable wear and tear, Hall-effect sensors use magnets to register movement, significantly reducing drift issues over time. Many modern controllers and third-party manufacturers are switching to this technology for durability, but Nintendo has doubled down on the outdated, failure-prone design.

Why? Likely because they can continue selling replacement Joy-Cons when inevitable drift occurs. It’s a calculated move that prioritizes profit over player experience. Combined with their updated EULA, it suggests Nintendo is preparing for inevitable backlash rather than addressing the problem at its core.

Historical Context: Nintendo’s Pattern of Anti-Competitive Behavior

Nintendo has a long history of legal aggression against anything it perceives as a threat. This isn’t a new phenomenon, it’s just becoming more blatant.

Some examples:

  • Fan Games & ROM Sites – Nintendo has aggressively shut down fan projects like Pokémon Uranium and AM2R (Another Metroid 2 Remake), even when they were passion-driven, non-commercial releases. They also wiped out emulator sites, claiming copyright infringement, even for titles no longer being sold.
  • Joy-Con Stick Drift Lawsuit – Instead of immediately addressing the hardware defect, Nintendo waited until legal action forced them to offer free repairs.
  • The Smash Bros. Community Ban – Nintendo has historically shut down grassroots tournaments, even those that promoted its games and built community engagement.
  • Nintendo vs. Yuzu Emulator – In 2024, Nintendo sued Yuzu, a Switch emulator, despite the fact that emulation itself is legal. Their goal wasn’t to target piracy, it was to prevent competition.

It’s clear that Nintendo doesn’t just protect its IP, it aggressively suppresses anything that could challenge its dominance. With these latest patents, they are taking that suppression to a new level, actively restricting the development of new gameplay mechanics.

A Brand to Avoid

Between the Switch 2 price hike and Nintendo’s mounting anti-consumer antics, I see no reason to support them. Unless someone steps up and forces change, they’ll continue using lawsuits to bulldoze competition. Nintendo has always been a wolf in sheep’s clothing, and whenever they feel threatened, they unleash their legal team until they get their way.

Unfortunately, unless laws change, we’ll keep seeing these tactics. Here’s hoping for a shift in the industry.

Till next time,
Panda out.

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Warhammer Painting: My First Proper Attempt

If you read my first Warhammer post, you’ll remember that my first attempt at painting was a disaster. My 20-year-old dwarfs finally saw the light of day, only for me to realise how badly I messed up. Let’s just say this is what happens when you don’t thin your paints properly.

Those models still sit unfinished, and honestly, I don’t see myself ever painting them.

Choosing My Warhammer 40K Army

When picking an army for my new Warhammer 40K journey, I went through two or three different factions before narrowing it down. In the end, it came down to T’au Empire vs. Necrons.

What ultimately won me over? The clean, straight edges and the overall sleek design of the T’au models.

Since I had no idea where to start, I went for the Combat Patrol, a great entry point that gave me a solid mix of infantry and machines to build upon. It was the perfect first step into painting.

Early Mistakes & Lessons Learned

Since I was new to painting models properly, I made mistakes right away.

My first big error? Fully assembling everything before painting.

This made certain areas almost impossible to reach, and I inevitably ended up accidentally marking already painted sections when trying to get those tight spots. Unfortunately, I only realised this after fully assembling both of my Combat Patrols.

But mistakes are how we learn, right? After assembling my models, I primed them with an undercoat and waited eagerly to begin painting.

Painting My First Squad: Breachers

With everything built, the next big question was: What to paint first?

I decided to hold off on the larger units until I had more confidence with a brush, so I started with my Breachers, a standard infantry squad.

I knew I wanted green as my primary colour. Since I’m still learning the game, I also wanted each squad to have a secondary colour to make them easier to identify on the battlefield. For the Breachers, I picked yellow as their secondary.

First Steps with a Brush

When I started painting, I had no idea where to begin or any techniques to follow, so I just grabbed a brush and started with the largest areas first.

Green being the dominant colour, I applied it to all the armour sections. At least two layers are needed to properly cover the undercoat.

Considering my dexterity is on par with a rock golem, I think I did a solid job keeping things tidy without bleeding colour into areas that needed to stay clean for the next layers.

