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	<title>Gamesline</title>
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		<title>The Gamesline Podcast Episode 94: Rayman&#8217;s Giant Hog</title>
		<link>https://gamesline.net/the-gamesline-podcast-episode-94-raymans-giant-hog/</link>
					<comments>https://gamesline.net/the-gamesline-podcast-episode-94-raymans-giant-hog/#respond</comments>
		
		<dc:creator><![CDATA[Lorelai]]></dc:creator>
		<pubDate>Thu, 18 Jun 2026 18:10:58 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Alabaster Dawn]]></category>
		<category><![CDATA[bloodrayne]]></category>
		<category><![CDATA[boltgun]]></category>
		<category><![CDATA[dark cloud 2]]></category>
		<category><![CDATA[Etrian Odyssey]]></category>
		<category><![CDATA[Evergrace]]></category>
		<category><![CDATA[Final Fantasy VII: Advent Children]]></category>
		<category><![CDATA[final fantasy XII]]></category>
		<category><![CDATA[marathon]]></category>
		<category><![CDATA[Mercenaries]]></category>
		<category><![CDATA[Parasite Mutant]]></category>
		<category><![CDATA[resident evil 4 remake]]></category>
		<category><![CDATA[Sekitori]]></category>
		<category><![CDATA[Shadow Hearts]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33580</guid>

					<description><![CDATA[<p>It&#8217;s a full house again this week as John, Lily, Crystal, and Nikolas sit down to talk about the Nintendo&#8230;</p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-94-raymans-giant-hog/">The Gamesline Podcast Episode 94: Rayman&#8217;s Giant Hog</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
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<p class="wp-block-paragraph">It&#8217;s a full house again this week as John, Lily, Crystal, and Nikolas sit down to talk about the Nintendo Direct and the games they&#8217;ve been playing. John&#8217;s been playing <em>Resident Evil 4 Remake</em>, <em>Marathon</em>, <em>Boltgun</em>, and the <em>Parasite Mutant</em> demo. Lily&#8217;s been stuck in PS2 purgatory with <em>Bloodrayne</em>, <em>Shadow Hearts</em>, <em>Mercenaries</em>, <em>Dark Cloud 2</em>, and <em>Evergrace</em>. She&#8217;s also been playing <em>Alabaster Dawn</em>&#8216;s early access version and <em>Sekitori</em>. Crystal is in <em>Final Fantasy</em> hell with <em>Final Fantasy XII</em> and watching <em>Final Fantasy VII: Advent Children</em> while Nikolas dug into <em>Etrian Odyssey</em>.</p>



<p class="wp-block-paragraph">You can support us on our <a href="https://www.patreon.com/gamesline" target="_blank" rel="noreferrer noopener">Patreon</a>, and follow us on social media <a href="https://bsky.app/profile/gamesline.net" target="_blank" rel="noreferrer noopener">@gamesline.net</a>, <a href="https://bsky.app/profile/did:plc:dy7vtdrlxk2g5fmj7rxasoo5" target="_blank" rel="noreferrer noopener">John</a>, <a href="https://bsky.app/profile/did:plc:duhsjztdcznnwxhh2ur3zmqx" target="_blank" rel="noreferrer noopener">Lily</a>, <a href="https://bsky.app/profile/did:plc:voku7qdq24izjab7pgdzhq6i" target="_blank" rel="noreferrer noopener">Crystal</a>, and <a href="https://bsky.app/profile/did:plc:bvkaxpn5lgzdvukczf3wswil" target="_blank" rel="noreferrer noopener">Nikolas</a></p>



<p class="wp-block-paragraph">Also, don’t forget to rate and review us on&nbsp;<a href="https://podcasts.apple.com/us/podcast/the-gamesline-podcast/id1624171215" target="_blank" rel="noreferrer noopener">Apple Podcasts</a>, and tell a friend about the show!</p>



<p class="wp-block-paragraph">If you want to send in questions, send them to our email&nbsp;<a href="mailto:podcast@gamesline.net" target="_blank" rel="noreferrer noopener">podcast@gamesline.net</a>!</p>



<p class="wp-block-paragraph">You can also join our Discord channel at&nbsp;<a href="http://thegamezone.zone/" target="_blank" rel="noreferrer noopener">thegamezone.zone</a>!</p>



<p class="wp-block-paragraph">Our theme song is “Crush” by Melt Channel, from the album&nbsp;<a href="https://meltchannel.bandcamp.com/album/magic-is-real" target="_blank" rel="noreferrer noopener">Magic is Real</a>.</p>



<p class="wp-block-paragraph">Edited by <a href="http://judgementscythe.bsky.social" type="link" id="judgementscythe.bsky.social" target="_blank" rel="noreferrer noopener">Lorelai</a></p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-94-raymans-giant-hog/">The Gamesline Podcast Episode 94: Rayman&#8217;s Giant Hog</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<item>
		<title>The Gamesline Podcast Episode 93: Summer Games Madness</title>
		<link>https://gamesline.net/the-gamesline-podcast-episode-93-summer-games-madness/</link>
					<comments>https://gamesline.net/the-gamesline-podcast-episode-93-summer-games-madness/#respond</comments>
		
		<dc:creator><![CDATA[Lorelai]]></dc:creator>
		<pubDate>Sat, 13 Jun 2026 14:06:50 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Final Fantasy 3]]></category>
		<category><![CDATA[final fantasy xiv]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[marathon]]></category>
		<category><![CDATA[pikmin]]></category>
		<category><![CDATA[Playstation State of Play]]></category>
		<category><![CDATA[Summer Games Festival]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33563</guid>

					<description><![CDATA[<p>A new week, a new episode of The Gamesline Podcast. This week John and Lorelai sit down to talk about&#8230;</p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-93-summer-games-madness/">The Gamesline Podcast Episode 93: Summer Games Madness</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
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<p class="wp-block-paragraph">A new week, a new episode of The Gamesline Podcast. This week John and Lorelai sit down to talk about all the stuff that was fit to talk about from the Summer Games Festival, Playstation State of Play, and more. Lorelai&#8217;s been Playing <em>Final Fantasy 3 </em>on her Super Nintendo to prepare for the new Kefka Ultimate in <em>Final Fantasy XIV</em> while John has been playing <em>Marathon</em> and <em>Pikmin Squared</em>.</p>



<p class="wp-block-paragraph">You can support us on our <a href="https://www.patreon.com/gamesline" target="_blank" rel="noreferrer noopener">Patreon</a>, and follow us on social media <a href="https://bsky.app/profile/gamesline.net" target="_blank" rel="noreferrer noopener">@gamesline.net</a>, <a href="https://bsky.app/profile/did:plc:dy7vtdrlxk2g5fmj7rxasoo5" target="_blank" rel="noreferrer noopener">John</a>, and <a href="https://bsky.app/profile/did:plc:7xqj5opa2lc5v6ieswr5pkln" target="_blank" rel="noreferrer noopener">Lorelai</a></p>



<p class="wp-block-paragraph">Also, don’t forget to rate and review us on&nbsp;<a href="https://podcasts.apple.com/us/podcast/the-gamesline-podcast/id1624171215" target="_blank" rel="noreferrer noopener">Apple Podcasts</a>, and tell a friend about the show!</p>



<p class="wp-block-paragraph">If you want to send in questions, send them to our email&nbsp;<a href="mailto:podcast@gamesline.net" target="_blank" rel="noreferrer noopener">podcast@gamesline.net</a>!</p>



<p class="wp-block-paragraph">You can also join our Discord channel at&nbsp;<a href="http://thegamezone.zone/" target="_blank" rel="noreferrer noopener">thegamezone.zone</a>!</p>



<p class="wp-block-paragraph">Our theme song is “Crush” by Melt Channel, from the album&nbsp;<a href="https://meltchannel.bandcamp.com/album/magic-is-real" target="_blank" rel="noreferrer noopener">Magic is Real</a>.</p>



