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Here's why you're not finishing your games anymore

Here's why you're not finishing your games anymore

Stuff.tv21-05-2025
Take a look at my PSN library, and you'll find a litany of unfinished games: Dave the Diver, FF7: Rebirth, Guardians of the Galaxy, God of War: Ragnarok, all with a story completion percentage well under that credit-rolling 100%. I feel a small sense of shame at not breaching their finales, and it's not a stretch to imagine all these acclaimed titles silently judging me from my console's SSD.
This phenomenon isn't just a me problem. According to recent data, only 30% of PlayStation users finished Cyberpunk 2077, while a paltry 17% of players finished Assassin's Creed Valhalla.
Sure, gamers like me are getting older, with more responsibilities and less opportunity to fire up our machines. However, something other than time might be holding us back from clearing our backlog. We need to look at the industry to find out what gives.
Let's deal with the obvious answer first — games are much bigger these days. Referred to by many as 'Ubisoftication,' where every title just simply has to feature an immersive world spanning a hundred square miles featuring no less than 25 outposts to liberate, 50 radio towers to clamber, 200 treasure chests and 100 beasts to hunt.
The landscape is now one big chore list. Not that it's relegated to Ubisoft titles either — one egregious sidequest in The Legend of Zelda: Breath of the Wild tasked you with finding no fewer than 900 in-game Korok seeds, before rewarding you with a golden poop (rude).
Still, call me a sucker for being drawn to these games off the back of titles such as Red Dead 2, Horizon Zero Dawn and Ghost of Tsushima, which all feature a rich narrative, rousing score, memorable characters, and unparalleled freedom — all that AAA goodness.
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The open world genre has been a tried and tested playstyle for decades, and developers have been desperate to keep their claws hooked into gamers, spending hundreds of millions on these titles and ramming them full of side quests galore. In crafting these expansive environments for us to explore, they've made the moment-to-moment gameplay that was once popular now extremely formulaic.
These games pack in upwards of 25 hours of content for just the basic story campaign, while completionists need to lock in over 75 hours to nab that hallowed Platinum. I've dropped 100+ hours in Assassin's Creed Odyssey, and there was so much of the map littered with icons to explore and investigate. Doing at least some of that then, becomes a part-time job, often turning gamers off way before the endgame.
It's not just endemic in RPGs either, with a raft of sports games, shooters, fighting games and other sandbox titles offering a variant of the open world hub or live service models designed to siphon your precious limited time.
Still, here's my take on the real reason — games are so ubiquitous and readily accessible now. Steam released over 18,000 games in 2024 — compare that to around 1,700 just 10 years ago. And with both Microsoft and Sony offering their respective Game Pass and PS Plus libraries, even console gamers have a huge compendium at their fingertips, leading to a heavy case of what psychologists call the paradox of choice.
When faced with a slew of titles, we're actually expending more effort to choose and are more likely to experience regret and dissatisfaction with our eventual choice, a bit like scrolling endlessly on your Netflix just to pick something to watch.
Gamers might remember a time when all they could play for long stretches was a single game. For me, that was 1998, when my teenage self tucked a freshly bought copy of GoldenEye 007 on the N64 into my backpack and hurried home. For the next few months, I'd play each sleuth-ly level on the game's several difficulties until the treacherous Alec Trevelyan's death count matched Sean Bean's onscreen deaths.
Fast forward to today, with dozens of games a short download away and a backlog forming, the choice can be overwhelming, and we generally feel less 'attached' to the titles we pick and play as a result. More, in this instance, actually means less.
Is there a way out of this messy compendium of completion-less campaigns? Short of cancelling your subscriptions and going physical only, I'd recommend restricting yourself to one game at a time. You could also mix up genres to alleviate open-world fatigue — after sunsetting a massive RPG, get engrossed in a first-person shooter or 2D platformer instead.
The industry is also slowly taking notice, with some pushback on some copy and pasting those samey open world franchises. There's also increasing recognition for shorter AA titles — basically AAA without the bloat. Recent games like Split Fiction and Clair Obscur: Expedition 33 have sold in their millions, causing many developers to take heed.
And in the wake of a deluge of external factors, such as the exponentially rising cost of making games and doing business, some predict that developers will set their sights on crafting smaller games with tighter narratives. And somehow, having 50 eight-hour games on my to-play list feels so much better than eight 50-hour games.
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The greatest skateboarding games of all time, ranked by someone who has played them all
The greatest skateboarding games of all time, ranked by someone who has played them all

Stuff.tv

time11-07-2025

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The greatest skateboarding games of all time, ranked by someone who has played them all