Adding the Secondary Colour

Applying the second colour wasn’t as bad as I expected. Sure, I had a few mishaps where I accidentally painted over parts that were already finished, but nothing major.

Final Touches: Emblems, Skin & Washes

After finishing the base colours, all that remained were the T’au emblems and skin tones.

These didn’t take long, and I actually made very few mistakes on them.

Once the painting was complete, I decided to apply a wash to the models. Normally, after a wash, you’re supposed to go back over the armour with the main colours again to restore the brightness.

However, I really liked the dull, gritty effect the wash gave my models, it made them feel like battle-hardened soldiers, so I kept them that way instead of repainting.

Squad Complete & Drones Painted

With my first squad done, I painted their accompanying drones, keeping the same colours to match their respective units.

This turned out to be a great way of keeping track of my teams, rather than spending time sorting through units during every game. Being able to quickly recognise squads on the battlefield makes matches smoother and helps me think of strategies mid-combat.

Final Thoughts & Painting Takeaways

For my first serious attempt at painting models, I’m really happy with the result.

The colours are clean, the details aren’t drowned out, and most importantly, I enjoyed the process. If you don’t enjoy painting your models, you’re likely to end up with unfinished miniatures collecting dust, just like my dwarfs from 20 years ago!

Share Your Tips!

If you have any advice, tips, or tricks for painting models, I’d love to hear them! I’ve still got plenty more to paint, so any help is appreciated.

Also, if you’re really into painting Warhammer models, check out my friend on TikTok, he uploads almost daily, showcasing new painted models from a wide range of projects: Resin Rogue 3D.

That’s all for now, Panda out.

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Back to Warhammer After 20 Years

A long time ago, when I had no responsibilities or major financial commitments, I jumped into Fantasy Warhammer. I went all out, spending far more than a new player should, getting a full army of dwarfs, all the necessary books, paints, etc.

Despite my enthusiasm, my group only played a handful of times. I undercoated most of my units but never painted them, mainly because I was terrible at it. Eventually, they ended up in a box, where they’ve remained for the past 20 years.

Now, I’m back, this time in the 40K scene. But unlike before, I didn’t throw all my eggs in one basket… I threw in two instead. I walked away with two Combat Patrols: T’au Empire (which will be my main army moving forward) and Tyranids. Between myself and a few friends, we have six different armies to play against each other, keeping things fresh. The end goal? A fully assembled 1,000-point army to go to war with.

The Painting Journey Begins

This section of my blog is dedicated to my first proper attempt at painting, and I want to share my progress with you all.

I’m not the fastest painter, life is busy, and between other hobbies, it takes me a while to complete units. But I’m happy to say that I’ve finished two full squads already, which I’ll showcase in other posts. Right now, I’m focused on improving my technique, making sure my models don’t just look like a mass blob of paint.

Previously, I never knew you had to thin down Games Workshop paints, and this small discovery has made a massive difference in preserving details. I still have a long way to go before finishing my first batch, but I’m struggling to resist buying more models before completing what I have!

Playing the Game

We’ve played several matches already, though the Combat Patrol rules are a watered-down version of the full game. That means we still have plenty to learn before engaging in large-scale battles.

That said, I’m enjoying Warhammer 40K far more than expected. Painting has turned into something I genuinely look forward to, and gaming with friends is always a blast. I can’t wait to showcase a fully painted army.

Lessons Learned

My colour scheme doesn’t follow any official rules, making it uniquely mine. However, I’d love to hear feedback on how to improve my painting skills.

One common mistake that many beginners make, and one I made myself, was gluing all the models together before painting. This made reaching some areas incredibly difficult. If you’re just starting out, learn from my mistakes:

  • Assemble your models in parts.
  • Use Blu Tack to temporarily attach sections.
  • Protect joining areas so the final assembly is seamless.

Final Thoughts

A friend of mine has been painting for years, and I’ve been picking up tips and tricks from him along the way. You can check out his work on TikTok, he uploads almost daily, showcasing painted models from a wide range of projects:
Resin Rogue 3D.

If Warhammer interests you, stay tuned for more as I document my journey.

Panda out.

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Gaming Is in Trouble, And It’s Time to Talk About It!

Remember when buying a new game felt exciting? When studios actually cared about delivering unforgettable experiences rather than chasing trends? Those days feel further and further away.