<p class="wp-block-paragraph">Edited by <a href="http://judgementscythe.bsky.social" type="link" id="judgementscythe.bsky.social" target="_blank" rel="noreferrer noopener">Lorelai</a></p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-93-summer-games-madness/">The Gamesline Podcast Episode 93: Summer Games Madness</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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			</item>
		<item>
		<title>In Cutscenes, You Can&#8217;t Double Jump</title>
		<link>https://gamesline.net/in-cutscenes-you-cant-double-jump/</link>
					<comments>https://gamesline.net/in-cutscenes-you-cant-double-jump/#respond</comments>
		
		<dc:creator><![CDATA[Rose]]></dc:creator>
		<pubDate>Thu, 11 Jun 2026 20:02:11 +0000</pubDate>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Citizen Sleeper]]></category>
		<category><![CDATA[cyberpunk 2077]]></category>
		<category><![CDATA[dissonance]]></category>
		<category><![CDATA[god of war]]></category>
		<category><![CDATA[Ludonarrative]]></category>
		<category><![CDATA[metal gear solid 4]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33542</guid>

					<description><![CDATA[<p>Please Stop Reheating The Microwave Hallway.</p>
<p>The post <a href="https://gamesline.net/in-cutscenes-you-cant-double-jump/">In Cutscenes, You Can&#8217;t Double Jump</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">At this week’s PlayStation Showcase, we got a first look at the next entry in the <em>God of War </em>pantheon with <em>Laufey</em>, a story centered around Faye, the infamously dead wife of Kratos from the 2018 game.</p>



<p class="wp-block-paragraph">The trailer shows a continuing focus on the “one camera” cinematographic presentation that Santa Monica Studios has been consistently proud of. Sequences seamlessly transition from gameplay, to quick time events, to minute-long cutscenes. This was one of the <a href="https://variety.com/2018/gaming/features/god-of-war-single-shot-camera-1202793441/">most</a> <a href="https://kotaku.com/god-of-war-s-lack-of-camera-cuts-works-really-well-1825214080">talked</a> <a href="https://www.polygon.com/2018/4/23/17263016/god-of-war-playstation-4-camera-single-shot/">about</a> aspects of the 2018 game’s design, commonly referenced with the words “immersion”, “scale”, or “consistent”. This approach <em>mostly</em> works with the presentation of the game as a road trip-esque trek across a fantastical Scandinavia, mainly because Kratos as a character is built like a tank you literally could not stop. You don&#8217;t need to worry about time’s passage, fatigue, or moments of enforced rest when your character is the quintessential angry guy who&#8217;s going to rush his way through every conversation and situation.</p>



<p class="wp-block-paragraph">It works a little less when you&#8217;re a woman who is alternating between resurrection, doing air combos on plant monsters, stumbling down hallways, and being imprisoned as she&#8217;s held down by enemies she&#8217;s going to unmake within moments.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe title="God of War Laufey - Gameplay Reveal Trailer | PS5 Games" width="800" height="450" src="https://www.youtube.com/embed/HLMX2w3cwuE?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p class="wp-block-paragraph">This is not a problem unique to the one camera format of the post PS3<em> God of War</em> games, and it&#8217;s not even a problem inherent to the AAA cinematic approach that Sony has made their bread and butter over the last decade and change. While Ludonarrative Dissonance is perhaps best known by its usage in discussions around characters like <em>Uncharted</em>’s Nathan Drake and his propensity to alternate between quippish “I&#8217;m just a little guy” routines and the slaughtering of dozens, it&#8217;s a problem continually plaguing games big and small year after year. In all the years since, this situation hasn’t improved in the slightest..</p>



<p class="wp-block-paragraph">Part of this is caused by video games’ propensity towards violence. While every medium has expressions of conflict, video games—being a mechanical and heavily interactive format—are understandably dominated by replications of the most visceral form of human engagement. People have always yearned for the physical sensation of impact (take a look at any sport to understand this), and gaming functions as an extension of this. We yearn for the crunchy hit stop, and the particle effects of collision and destruction.&nbsp;</p>



<p class="wp-block-paragraph">The other, more simple answer, is that in any creative field, people are going to rely on shortcuts or “standard” solutions to any problem they run into. We expect all fighting games to have a move list, so it becomes inherent to the genre; visual novels should have a text log; live service games demand a battle pass, and so on. Often these conventions are desired, but just as often we run into ideas that exist simply because it&#8217;s viewed as a necessity, e.g. the deluge of open world games adding loot systems straight out of <em>Diablo </em>even when designed to be static, or gacha games 1:1 copying the UI of <em>Genshin Impact</em> half a decade out from its release.&nbsp;</p>



<p class="wp-block-paragraph">The most egregious of these obligatory concepts to me has always been what I colloquially refer to as “the microwave hallway problem”, after <em>Metal Gear Solid 4</em>’s scene where a suffering Snake pushes his way through a hallway that’s killing him with radiation, as the imagery jumps from perspective to perspective.</p>



<p class="wp-block-paragraph">In <em>Metal Gear Solid 4</em>, this scene is about Snake, as an old man, pushing himself through absolute misery for a moment of heroism. <em>MGS4 </em>itself is a fairly slow game focused on stealth, so a paced and deliberate moment like this doesn&#8217;t feel too out of place, and matches the artisanal tone that director Hideo Kojima has historically gone for. It&#8217;s iconic and remembered for plenty of reasons, especially for its place in gaming at a time when the average storytelling for mainstream titles was done through a purely divorced cutscene and gameplay split.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="Metal Gear Solid 4 Guns of the Patriots - The Microwave Hall" width="800" height="450" src="https://www.youtube.com/embed/mdjLBYxAcUI?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div></figure>



<p class="wp-block-paragraph">Unfortunately, this concept has been used again and again throughout countless games in the decades since <em>MGS4</em>’s release, and typically without much direction beyond the surface level.&nbsp;</p>



<p class="wp-block-paragraph"><em>Cyberpunk 2077</em> is a game ostensibly about the dying V, a struggling mercenary whose brain is being torn apart by an entire other identity forcing its way through them. Aside from the consistent interjections from a ghostly Keanu Reeves, this fact is mostly removed from the player’s standard means of engagement, in favor of the expected techno-power fantasy… except for the random moments at ends of quests (and similarly-timed event triggers), where V will suddenly double over with a pixelated and messy screen, and start to move at 0.25x speed, before immediately regaining full and complete motor function without the slightest inconvenience.&nbsp;</p>



<p class="wp-block-paragraph">On the surface, this is the visual and mechanical language we have come to expect from cinematically driven video games, many of which are often free-form and non-linear. Developers, of course, can’t plot a set course with moments of defined strength and weakness if they’re providing you a venue with which to do things in any potential order. At the same time, however, is anything truly being gained from these moments of appropriate tonal resonance amidst a sea of completely untethered gameplay? Are these moments of weakness displaying a peek into the intended narrative, or are they showcasing just how limited the language of the common game is?</p>



<p class="wp-block-paragraph">Countless games follow this format. There’s <em>Red Dead Redemption 2</em>’s concept of tuberculosis that involves the occasional cough and hallucination in between hundred-man slaughter sprees. There are several <em>Resident Evil</em> games that do this, but most notably this year’s <em>Requiem,</em> where Leon Kennedy’s T-Virus infection temporarily makes everything slow, blurry, and blue, before restoring perfect parry and suplex potential almost instantly. Even <em>Kingdom Hearts 3</em>, a game I broadly love for its absurdism, isn’t immune to forcing Mickey Mouse through a slow moving facsimile of the microwave hallway.</p>