A little over 25 years ago, Tony Hawk's Pro Skater landed on the original PlayStation. It wasn't the first skateboarding game; that accolade appears to belong to Atari's 720, a late 1980s arcade machine. But with full respect to that game, THPS was the big one, kicking off several decades of fascination with the sport from both players and developers. Why do skateboarding and video games make such a natural pairing? Maybe it's something to do with how games let people live their extreme sports fantasies without risking a painful/embarrassing trip to A&E. It's also a lot easier to look cool on a screen than when you pitch up at your local skatepark and roll nervously towards deep concrete bowl or perilous half-pipe. Skateboarding games are also just stupidly good fun. With Tony Hawk's Pro Skater 3+4, a ground-up remake of the third and fourth entries in the beloved series having just landed, it feels like a good time to look back at the many ways the sport has been tackled in games – both big and small. Here are the greatest skateboarding games of all time. 10. The Ramp (2021) Play The Ramp is barely a game. It was made by just one person, who describes it as a 'digital toy for skateboarding-loving people.' A Tech Deck inside a screen, if you will. But while The Ramp is no Tony Hawk's in terms of content, it does a remarkable job of recreating the flow state that all skateboarders are constantly chasing. There are just a handful of levels, from a traditional half-pipe to an empty swimming pool bowl, and there's no score system or traditional progression. It's just you, the ramp, and a smart implementation of the 'pumping' technique that skateboarders use to build up speed. The Ramp might be small, but it does its thing so elegantly that it deserves a place on this list. 9. Session: Skate Sim (2022) Play The first time I played Session: Skate Sim, I spent over an hour in the tutorial section, which tells you everything you need to know. An heir to EA's Skate series (more on that in a bit), but far more hardcore in its approach to simulating real-life skateboarding, Session is far less interested in empowering you to pull off four-minute Tony Hawk's-esque combos than it is in showing you how challenging it is to simply ollie up a curb. The game revolves around a dual stick control system that maps each foot to a stick, so even getting the board off the ground is something you have to think about. There's no scoring system, so instead you're asked to think like a real skater and use the in-game video editor to create videos that prove you're not lying about that cool trick you did. It's pretty lightweight and unpolished compared to some of its rivals, but the commitment to ultra-realism is impressive. 8. Bomb Rush Cyberfunk (2023) Play I should say right at the top that Bomb Rush Cyberfunk isn't exclusively a skateboarding game, but it is one of the coolest games you will ever play with skateboarding in it. Heavily inspired by cult SEGA favourite Jet Set Radio, this ludicrously stylish indie gem sees you play as a kid in a youth gang who sets out to retrieve his recently decapitated head (it's a whole thing) by challenging rival gangs, doing graffiti and ultimately taking control of the fictional city of New Amsterdam. While Bomb Rush Cyberfunk's cel-shaded graphics and affection for early 2000s street culture make it feel like a spiritual successor to Jet Set Radio, that was an inline skating-only game. 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While all this extra stuff undoubtedly meant the focus of the earlier games was lost, it was a fun evolution of the series at a time when the industry was becoming obsessed with GTA-style sandboxes. 5. Skate (2007) Play Tony Hawk's Pro Skater will always be the household name of skateboarding games, so when EA's Skate series first rolled onto the scene in 2007 it was less interested in snatching that title from the Birdman and co than it was in being the skateboarding game for skateboarders. Unlike your average THPS, in which combining three different grinds on the propeller of a helicopter before a landing in a nose manual is just another day at the office, Skate wanted to make it feel good just to successfully land a kickflip. Moving the emphasis away from Tony Hawk's face button controls and onto the analogue made it feel a lot closer a simulation of the real thing, which when combined with a deep understanding of authentic skate culture resulted in something totally fresh. 4. OlliOlli World (2022) Play When I reviewed OlliOlli World back in 2022 I called it one of the best platformers I'd played in years, and that still stands in 2025. This endlessly playable 2D skateboarding game was (tragically no longer in existence) developer Roll7's magnum opus, combining the ingenious analogue stick-focused control scheme it had been perfecting since the original BAFTA-winning OlliOlli, with an irresistible Saturday morning cartoon aesthetic. OlliOlli World's Radlandia setting might looking something that's been ripped straight out of Nickelodeon, but make no mistake: while it might be more accessible than its predecessors, there's a hardcore skateboarding game hiding under those pastel hues, and it would be a crying shame if it marked the end of the series. 3. Skate 2 (2009) Play After firmly establishing itself as the skateboarding connoisseur's alternative to Tony Hawk's in the groundbreaking first entry, Skate 2 was the classic sequel that built on everything that made its predecessor great (presumably learning from longtime Tony Hawk's developer Neversoft that changing things up too much risks the wrath of fans). The fantastic 'Flickit' control scheme was left largely untouched, with the only significant addition being that you could now get off your board and move objects around in the world to set up tricks. The fictional open world city of San Vanelona was once again the setting in Skate 2, but EA ensured it was bigger and more interesting to explore. It was never going to feel as exciting as the first game, but Skate 2's beefed up campaign and series' best physics systems means it was a superior one in pretty much every way. 2. Tony Hawk's Pro Skater 1+2 (2020) Play It's easy to be cynical about remakes in the modern era of video games, but when executed as flawlessly as Tony Hawk's Pro Skater 1+2 it's very hard not to fall head over heels in love. The first two THPS games established a gameplay loop that feels as good today as it did in the early 2000s, blending real skateboarding tricks with an unashamedly video game-y disregard for the laws of physics. Vicarious Visions didn't mess with any of that old-school arcade goodness, but smartly retrofitted mechanics like spine transfers and reverts from later entries to both games, while bringing what were two pre-HD classics into the modern era with a ground-up visual overhaul that gave levels like Venice Beach, School II and the iconic Warehouse from the first game a new lease of life. Probably the ultimate Tony Hawk's Pro Skater game. Well, almost. 1. Tony Hawk's Pro Skater 3 (2001) Play Your pick for the best classic Tony Hawk's Pro Skater game will probably come down to which one you recall playing the most of after school or in your university halls, and for me the debate always comes back to Tony Hawk's Pro Skater 3. It had some all-timer levels in the likes of Airport and Cruise Ship, a great soundtrack, and at the time was a real graphical showcase. THPS3 is also a hugely significant entry in the series for what it added to gameplay, introducing reverts for the first time, which allowed you to link combos with manuals by tapping a button the moment you land a trick on a ramp. At this point we were about as far away from what is actually feasible in real skateboarding as you can get, but it further cemented the Pro Skater skater games as competitive multiplayer classics. Oh, and you could unlock Darth Maul and Wolverine as playable characters, so there was also that.