It has been years since I last reviewed anything, not because I haven’t been playing games, but because I never thought about doing one. However, given the way the industry has been heading, I felt it was time to speak up.

I’ll be sharing my thoughts on games I am playing, have played, or will play. But for now, this post is going to be a rant, because there’s a lot to unpack, and each topic could easily warrant its own discussion.

Gaming’s Decline: Where Did It Go Wrong?

The gaming industry is in massive decline, and there are several reasons for it:

  • Inflated budgets – Games now demand massive financial investments, with productions sometimes exceeding blockbuster movie budgets. Grand Theft Auto VI, for instance, is rumored to have cost over $1 billion to develop.
  • Corporate greed – Many studios prioritize profit over player experience. Nintendo has increased game and console prices for the upcoming Switch 2, further pushing its premium pricing strategy. Meanwhile, companies like EA and Ubisoft aggressively push microtransactions into their games, turning titles like FIFA (now EA Sports FC) and Madden into pay-to-win experiences.
  • Mass layoffs – 2024 and 2025 have seen thousands of job losses across the industry, with major companies like Epic Games, Microsoft (Activision Blizzard), and EA cutting huge portions of their workforce.
  • Oversaturated markets – The sheer number of games being released, especially low-effort live service titles, makes it harder for quality projects to shine.
  • Live service failures – The industry has chased live-service games aggressively, but many have flopped. Look at Concord, another live-service shooter struggling to differentiate itself in an overcrowded market. Ubisoft’s XDefiant, another multiplayer attempt, has also faced hurdles in gaining traction.

But in my eyes, the biggest issue is that developers are failing to give players what they truly want, a good game.

Gaming is meant to be an escape from reality. When we boot up a game, we want to enjoy ourselves, whether that’s through epic stories, lovable characters, stunning environments (not just graphical fidelity), or engaging gameplay that keeps us coming back.

Yet, for some reason, many companies, particularly AAA studios, struggle to deliver this. While we largely understand why it’s happening, this post isn’t about discussing the politics behind it.

AAA vs. Smaller Studios: The Shift in Power

Recently, a friend and I discussed the last new release we bought on launch day. My last buy was Baldur’s Gate 3, a game that quickly became one of my all-time favorites. I’ve poured almost 200 hours into it, which is rare for a game these days. Before BG3, I can’t even remember the last game I paid for on release.

More often than not, I find myself playing through my backlog instead of purchasing anything new. Honestly, if I didn’t have Game Pass, I wouldn’t be playing new games at all until their prices dropped.

This trend highlights a major industry shift, non-AAA studios understand gamers better than the big corporations.

Many smaller teams are moving away from the outdated “what companies think we want” approach, instead focusing on what developers themselves know we want. When a game is made by gamers for gamers, the passion behind it is clear.

For example:

  • Indie Success Stories – Games like Hollow Knight, Hades, and Dave the Diver have delivered incredible experiences despite smaller budgets.
  • AA Games Thriving – Titles like Hellblade: Senua’s Sacrifice and Lies of P prove that mid-tier studios can craft stunning, innovative games without bloated development cycles.
  • AAA Failures vs. Indie Wins – Ubisoft’s troubled releases keep falling well short of the mark, while Larian Studios’ Baldur’s Gate 3 was a massive success, proving that passion-driven development wins over corporate formulaic releases.

These studios are proving to the so-called industry leaders how it should be done, and big publishers aren’t happy about it. It’s hurting them badly. Just look at Ubisoft and EA’s declining stock performance for proof.

The Future of Gaming: What Needs to Change?

We need a shift, a move away from the annual garbage that AAA studios keep shoving down our throats. Gamers are sick of it, and now we’re finally seeing that reflected in player spending and reception.

Just look at Call of Duty and FIFA (now EA Sports FC), both franchises that churn out yearly releases with minimal innovation, yet expect players to shell out full price every time.

The backlash against unfinished launches is growing, too. Cyberpunk 2077‘s disastrous first year proved that rushing a game to market can destroy its reputation, forcing CD Projekt Red to spend years fixing what should have been right from the start.

As the classic saying goes: Don’t bite the hand that feeds you, because if you do, we’ll go support someone else. Unfortunately for some companies, they’ve already bitten off the entire hand, leaving nothing left to sustain them.