<figure class="wp-block-embed is-type-video is-provider-youtube wp-block-embed-youtube wp-embed-aspect-16-9 wp-has-aspect-ratio"><div class="wp-block-embed__wrapper">
<iframe loading="lazy" title="KINGDOM HEARTS 3 ReMind DLC - Mickey Becomes King of Hearts" width="800" height="450" src="https://www.youtube.com/embed/pLtNS6oNfeg?feature=oembed" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
</div><figcaption class="wp-element-caption">If You&#8217;ve Never Seen This I Implore You. It&#8217;s Absurd. Mickey Mouse alternates between limping and doing flips and shit.</figcaption></figure>



<p class="wp-block-paragraph">To reiterate: what do we gain from these moments of control? Indeed, putting the player behind the wheel of an ailing character is a powerful tool of empathy and connection, but when you jump away from that almost instantly, does that empathy persist beyond a fleeting moment? Does the dissonance not showcase the cracks and limitations of what you’re trying to do with the medium, and fall back on the base expectations of what a video game <strong><em>is</em></strong> rather than what you want it to <strong><em>be</em></strong>?&nbsp;</p>



<p class="wp-block-paragraph">It’s easy for me to armchair game design over here from my ivory tower of gaming critique, but we don’t have to conceive of new and innovative ways to fix these problems, when they’ve been executed on in multiple games since the genre’s inception.&nbsp;</p>



<p class="wp-block-paragraph">The <em>Fear and Hunger</em> series has a constant potential for characters to lose limbs and abilities as you face down the many horrors of that world. <em>Kenshi</em>, or freeform sandbox games like <em>Dwarf Fortress</em> and <em>Caves of Qud,</em> are able to showcase all sorts of gameplay systems related to loss of power by changing the means of engagement in a tangible and permanent way. Action oriented titles like <em>Sifu</em> or <em>Eternal Sonata</em> are able to demonstrate the gain and degradation of stamina and means of engagement as their characters go through various stages of life. Hell, many FromSoftware games are predicated on the concept of an “unpowered” or “hollowed” form that can only be temporarily salved. Even games like <em>Final Fantasy IV</em>, a mainstream RPG from 1991, work with the concept of mechanical and narrative intertwining through the character of Tellah, an old man pushing himself to the brink with dwindling stats on each level up.&nbsp;</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1280" height="720" src="https://gamesline.net/wp-content/uploads/2026/06/demons_souls-message-1.jpg" alt="Demon's Souls screen: &quot;You have died, and the Nexus has trapped your soul. You cannot escape the nexus.&quot;" class="wp-image-33545" srcset="https://gamesline.net/wp-content/uploads/2026/06/demons_souls-message-1.jpg 1280w, https://gamesline.net/wp-content/uploads/2026/06/demons_souls-message-1-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2026/06/demons_souls-message-1-400x225.jpg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></figure>



<p class="wp-block-paragraph">Indeed, an argument posited against many of these examples in the wake of their larger budget contemporaries would be that they’re more elaborate or hardcore games for niche audiences, despite games like RimWorld selling over <a href="https://gamalytic.com/game/294100">4 million copies</a>, and persisting in popularity many years down the line. Another could be that these moments of disconnect function fine as abstraction; surely the core act of playing a video game is abstraction from reality enough that we can accept these limitations (this one I’ve seen in opposition to discussions on ludonarrative dissonance consistently).&nbsp;</p>



<p class="wp-block-paragraph">Regardless of reasoning, I believe these limitations come not from the medium of games, but from the nightmarish production management of many modern titles, as well as the expectations of capitalism; from operating under the belief that the market is truly something that exists, and not an artifice propped up by manufactured evidence and stubborn belief.&nbsp;</p>



<p class="wp-block-paragraph">When we look at how games are made, especially when it comes to titles with larger budgets, the creation process reinforces this issue. That need for a common language—a blueprint that can easily be executed on—becomes a requirement when we think about how many games are being created by contract workers.&nbsp;</p>



<p class="wp-block-paragraph">Looking at something even midscale in budget such as last year’s <em>Clair Obscur: Expedition 33</em>, we can see that <a href="https://www.rockpapershotgun.com/no-clair-obscur-expedition-33-wasnt-made-by-30-people">hundreds of contractors</a> were hired temporarily to work on things like art, rendering, sound, and quality assurance. If we look at <em>Halo Infinite’s</em> development, we have consistent reporting that workers were <a href="https://www.pcgamer.com/former-halo-infinite-dev-criticizes-studio-leadership-says-layoffs-shouldnt-have-happened/">limited to 18 month contracts</a> and then placed on a 6 month cooldown before being re-hired, to suit arbitrary leadership requirements and skirt labor laws that would afford these employees more rights in their workplace.</p>



<p class="wp-block-paragraph">It’s not hard to imagine the difficulties faced by these contract workers in a broad sense, especially when it comes to getting to grips with the project they’re working on, or asserting creative agency over it. They have to learn the toolsets, the project outlines, the deadlines, where the last contractor was forced to leave work unfinished… so on and so forth. In the process of all this, there’s also the unending fear that they could be laid off on a whim, so there’s not going to be much of a desire to shake the boat with more radical creative interjections. From the side of more stable employees as well, things are consistently in a state of flux from the hands working on a project having to be retrained, with pipelines consistently altered like the Ship of Theseus.&nbsp;</p>



<p class="wp-block-paragraph">Taking all this into account, it’s easy to understand exactly how so many games end up eerily similar, or formulaic to a fault. Sure, this applies to things like Unreal Engine 5 becoming dominant throughout the medium as workers are able to pick up that shared understanding of how something works, but it also applies to how these works end up being made. If you’re pushing through a logistical nightmare, why wouldn’t you rely on the most commonly used or easy to understand tools? Why wouldn’t you frame a scene as so many other scenes have done before because that’s what’s easiest to convey to your detached creative team? Management has to be appeased as well, so there is a pressure towards showing them something that wouldn’t feel out of place in another successful game, matching the tone of another rather than cultivating it organically through the creation process.&nbsp;</p>



<p class="wp-block-paragraph">This is made worse through the intersection of marketing, management, and manipulation. When we talk about the artifice of things like focus testing or evaluating what an audience might “want” (an unrealizable notion, given that the “audience” isn’t a real group of people, but rather a handy abstraction of guesswork), it’s not an exaggeration to refer to it as an “unreality”. There are lessons to be learned through experience and inquisition, but they cannot be done through the means of our current economic and creative climates, lest we continually repeat the sins of things like the <a href="https://en.wikipedia.org/wiki/Versions_of_Blade_Runner">hastily edited ending to the theatrical release of Blade Runner</a>.</p>



<p class="wp-block-paragraph">When we surrender to the idea that games should be more than pure idealized “fun”, or more accurately, when we give in to the notion that fun can only be defined by unlimited player control and power, we limit the ideas of what the medium of games can be. Fun can be had in planning around and experiencing things like a dismemberment in <em>Fear and Hunger</em>. There’s joy to be found in those moments of overcoming the challenges of a game like <em>Demon&#8217;s Souls. </em>Not everything is killstreaks and SSS combos; sometimes a power fantasy can come from overcoming incredible odds, situations, or indeed even the way we control a video game.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="2000" height="1000" src="https://gamesline.net/wp-content/uploads/2026/06/Citizen-Sleeper-Skills.avif" alt="Citizen Sleeper skills screen." class="wp-image-33543" srcset="https://gamesline.net/wp-content/uploads/2026/06/Citizen-Sleeper-Skills.avif 2000w, https://gamesline.net/wp-content/uploads/2026/06/Citizen-Sleeper-Skills-768x384.avif 768w, https://gamesline.net/wp-content/uploads/2026/06/Citizen-Sleeper-Skills-400x200.avif 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></figure>