Sony PS One at 25 – we remember Sony's first portable console
Sony PS One at 25 – we remember Sony's first portable console

Stuff.tv

time10-07-2025

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Sony PS One at 25 – we remember Sony's first portable console

Sony may be a console giant today, but back in 2000 the company was still figuring out how to take over the world. A major step on that ruthless march to dominance was the release of the PS One. Ah, the PS1 – I loved that thing. The moment when gaming finally became cool! We're not talking about the original PlayStation, which wasn't even called the PS1 back then (well, that would have been wildly presumptuous). This is the PS One – and it was no mere name change. Sony's sleeker, curvier console – half the footprint, a third of the weight – was aimed at a younger, wider audience less obsessed with mean, angular hardware. And you could buy a screw-on 5in screen that arguably made it Sony's first portable console. A portable PlayStation? Were they expecting you to play serious games on the bus? Sort of. Slap on that screen and, boom, instant self-contained portable gaming. Now, obviously you couldn't play it anywhere – unless you had the world's longest extension lead. But it freed the console from the family telly and gave us our first hint of AAA gaming on the go, years before the Steam Deck was a glint in Valve's eye. Plus the car adapter could keep kids quiet in the back, blazing around virtual race circuits while parents – ironically – sat there grumbling in a traffic jam. So did anyone really buy this thing, or was it just for weird 2000s retro heads? People loved it. The PS One crushed the competition in 2000, outselling everything from Sony's own supply-constrained PS2 to Sega's beleaguered Dreamcast. Even with the screen it was a bargain, giving budget-conscious gamers access to a quality machine with a huge library of titles – enough to keep it going until 2006, just before the PS3 arrived. It wasn't flash. It wasn't 'next gen'. But smart decisions ensured it was a stellar success. There's a moral for the games industry in there… Sony PlayStation side quests (hardware edition) The PS One wasn't the only time Sony decided to remix a hit console. Here are four other efforts that found the company wandering off the main PlayStation path. The PS2 Slim: so sharp it could slice cheese. Probably. PS2 Slim (2004): Realising not everyone wanted a console the size of a fridge, Sony slimmed down the PS2, even improving a few bits (beyond reduced heft) while doing so. It was a hit to the degree Sony repeated the trick for subsequent generations. The PS3 even got a 'Super Slim' edition. PlayStation TV (2013): Handheld console games on the big screen? That'll never catch on. Cough. But it was Sony that got there first, with a Vita minus a screen that lived under your telly. Alas, early compatibility issues and general bafflement made this one a rare misfire. Shame. PS4 Pro (2016): If the very thought of 1080p disgusted you after upgrading to a 4K TV, Sony was ready to dangle a PS4 Pro in front of your face. Updated games shone. Older ones pretended to shine due to upscaling. And 4K Blu-rays… weren't supported. Erm. Well, you can't have everything. PlayStation Classic (2018): This dinky plug-and-play retro box went right back to the start, cramming in 20 PS1 classics – but not the ones you wanted, obvs. Sony also cunningly made the controller cables approx. 1cm long. Still, the gamepads could be swapped for something better – as could the games if you risked Sony's ire and modded the unit. Now read: The 25 best PlayStation games of all time