Final Thoughts: Hope in the Chaos

The gaming industry is at a crossroads. The cracks in AAA dominance are showing, and gamers are no longer willing to accept recycled, soulless releases. We want passion. We want creativity. We want games made for players, not for profit alone.

As big studios scramble to maintain control, smaller teams are stepping up, proving that when developers listen to their audience, greatness happens.

My heart goes out to those affected by industry layoffs, and unfortunately, I see more on the horizon. But from the ashes of corporate restructuring, I also predict a new wave of independent studios rising to fill the void.

The future of gaming isn’t in the hands of executives, it’s in ours.

Let’s support the developers who still believe in the magic of gaming. Because if we do, the industry might just turn itself around.

But until next time, Panda out.

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MOBAs and why are the players so toxic

3 years ago when I started playing my first MOBA, League of Legends, I played it for fun. It didn’t matter what champion you play or where you played them. The whole point of it was to have some fun with the people you where playing with.

Now to the present day and I have never played with so many angry and toxic individuals like I have over the last year. Grown men going made because someone band their champion because he was last to pick and the chances of the other team pick it is high. that same person then goes on to pick someone who he has never played and run it down mid (running into the enemy team giving them kills and gold advantage). That same person then goes on to flame their team blaming them for the lose. making the rest of the team start arguing and name calling.
Don’t get me wrong I am no angle myself but the one thing I don’t do is go out my way to spoil someones game.

This is a team game just so you all understand. A team of 5 random people WORKING TOGETHER to beat the enemy. WORKING TOGETHER I will just highlight this because this is the total opposite to how this game works. The team ends up fighting so much with each other you feel like its you against 9 others instead of 5.

Don’t get me wrong its not always like this, you do get people who work so well together that it makes it feel fun instead of a free for all. These are the games we all look for but they only ever come up once every ten games.

The question is why are people who play MOBAs like this? I have narrowed it down to a few things.

1) People think they are better than they are.
lets face it we all do it, but not to the point where you think you can carry the team only to end up feeding like there is no tomorrow. Then going on to blame the team for not helping you.
if you are as good as what you say you are you would not need as much help as you ask for in lane.

2) Duo players think they are unstoppable.
let face it two is not always better than one. Especially when you have two friends in the same lane thinking they can take on the world this is where most issues occur. you can bring it back if one person is playing bad. However when you have 40% of your team going mad because its your fault they are losing lane you don’t stand much of a chance.

3) Players who who are in a higher league automatically think they are better. This is definitely not the case. I have a friend who is in a league higher than me and I know for a fact he is not a better individual player. He is toxic, aragent and thinks he’s better than what he is. This is the typical attitude of higher league players.

These things make the game unbearable to play most the time. Makes it feel more of a job than a game. Games don’t need to feel this way they are meant to be fun, friendly and enjoyable.

 

Riot do what they can to try and ban toxic players but how can you ban biggest part of you player base?

Unfortunately this is the state of online games and it does not look like it’s going to get any better any time soon.

Only options are to mute all or just stay offline.

As it stands staying away from league of legends is the way to go…….for now.

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Disapointment of the “Next Gen”

Well what to say, it’s been two years since the release of the Ps4 and xboxone and so far what a massive disapointment. So far the so called “big games” have been nothing but over hype rubbish looking at you watchdogs, destiny and battlefield hardline.
With E3 just around the corner and some big games already announced (xcom 2, uncharted 4, fallout 4) I hope there are going to some unexpected shocks to impress us all.
Unfortunately with the current track record I still can not hold my breath for any of them to be any good, and this is where the game industry is struggling at this moment. All the big company’s are releasing the same stuff every year but on top of the massive retail price, all the dlc, we now have the joys of this make money quick scheme they call micro transactions. The biggest insult to gamers that was ever created taking all the fun out of the games and allowing people who do spend money to have a massive advantage and topical spoiling the game for the rest of us.
Things need to change and a massive shake up needed, gamers need to band together and show these company’s we do not want all this crap they keep shoving down out necks and we want the the good old days back that got us into what has become a massive part of so many people’s lives.
But let’s look at the bright side there is always that one gem that surprises us all and I hope we have a few like that to keep us excited.

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