<p class="wp-block-paragraph">A few years ago, I had a lot of fun with the presentation of <em>Citizen Sleeper</em>; a sci-fi game about functioning as a being trapped within a proprietary and expensive robotic body, trying to make ends meet and solve problems inside of an old space station. The conceit of the game is great—balance the needs of your mechanical body (allegorical of chronic illness), the needs of your community, and the imposition of societal pressures working against you—but in practice, it unintentionally becomes this oddly weightless and almost dismissive work.&nbsp;</p>



<p class="wp-block-paragraph">Within an hour of starting the game, the idea of balancing meters, or struggling against any sort of representation of chronic illness, can be thrown out the window with relative ease. Minigames let you play the stock market and gamble for infinite money. You can get a trait to start repairing your body infinitely with very little effort or risk, eliminating any chance of experiencing the detriments of disability. You can solve the issues of every NPC you meet, and complete the main story without friction or fear. On a certain level, I admire the game’s willingness to take the conceits of an economic manager and try to instill the idea that it’s all artifice and can be changed with luck, but it’s also limiting and ineffectual as an experience.&nbsp;</p>



<p class="wp-block-paragraph">I don’t expect every game to be <em>Marathon</em>—a complex and punishing game wherein the core experience is determined by a mechanical conceit that suits the type of narrative they’re trying to tell—but we can do better than serving (and in some respects, outright conditioning) an audience that exists in our most insecure assumptions. It’s understandable to rely on what’s easy and known, but we show the most interesting parts of ourselves when we mold what’s known into something only we can.</p>



<p class="wp-block-paragraph">There will always be abstraction and ludonarrative dissonance in video games. There will always be that struggle to separate what a character should be able to do within the bounds of the narrative versus what makes an engaging and interesting game to play. However, this does not mean we should accept the absurd compromise that these patchwork microwave hallways provide. The medium of games allows for collaboration between creatives and viewers in ways other art forms could only dream of, and we should be trying to cultivate that charm, instead of abruptly ending the dialogue out of convenience.</p>



<p class="wp-block-paragraph"></p>
<p>The post <a href="https://gamesline.net/in-cutscenes-you-cant-double-jump/">In Cutscenes, You Can&#8217;t Double Jump</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>The Gamesline Podcast Episode 92: Fantasy Solitaire</title>
		<link>https://gamesline.net/the-gamesline-podcast-episode-92-fantasy-solitaire/</link>
					<comments>https://gamesline.net/the-gamesline-podcast-episode-92-fantasy-solitaire/#respond</comments>
		
		<dc:creator><![CDATA[Lorelai]]></dc:creator>
		<pubDate>Sat, 06 Jun 2026 17:00:00 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[dark horse]]></category>
		<category><![CDATA[digimon]]></category>
		<category><![CDATA[Final Fantasy xi]]></category>
		<category><![CDATA[final fantasy xiv]]></category>
		<category><![CDATA[Forbidden Solitaire]]></category>
		<category><![CDATA[hades 2]]></category>
		<category><![CDATA[marathon]]></category>
		<category><![CDATA[Mina the Hollower]]></category>
		<category><![CDATA[pikmin]]></category>
		<category><![CDATA[pokemon]]></category>
		<category><![CDATA[Pokemon Channel]]></category>
		<category><![CDATA[Saros]]></category>
		<category><![CDATA[stop killing games]]></category>
		<category><![CDATA[Vampire Crawlers]]></category>
		<category><![CDATA[witcher 3]]></category>
		<category><![CDATA[yuji naka]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33535</guid>

					<description><![CDATA[<p>It&#8217;s a full house this week on the Gamesline Podcast. John is joined by Lorelai, Maverick and Rose to talk&#8230;</p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-92-fantasy-solitaire/">The Gamesline Podcast Episode 92: Fantasy Solitaire</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<iframe loading="lazy" src="https://pinecast.com/player/d9c90548-6f9f-4e26-9194-79260ffcf4b5?theme=flat" seamless height="200" style="border:0" class="pinecast-embed" frameborder="0" width="100%"></iframe>



<p class="wp-block-paragraph">It&#8217;s a full house this week on the Gamesline Podcast. John is joined by Lorelai, Maverick and Rose to talk about the last week in gaming. John&#8217;s still obsessing about <em>Pikmin</em> when he&#8217;s not playing <em>Digimon</em> cards or <em>Pokémon Channel</em>.  Lorelai was Final Fantasy pilled at the <em>Final Fantasy XIV</em> Fan Festival which got her playing <em>Final Fantasy XI</em> again while also digging in to <em>Vampire Crawlers</em> on her long road trip. Rose of course played more <em>Marathon</em>,<em> Mina the Hollower</em>, <em>Saros</em>, and <em>Forbidden Solitaire</em> while Maverick played a bunch of <em>Hades 2.</em></p>



<p class="wp-block-paragraph">In the news, we go over the interview Mike Fisher gave where he annihilated Yuji Naka, <em>The Witcher 3</em> is getting more DLC, and a bill addressing the Stop Killing Games initiative is moving forward in California. In other news, Dark Horse Comics is unionizing after their new Embracer overlords started shutting down Things From Another World and shifting focus to Games. If you&#8217;d like to sign the petition to support the unionization effort, <a href="https://actionnetwork.org/petitions/dark-horse-workers-united/" target="_blank" rel="noreferrer noopener">you can do that here</a>.</p>



<p class="wp-block-paragraph">You can support us on our <a href="https://www.patreon.com/gamesline" target="_blank" rel="noreferrer noopener">Patreon</a>, and follow us on social media <a href="https://bsky.app/profile/gamesline.net" target="_blank" rel="noreferrer noopener">@gamesline.net</a>, <a href="https://bsky.app/profile/did:plc:dy7vtdrlxk2g5fmj7rxasoo5" target="_blank" rel="noreferrer noopener">John</a>, <a href="https://bsky.app/profile/did:plc:7xqj5opa2lc5v6ieswr5pkln" target="_blank" rel="noreferrer noopener">Lorelai</a>, <a href="https://bsky.app/profile/did:plc:lx6kwluz77igrekw6uglorim" target="_blank" rel="noreferrer noopener">Maverick</a>, and <a href="https://bsky.app/profile/did:plc:pc7yziynplt7e4n5zfmbgwsl" target="_blank" rel="noreferrer noopener">Rose</a>.</p>



<p class="wp-block-paragraph">Also, don’t forget to rate and review us on&nbsp;<a href="https://podcasts.apple.com/us/podcast/the-gamesline-podcast/id1624171215" target="_blank" rel="noreferrer noopener">Apple Podcasts</a>, and tell a friend about the show!</p>



<p class="wp-block-paragraph">If you want to send in questions, send them to our email&nbsp;<a href="mailto:podcast@gamesline.net" target="_blank" rel="noreferrer noopener">podcast@gamesline.net</a>!</p>



<p class="wp-block-paragraph">You can also join our Discord channel at&nbsp;<a href="http://thegamezone.zone/" target="_blank" rel="noreferrer noopener">thegamezone.zone</a>!</p>



<p class="wp-block-paragraph">Our theme song is “Crush” by Melt Channel, from the album&nbsp;<a href="https://meltchannel.bandcamp.com/album/magic-is-real" target="_blank" rel="noreferrer noopener">Magic is Real</a>.</p>



<p class="wp-block-paragraph">Edited by <a href="http://judgementscythe.bsky.social" type="link" id="judgementscythe.bsky.social" target="_blank" rel="noreferrer noopener">Lorelai</a></p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-92-fantasy-solitaire/">The Gamesline Podcast Episode 92: Fantasy Solitaire</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>The Gamesline Podcast Episode 91: Endix Cards</title>
		<link>https://gamesline.net/the-gamesline-podcast-episode-91-endix-cards/</link>
					<comments>https://gamesline.net/the-gamesline-podcast-episode-91-endix-cards/#respond</comments>
		