Hades couldn't save Netflix Games. Are mobile games doomed?
Hades couldn't save Netflix Games. Are mobile games doomed?

Stuff.tv

time28-06-2025

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Hades couldn't save Netflix Games. Are mobile games doomed?

For the longest time, the iPhone was my favourite games platform. In fact, I considered it the greatest gaming device I'd ever owned. Which probably sounds bonkers if you've spent your life welded to an Xbox or PlayStation gamepad. But for me, mobile gaming rekindled something I'd long felt lost. These days, though, Netflix Games has me wondering if mobile gaming's magic is gone for good. Let's rewind. My formative gaming years were during the 8-bit era. People donning rose-tinted specs would have you believe everything back then was amazing and new. It wasn't. The market was rife with rip-offs. You'd see games like Munch Man that featured a legally dubious yellow blob eating dots and evading monsters. But the industry was young and IP owners hadn't yet learnt to throw lawyers at pretenders. Still, it was also a golden age of experimentation, in part because so little had come before. Combined with the severe limitations of early platforms, you had an industry where game creators were freed to get weird. And they often did. It was dizzying, chaotic, and properly exciting. Level up Play Rhythm Tengoku. If this doesn't make you smile, you are DEAD INSIDE. As the years rolled by, I grew more jaded. Part of that's just getting older. But I'd look at a PlayStation and wonder whether everything really had to be in 3D. And as creator teams and budgets ballooned, it felt like creative risks were sidelined. I still bought consoles. My beloved Dreamcast. An Xbox that may as well have had its disc tray welded shut once the magnificent OutRun 2 was safely inside. But it was handhelds that reawakened my love of gaming, especially when they did something that dared to be different. The GBA was a SNES in disguise but nonetheless gave rise to deeply weird games like Rhythm Tengoku and WarioWare: Twisted! The DS was mocked by people for daring to be inclusive, but I loved how it blew up convention with its stylus and touchscreen. And then the iPhone arrived, and it was only a touchscreen. Stream time Play Eliss Infinity. A gorgeous iPhone game perfect for the touchscreen. Alas, long gone. For games, the lack of conventional controls was a problem. Yet smart devs embraced limitations, just as they had in gaming's earliest days. In Apple terms, they really did 'think different'. Gradually, though, enthusiasm was chipped away from creators and players alike as app stores trained everyone that mobile games should be free-to-play IAP-infested monstrosities. Buzz was killed in the name of whales and giants. The last throw of the dice has been mobile gaming as a service. Apple Arcade pitched itself as an HBO Max of gaming before freaking out about retention and heavily pivoting towards casual games with IAPs ripped out. Then Netflix Games, lurking for years, made an audacious play. Included with even the cheapest subscription, it pulled in original titles, Netflix tie-ins, and big names. Street Fighter. Civilization. Braid. Monument Valley. Hades. GTA. Football Manager. World of Goo. Teenage Mutant Ninja Turtles. And, er, Hello Kitty. Game over Play Poinpy. Great. Also: long gone. Removed from Netflix Games in June 2025. On paper? Brilliant. In practice? Not enough. Over the past year, Netflix Games has had a tumultuous time, shedding and cancelling games. This week, What's on Netflix reported a full fifth of the library is being pulled, including Monument Valley – which only launched on the service in December – and Hades, one of its best games. Turns out, Netflix is not immune to churn in games any more than films and TV shows. And with devs long cool on mobile and 'all you can eat', I wonder what's next. For Netflix, the linked report suggests the company will perform its own pivot – to 'big screen' games and away from mobile releases, which will be confined to occasional, safe, predictable fare for casual gaming and kids. Sound familiar? Because, ultimately, it always comes back to money. Players don't want to pay for mobile games. Publishers and services are tired of footing the bill for prestige titles no one notices. 12 years ago, I warned on this very site that if we don't pay for what we love, we'll be left with garbage. On mobile, we're nearly there, knee-deep in shovelware, and waving goodbye to the good stuff.

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