		<dc:creator><![CDATA[Lorelai]]></dc:creator>
		<pubDate>Sat, 30 May 2026 17:50:21 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Endix]]></category>
		<category><![CDATA[Endix Expo]]></category>
		<category><![CDATA[final fantasy x-2]]></category>
		<category><![CDATA[Final Fantasy X-2 Last Mission]]></category>
		<category><![CDATA[fuser]]></category>
		<category><![CDATA[pikmin 4]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33531</guid>

					<description><![CDATA[<p>The Gamesline Podcast is back for another week at the Pikmin factory as John and Crystal sit down to talk&#8230;</p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-91-endix-cards/">The Gamesline Podcast Episode 91: Endix Cards</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<iframe loading="lazy" src="https://pinecast.com/player/be73c423-85b4-41c5-bc90-dd731a4353a5?theme=flat" seamless height="200" style="border:0" class="pinecast-embed" frameborder="0" width="100%"></iframe>



<p class="wp-block-paragraph">The Gamesline Podcast is back for another week at the Pikmin factory as John and Crystal sit down to talk about the week in games. John&#8217;s still just as <em>Pikmin 4 </em>obsessed as he&#8217;s been while Crystal has been playing <em>Fuser</em> and all the extra stuff from <em>Final Fantasy X-2 </em>like<em> Last Mission and X-2.5 -Will-</em>. She also attended the digital <a href="https://gamesline.net/2026-endix-expo-day-1-with-crystal/" target="_blank" rel="noreferrer noopener"><em>Endix Expo</em></a>. In the news, we&#8217;re getting <em>Kowloon&#8217;s Gate</em> in english.</p>



<p class="wp-block-paragraph">You can support us on our <a href="https://www.patreon.com/gamesline" target="_blank" rel="noreferrer noopener">Patreon</a>, and follow us on social media <a href="https://bsky.app/profile/gamesline.net" target="_blank" rel="noreferrer noopener">@gamesline.net</a>, <a href="https://bsky.app/profile/did:plc:dy7vtdrlxk2g5fmj7rxasoo5" target="_blank" rel="noreferrer noopener">John</a>, and <a href="https://bsky.app/profile/did:plc:bvkaxpn5lgzdvukczf3wswil" type="link" id="https://bsky.app/profile/did:plc:bvkaxpn5lgzdvukczf3wswil" target="_blank" rel="noreferrer noopener">Crystal</a>.</p>



<p class="wp-block-paragraph">Also, don’t forget to rate and review us on&nbsp;<a href="https://podcasts.apple.com/us/podcast/the-gamesline-podcast/id1624171215" target="_blank" rel="noreferrer noopener">Apple Podcasts</a>, and tell a friend about the show!</p>



<p class="wp-block-paragraph">If you want to send in questions, send them to our email&nbsp;<a href="mailto:podcast@gamesline.net" target="_blank" rel="noreferrer noopener">podcast@gamesline.net</a>!</p>



<p class="wp-block-paragraph">You can also join our Discord channel at&nbsp;<a href="http://thegamezone.zone/" target="_blank" rel="noreferrer noopener">thegamezone.zone</a>!</p>



<p class="wp-block-paragraph">Our theme song is “Crush” by Melt Channel, from the album&nbsp;<a href="https://meltchannel.bandcamp.com/album/magic-is-real" target="_blank" rel="noreferrer noopener">Magic is Real</a>.</p>



<p class="wp-block-paragraph">Edited by <a href="http://judgementscythe.bsky.social" type="link" id="judgementscythe.bsky.social" target="_blank" rel="noreferrer noopener">Lorelai</a></p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-91-endix-cards/">The Gamesline Podcast Episode 91: Endix Cards</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>Holding Hands with Plastic — Steam Controller Review</title>
		<link>https://gamesline.net/holding-hands-with-plastic-steam-controller-review/</link>
					<comments>https://gamesline.net/holding-hands-with-plastic-steam-controller-review/#comments</comments>
		
		<dc:creator><![CDATA[Lilith]]></dc:creator>
		<pubDate>Tue, 26 May 2026 14:01:00 +0000</pubDate>
				<category><![CDATA[Reviews]]></category>
		<category><![CDATA[Steam Controller]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33498</guid>

					<description><![CDATA[<p>The tactility of video games is a big part of why I enjoy them. Here we are, connected to virtual&#8230;</p>
<p>The post <a href="https://gamesline.net/holding-hands-with-plastic-steam-controller-review/">Holding Hands with Plastic — Steam Controller Review</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">The tactility of video games is a big part of why I enjoy them. Here we are, connected to virtual worlds by tenuous tendrils of cables, plastics, and metal; connected to other lives by an electronic umbilis. The means by which we connect is just as important as what we choose to connect to. The palpable feeling of inputs becoming action is what I fell in love with in the first place.</p>



<p class="wp-block-paragraph">There hasn’t been much innovation in the format of these tactile interactions in quite some time. The Wii came out twenty years ago and what innovations have been made in the realm of VR haven’t quite filled living rooms in the same way the white monolith did. The Steam Controller managed to attract my attention because, regardless of how small, it has attempted to recapture a feeling of innovation.</p>



<p class="wp-block-paragraph">I am pretty particular about controllers and interfaces at the end of the day. I love a well-lubricated machine honed down into something hyperspecific and intended for one use. I’m a freak who predominantly writes with fountain pens, types on mechanical keyboards, and uses a DAP—a digital audio player—to contain my music. I love a mechanical switch.</p>



<p class="wp-block-paragraph">This comes, without going into too much detail, from a chronic condition which heavily limits the amount of sensation coming from my hands and arms. Touch screens and non-tactile inputs are my enemy. So, yes, me ruining your Discord call with mechanical clicking noises is due to a very sensitive medical condition. This, in addition to my chronic baby hands disease, means I care a lot about the ergonomics of my interfacing technology.</p>



<p class="wp-block-paragraph">Such interfacing has been structurally homogenized over the years as games have less and less incentive to be truly exclusive to one platform. Nintendo, Sony, and the other one have found a shape that works and stuck with it; you don’t truly get a <a href="https://www.youtube.com/watch?v=jhGeq_yQYyg">ball controller</a> to play <em>Half-Life 2</em> and <em>Portal</em> with that vibrates and throws all your shit off your desk anymore.</p>



<p class="wp-block-paragraph">So, this new contender, back again from Valve’s prior experiment in 2015, is having another hack at it. How’d they do?</p>



<h2 class="wp-block-heading"><strong>Others Have Prevented me from Calling It the Puck</strong></h2>



<p class="wp-block-paragraph">Just about everything with the Steam controller at first blush was pleasant, down to opening its minimalistic packaging. A single cardboard box contained within another cardboard box and a pull tab was all that kept me from my new plastic son. Its contents: a cable, a manual, and the charger/dongle (my partner requires me to type chongle at least once in this review, you are welcome, it is now your turn to make dinner.)</p>



<p class="wp-block-paragraph">Holding it in my hands, I could appreciate the subtle intricacies of its curves, weight, and shape. A single twirl of both of its joysticks told me all I needed to know: this controller feels pretty good. It lacked its predecessor’s airy weightlessness and disconcertion that it could be twisted in half by a sufficiently determined newborn. This impression held water after the immediate four hour breaking-in period, subsequent, equal length breaking-in periods, and a Twitch stream; anything to procrastinate from actually writing about it.</p>



<p class="wp-block-paragraph">After a brief updating period for both the controller and the chongle (two dinners, keep up), I finally got to the software side of things. The sheer number of windows, menus, submenus, could kill the elderly; but I think this is a good thing. In the case of electronics with so much modularity, having the ability to actually get in deep and play with everything really makes the controller what it is—a tool to create a futzer’s paradise.</p>



<p class="wp-block-paragraph">Playing through <em>Blood, </em>a classic boomer shooter,<em> </em>was eye opening. Seeing the detail with which the community offered control solutions for a game never intended to handle this way was amazing. Input layers for maps, rotating sub menus designed to sort through the myriad weapon choices of a classic FPS, and quick-save and quick-load were all bound with enough intuitiveness to easily grasp in less than a level or two.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1920" height="1040" src="https://gamesline.net/wp-content/uploads/2026/05/Screenshot-2026-05-25-150203.png" alt="An image of the community layout for Blood." class="wp-image-33501" srcset="https://gamesline.net/wp-content/uploads/2026/05/Screenshot-2026-05-25-150203.png 1920w, https://gamesline.net/wp-content/uploads/2026/05/Screenshot-2026-05-25-150203-768x416.png 768w, https://gamesline.net/wp-content/uploads/2026/05/Screenshot-2026-05-25-150203-400x217.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></figure>



<p class="wp-block-paragraph">With so many optional buttons—some not even apparent if you count the grip sensor as an input—you can make a controller the weight of a plush toy into a helicopter cockpit. It isn’t technically praise owed to the Steam controller in particular, as you can utilize the various bits of customizability inherent to Steam itself on any controller, but the way it integrates and interacts with such modability immediately makes you feel like you can tailor the play experience to whatever you want.</p>



<p class="wp-block-paragraph">The tiny innovation the controller has, in the form of the twin touchpads, makes for an immediate interest point. The haptic purr of the pads feels pleasant and, once the sensitivity is properly dialed, shockingly accurate. From a person who could pen several strongly worded letters to the creator of the laptop trackpad, I am just as shocked to be saying it. Both on stream and on my own, navigating around games typically associated with mouse and keyboard control never stopped feeling strangely novel. I am probably never going to be a professional 4X or RTS player on them, but it made the games feel immediately more comfortable and approachable.</p>



<p class="wp-block-paragraph">Ultimately, the ergonomics of simply holding the controller are pleasant. My particular issues aside, I didn’t ever feel fatigued or like the controller was anything other than lovely to use. A small detail I felt pleasantly about was the detailed haptic vibrations; once tuned correctly, I could feel them appropriately, something I often feel left out on with games, as silly as it sounds. The amount of times I’ve put down a controller during an important scene, only to scare the absolute piss out of myself upon realizing it was vibrating the whole time, is too many to name. It’s a minute detail for most, but it’s nice to be included.</p>



<p class="wp-block-paragraph">Overall the controller is great, and offers new ways to engage with games I previously thought I had “solved.”</p>



<p class="wp-block-paragraph">Where I feel the problems start are things entirely independent of the controller. Namely, Steam itself. Without the connection to Steam, the controller is basically useless. Steam Support suggests adding any non-Steam game to Steam as a means to ameliorate this problem.</p>



<p class="wp-block-paragraph">Now, it may seem petty, stupid, insipid, etc, to mention that a controller called the <em>Steam</em> controller requires Steam to function, but the fact that it is practically a brick while not working through their frontend sticks in my craw. The PC game space is cross-pollinated by many game front ends and avenues for playing games. The limitation of these means, even if rectified with a minute of effort, feels wrong. I’m sure if the controller has any actual staying power, someone, someday, will mod in general use; for now however, it makes me uncomfortable.</p>



<p class="wp-block-paragraph">My biggest problem with the Steam controller admittedly comes from a personal place—the actual price. At $100, it is far from the most inexpensive controller on the market. $100, to me, is a large amount of money; that’s nearly 50 asset-flip hentai games! That’s too many hentai games for <em>anyone </em>to own.</p>



<figure class="wp-block-image size-full"><img loading="lazy" decoding="async" width="1078" height="502" src="https://gamesline.net/wp-content/uploads/2026/05/olive-garden.png" alt="" class="wp-image-33504" srcset="https://gamesline.net/wp-content/uploads/2026/05/olive-garden.png 1078w, https://gamesline.net/wp-content/uploads/2026/05/olive-garden-768x358.png 768w, https://gamesline.net/wp-content/uploads/2026/05/olive-garden-400x186.png 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /><figcaption class="wp-element-caption">AND SHOWING HER A GREAT TIME AT OLIVE GARDEN</figcaption></figure>



<h2 class="wp-block-heading"><strong>Economics, Plastic Baubles, and Joy</strong></h2>



<p class="wp-block-paragraph">Once again, I risk being a little foolish, standing on a soap box to say something that has bothered me since acquiring this lump of plastic and circuitry. When the Steam controller’s price was made public, my immediate gut reaction was that it was simply too much to spend on something like this, on me. There are so many other things $100 could go to. My personal guilt complexes about receiving any amount of money aside, there are reasons I bring this up.</p>



<p class="wp-block-paragraph">I generally avoid talking about pricing or any kind of economic value in my reviews. I don’t like games being reduced from the art I see them as to something I need to justify; the same way I need to justify a fourth gas station energy drink run in a single week. A controller is not necessarily immune, despite the different kind of art that goes into crafting it. I am sometimes struck with awe: any given object on my desk is the product of thousands of people’s efforts to deliver me a piece of plastic that I am annoyed by owning.</p>



<p class="wp-block-paragraph">I am not a particularly insightful voice here. I cannot tell you why the Steam controller is $100. I am not a R&amp;D specialist, logistics specialist, or even single-celled businessmen determining what the ideal bottom line for a product is. What amounts to a “fair” amount of compensation for such a product is not something I feel comfortable stating. I do not know how many sleepless nights and arguments went into making this controller.</p>



<p class="wp-block-paragraph">I don’t imagine that pricing is congruent with quality, in truth. Many many material factors construct a reality where basically everyone I know has experienced some kind of stick drift or catastrophic failure of an integral piece of technology; I can only tell you that they happen, and no price point has ever seemed to stop it from happening.</p>



<p class="wp-block-paragraph">I can spend $20, $100, $300 on a desk chair and I will still find myself collapsed on the ground wondering why my chair decided the middle of <em>Marathon’</em>s Cryo Archive was a good time to explode into Ikea shrapnel(småbitar, if you prefer). The price of what constitutes a good, well-made product always seems to be approaching a vanishing horizon.</p>



<p class="wp-block-paragraph">“Oh, $300 isn’t what a desk chair costs; at minimum you need to spend around $1500, get like a Herman Miller or something.” It seems like hyperbole, but it’s a repeated sentiment with a changing price point and a changing noun depending on the particular hobby or need; yet it always seems to be far more expensive than one would prefer to pay. Ultimately, it is a willingness to pay the price point which determines what the price point shall be. I am one of the rubes who will.</p>



<p class="wp-block-paragraph">But then, here I am, too, on the opposite side of the spectrum. My old controller, the GameSir Tegenaria Lite, casts gloomy stares upon my new acquisition. It is grey, sturdy, and cost me $12. It has comfortable sticks, chunky triggers, and reminds me of my beloved Playstation 1. I plug it into my computer, and it controls games. I love it.</p>



<p class="wp-block-paragraph">For the low price of $12, you can have 80 percent of the Steam controller’s features. If you are so inclined, you can do the exact same amount of fiddling and futzing in Steam’s menus and create an elaborate chain of controller commands, making a twelve to fifteen button controller the equivalent to a Steel Battalion command console.</p>



<p class="wp-block-paragraph">The adage “you get what you pay for” feels less true in matters such as this. I have had $600 pieces of tech explode upon coming free of their packaging; a $5 nameless knock-off bauble has lasted me nearly a decade. I am unsure if a $100 controller is worth it, no matter how nice, attractive, and <a href="https://bsky.app/profile/wario64.bsky.social/post/3mloyh34myc2w">scream-filled</a> it is.</p>



<p class="wp-block-paragraph">The key thrust of my argument here is not that the Steam controller is somehow a moral problem, an economic problem, or even a problem most people should even care about; my consideration is personal. How much controller do you actually need? Is any new gadgetry enough to fill a hole of materialistic deficiency? Did I get exactly $100 worth of joy out of this new piece of plastic obscuring yet more surface area on my desk? I think your answers will determine if the controller is right for you.</p>



<p class="wp-block-paragraph">So, in the attempt to reassert this is a review and not yet another anti-capitalistic spiel: is the Steam controller worth your money? It depends on your needs and use cases, as many things are!</p>



<p class="wp-block-paragraph">Will it change the face of gaming as we know it and take us to a new golden age of controller interfaces yet unheard? Probably not, but that gyro is pretty neat.</p>



<p class="wp-block-paragraph">Should I buy it from a scalper for $200 not including shipping and handling? You should absolutely never do this, for this controller or any item.</p>



<p class="wp-block-paragraph">Should I buy approximately 50 hentai games on Steam? Sister, you are the master of your own destiny.</p>
<p>The post <a href="https://gamesline.net/holding-hands-with-plastic-steam-controller-review/">Holding Hands with Plastic — Steam Controller Review</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>Lily Tests the Steam Controller!</title>
		<link>https://gamesline.net/lily-tests-the-steam-controller/</link>
					<comments>https://gamesline.net/lily-tests-the-steam-controller/#respond</comments>
		
		<dc:creator><![CDATA[Lilith]]></dc:creator>
		<pubDate>Tue, 26 May 2026 13:59:00 +0000</pubDate>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[Blood]]></category>
		<category><![CDATA[Guilty Gear XX Accent Core Plus]]></category>
		<category><![CDATA[Marsupalami Hoobaventure]]></category>
		<category><![CDATA[rimworld]]></category>
		<category><![CDATA[Steam Controller]]></category>
		<category><![CDATA[ultrakill]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33507</guid>

					<description><![CDATA[<p>Lily tests the Steam Controller with some high-intensity games, including Ultrakill, Blood, Marsupalami Hoobaventure, Guilty Gear XX Λ Core Plus,&#8230;</p>
<p>The post <a href="https://gamesline.net/lily-tests-the-steam-controller/">Lily Tests the Steam Controller!</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Lily tests the Steam Controller with some high-intensity games, including <em>Ultrakill</em>, <em>Blood</em>, <em>Marsupalami Hoobaventure</em>, <em>Guilty Gear XX Λ Core Plus</em>, and <em>RimWorld</em>! John and Nikolas join for commentary!</p>



<p class="wp-block-paragraph">This was streamed live on our Twitch at http://twitch.tv/gameslinetv! Go follow and subscribe to it so you get notified of future streams!</p>



<p class="wp-block-paragraph"></p>
<p>The post <a href="https://gamesline.net/lily-tests-the-steam-controller/">Lily Tests the Steam Controller!</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>2026 Endix Expo Day 1 with Crystal!</title>
		<link>https://gamesline.net/2026-endix-expo-day-1-with-crystal/</link>
					<comments>https://gamesline.net/2026-endix-expo-day-1-with-crystal/#respond</comments>
		
		<dc:creator><![CDATA[Crystal]]></dc:creator>
		<pubDate>Sat, 23 May 2026 15:00:00 +0000</pubDate>
				<category><![CDATA[Video]]></category>
		<category><![CDATA[Endix Expo]]></category>
		<category><![CDATA[virtual conventions]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33485</guid>

					<description><![CDATA[<p>Crystal explores the 3rd edition of the limited-time virtual-space Endix Expo during its press-and-media-only Friday showcase! This was streamed live&#8230;</p>
<p>The post <a href="https://gamesline.net/2026-endix-expo-day-1-with-crystal/">2026 Endix Expo Day 1 with Crystal!</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">Crystal explores the 3rd edition of the limited-time virtual-space <a href="https://endix-expo.com" type="link" id="https://endix-expo.com">Endix Expo</a> during its press-and-media-only Friday showcase!</p>



<p class="wp-block-paragraph">This was streamed live on our Twitch at <a href="https://www.twitch.tv/gameslinetv">https://www.twitch.tv/gameslinetv</a>, go follow and subscribe to it so you get notified of future streams!</p>
<p>The post <a href="https://gamesline.net/2026-endix-expo-day-1-with-crystal/">2026 Endix Expo Day 1 with Crystal!</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>The Gamesline Podcast Episode 90: Upside-Down Pikmin</title>
		<link>https://gamesline.net/the-gamesline-podcast-episode-90-upside-down-pikmin/</link>
					<comments>https://gamesline.net/the-gamesline-podcast-episode-90-upside-down-pikmin/#respond</comments>
		
		<dc:creator><![CDATA[Lorelai]]></dc:creator>
		<pubDate>Fri, 22 May 2026 21:10:54 +0000</pubDate>
				<category><![CDATA[Podcasts]]></category>
		<category><![CDATA[Castlevania symphony of the night]]></category>
		<category><![CDATA[katsuhiro harada]]></category>
		<category><![CDATA[majora's mask]]></category>
		<category><![CDATA[pikmin 4]]></category>
		<category><![CDATA[resident evil 4]]></category>
		<category><![CDATA[resident evil 7]]></category>
		<category><![CDATA[sega]]></category>
		<category><![CDATA[SNK]]></category>
		<category><![CDATA[Super Game]]></category>
		<category><![CDATA[the legend of zelda]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33478</guid>

					<description><![CDATA[<p>Another week, another Gamesline Podcast! This week, John&#8217;s been playing Resident Evil 4 and 7 along with Pikmin 4 Fierce&#8230;</p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-90-upside-down-pikmin/">The Gamesline Podcast Episode 90: Upside-Down Pikmin</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<iframe loading="lazy" src="https://pinecast.com/player/7d95282b-1347-423b-b528-362a1b2c205a?theme=flat" seamless height="200" style="border:0" class="pinecast-embed" frameborder="0" width="100%"></iframe>



<p class="wp-block-paragraph">Another week, another Gamesline Podcast! This week, John&#8217;s been playing <em>Resident Evil 4</em> and <em>7</em> along with <em>Pikmin 4</em> Fierce mode. Nikolas has started <em>Castlevania: Symphony of the Night </em>and is digging into <em>The Legend of Zelda: Majora&#8217;s Mask</em>. In the news, Harada has joined SNK for some reason and SEGA has cancelled their mobile Super Game.</p>



<p class="wp-block-paragraph">You can support us on our&nbsp;<a href="https://www.patreon.com/gamesline" target="_blank" rel="noreferrer noopener">Patreon</a>, and follow us on social media&nbsp;<a href="https://bsky.app/profile/gamesline.net" target="_blank" rel="noreferrer noopener">@gamesline.net</a>,&nbsp;<a href="https://bsky.app/profile/did:plc:dy7vtdrlxk2g5fmj7rxasoo5" target="_blank" rel="noreferrer noopener">John</a>,&nbsp;and <a href="https://bsky.app/profile/did:plc:bvkaxpn5lgzdvukczf3wswil" type="link" id="https://bsky.app/profile/did:plc:bvkaxpn5lgzdvukczf3wswil" target="_blank" rel="noreferrer noopener">Nikolas</a>.</p>



<p class="wp-block-paragraph">Also, don’t forget to rate and review us on&nbsp;<a href="https://podcasts.apple.com/us/podcast/the-gamesline-podcast/id1624171215" target="_blank" rel="noreferrer noopener">Apple Podcasts</a>, and tell a friend about the show!</p>



<p class="wp-block-paragraph">If you want to send in questions, send them to our email&nbsp;<a href="mailto:podcast@gamesline.net" target="_blank" rel="noreferrer noopener">podcast@gamesline.net</a>!</p>



<p class="wp-block-paragraph">You can also join our Discord channel at&nbsp;<a href="http://thegamezone.zone/" target="_blank" rel="noreferrer noopener">thegamezone.zone</a>!</p>



<p class="wp-block-paragraph">Our theme song is “Crush” by Melt Channel, from the album&nbsp;<a href="https://meltchannel.bandcamp.com/album/magic-is-real" target="_blank" rel="noreferrer noopener">Magic is Real</a>.</p>



<p class="wp-block-paragraph">Edited by <a href="http://judgementscythe.bsky.social" type="link" id="judgementscythe.bsky.social" target="_blank" rel="noreferrer noopener">Lorelai</a></p>
<p>The post <a href="https://gamesline.net/the-gamesline-podcast-episode-90-upside-down-pikmin/">The Gamesline Podcast Episode 90: Upside-Down Pikmin</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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		<title>Facing a Bitter Mirror in Undusted: Letters from the Past</title>
		<link>https://gamesline.net/facing-a-bitter-mirror-in-undusted-letters-from-the-past/</link>
					<comments>https://gamesline.net/facing-a-bitter-mirror-in-undusted-letters-from-the-past/#respond</comments>
		
		<dc:creator><![CDATA[Crystal]]></dc:creator>
		<pubDate>Wed, 20 May 2026 14:59:00 +0000</pubDate>
				<category><![CDATA[Features]]></category>
		<category><![CDATA[Undusted: Letters from the Past]]></category>
		<guid isPermaLink="false">https://gamesline.net/?p=33455</guid>

					<description><![CDATA[<p>It’s not often that I’m faced with a reflection of my feelings so poignantly to a point of some kind&#8230;</p>
<p>The post <a href="https://gamesline.net/facing-a-bitter-mirror-in-undusted-letters-from-the-past/">Facing a Bitter Mirror in Undusted: Letters from the Past</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
]]></description>
										<content:encoded><![CDATA[
<p class="wp-block-paragraph">It’s not often that I’m faced with a reflection of my feelings so poignantly to a point of some kind of ashamed annoyance. I played <em>Undusted: Letters from the Past </em>with a begrudging satisfaction – it’s succinct and sweet, a one-or-so-hour exercise in unraveling a family’s sad history with no particularly happy, fuzzy ending, and it’s meditative in the singular mechanic of cleaning small objects.&nbsp;</p>



<p class="wp-block-paragraph">It goes by quick: the story of an imperfect yet happy family turned into a placid examination of an estranged and resentful relationship that forms between mother and daughter after the passing of their husband and father. The daughter &#8211; Adora &#8211; is tasked by her aunt to find an old key in her childhood home. During her search, she uncovers old memories by cleaning and restoring certain small objects in the house &#8211; like a record player and a typewriter &#8211; that each house their own unique anecdote.&nbsp;&nbsp;</p>



<p class="wp-block-paragraph">She catches glimpses of her mother’s old accolades as a writer, a pursuit she seemingly dropped out of nowhere despite some modest success. After her father’s death, Adora takes up making music, a hobby that reminds her of her father, and makes for her mother a cassette tape with music that reflects her desire to connect and comfort her. But her mother, predictably overworked in her drive to repress her own feelings of grief, throws it in the trash and admonishes Adora for being so reckless with her future, in wasting her time with a pointless hobby. Understandably, their relationship worsens, and when Adora goes off to her adult life, she refuses to call her until she’s proven her wrong. Her mother dies before they ever reconcile with each other, and her regret is obviously sour.&nbsp;&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/05/image-1.jpeg"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamesline.net/wp-content/uploads/2026/05/image-1.jpeg" alt="A cassette tape labeled &quot;Adora Vol. 1&quot;." class="wp-image-33457" srcset="https://gamesline.net/wp-content/uploads/2026/05/image-1.jpeg 1920w, https://gamesline.net/wp-content/uploads/2026/05/image-1-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/05/image-1-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I love to engage in anticipatory regret. One of my more pressing regrets is that when my parents eventually pass on, it’ll be a righteously unsatisfactory ending to a deeply dysfunctional familial situation. There’s no reconciling, because the situation only persists thanks to my casual lifelong performance as anyone except the kinds of people they deeply fear (gay, leftist, etc) and they allow themselves the peace of sweet ignorance. It’s alienating and weird. I think of it as a thin veil – we are opposed in virtually every way that matters, but they are all I have, so I know at some point I’m going to be like Adora, wishing for different circumstances, a better end to a path that only goes in one direction.</p>



<p class="wp-block-paragraph">My own memory is pretty spotty, specifically in terms of my own childhood and periods of my life that occurred farther than ten years in the past. Letting a memory attach to something physical is a pretty powerful tool to keep an internal narrative going, especially as a person who never took up writing in a diary. I’ve been dragging around things for over a decade now, from apartment to apartment, simply because it holds the potential to help me remember something I at some point wanted to remember. Occasionally, during the few times per year I wander around the house I grew up in, I’ll pick up some old toy or stuffed animal given to me in a brief moment of harmony in an otherwise turbulent childhood and feel the fog of war lift from some part of my mind. Cleaning off the objects in <em>Undusted </em>feels similarly peaceful, brushing out the crud in the corners and wiping off grime; and finding little pockets of dirt in old gadgets opens the moment of reminiscence to breathe and reach its natural conclusion.&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/05/3750.jpg"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamesline.net/wp-content/uploads/2026/05/3750.jpg" alt="A cassette tape encrusted with soil, with plant life growing out of it." class="wp-image-33474" srcset="https://gamesline.net/wp-content/uploads/2026/05/3750.jpg 1920w, https://gamesline.net/wp-content/uploads/2026/05/3750-768x432.jpg 768w, https://gamesline.net/wp-content/uploads/2026/05/3750-400x225.jpg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">The end of Adora’s story is the realization that she and her mother were suffering similarly but separately, needlessly for the fact that they could have met each other on equal grounds if they took the time and space to acknowledge their grief. Both had unspoken needs and tragedies through which they filtered their interactions with each other, which led to redundant animosity and miscommunication. Every time they had a moment to reconcile, they stalled.&nbsp;&nbsp;</p>



<p class="wp-block-paragraph">It’s a very personal story, and the depth and detail remind me yet again how a certain experience can be elevated by the player rather than the reader or watcher. Cleaning, thinking, coming to terms with each step of the story. Taking the time in its fullness, along for the ride with the author. Part of my bitterness is seeing a familial relationship that could be mended so easily in comparison to my own, but Adora’s story is familiar in its inevitability – there is no ending reflective of an entire life, all the rights and wrongs, things said and unsaid, perfectly preserved in a final moment of satisfaction. Mend what you can, brace for what you can’t.&nbsp;&nbsp;&nbsp;&nbsp;</p>



<figure class="wp-block-image size-full"><a href="https://gamesline.net/wp-content/uploads/2026/05/image-3.jpeg"><img loading="lazy" decoding="async" width="1920" height="1080" src="https://gamesline.net/wp-content/uploads/2026/05/image-3.jpeg" alt="A desk with Lily's journal, a cassette tape for Adora, and an unreadable letter." class="wp-image-33461" srcset="https://gamesline.net/wp-content/uploads/2026/05/image-3.jpeg 1920w, https://gamesline.net/wp-content/uploads/2026/05/image-3-768x432.jpeg 768w, https://gamesline.net/wp-content/uploads/2026/05/image-3-400x225.jpeg 400w" sizes="auto, (max-width: 800px) 100vw, 800px" /></a></figure>



<p class="wp-block-paragraph">I won’t sit here and insist that every relationship is able to be mended—some are destined to be weird and fraught until the very end— but that regret may still remain. Someday I’ll be in a similar position to Adora: sifting through stuff in the garage, boxes of unorganized ephemera (and probably like a hundred bibles), cleaning off the dust and picking apart both the good and the bad memories, waffling between contrition and acceptance.&nbsp;</p>
<p>The post <a href="https://gamesline.net/facing-a-bitter-mirror-in-undusted-letters-from-the-past/">Facing a Bitter Mirror in Undusted: Letters from the Past</a> appeared first on <a href="https://gamesline.net">Gamesline</a>.</p>
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