Tag: video-games

  • Join the Revival: InsideXO Is Looking for a New Writer

    Join the Revival: InsideXO Is Looking for a New Writer

    InsideXO has always been about one thing – real voices in gaming. No hype. No corporate tone. Just honest impressions, passionate opinions, and a community built around sharing what makes games special.

    Over the past few months, the site’s been a little quiet. Life happened, content slowed down, and we drifted off our usual rhythm. But that’s about to change, because we’re officially gearing up for InsideXO’s revival.

    And we’re looking for a new writer to help make it happen.

    What We’re About

    InsideXO started as a passion project. It grew into a small but loyal community of gamers, writers, and creators. These members of the community care about thoughtful coverage. We’ve explored indie deep dives, co-op reviews, and developer interviews. We’ve built something personal. We’re ready to bring it back stronger than ever.

    This next phase is about consistency, creativity, and collaboration.

    We aim to re-establish InsideXO as a space for smart, grounded, and fun game coverage. It will be written by people who actually play and genuinely care.

    Who We’re Looking For

    We’re looking for someone who:

    • Loves video games and has something to say about them
    • Can write 2 or more pieces a week (reviews, opinion posts, or features, your choice)
    • Is comfortable collaborating with our small, friendly team
    • Wants to grow their portfolio and help shape the direction of a real gaming brand

    Whether you’re a seasoned writer or just wanting to start out, what matters most is your voice and your passion.


    What You’ll Get

    Right now, this is a volunteer collaboration as we rebuild traffic and momentum. Our goals are clear. We’re running an ad scheme. We are exploring sponsorship’s. We are planning to move toward revenue sharing and paid opportunities as InsideXO expands again.

    You’ll also:

    • Get full author credit and a contributor bio on every article
    • Be part of a growing creative community on the XO Discord
    • Have the freedom to pitch topics, test formats, and leave your mark on the site’s direction

    Apply Here!

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    Final Word

    InsideXO isn’t trying to be another copy-paste gaming outlet. We want to be the place you go when you’re tired of buzzwords and want the real take.

    If that resonates with you, join us. Help bring an authentic, community-driven voice back to gaming media. Let’s rebuild something great, together.

    -Lewis
    Founder & Lead Strategist, InsideXO

  • Tron: Ares Review

    Tron: Ares Review

    Editors Thoughts:

    Tron: Ares marks the third installment in the Tron franchise, continuing the legacy that began back in 1982 and returning after a long 15-year wait since Tron: Legacy.

    This time, Jared Leto takes the lead as Ares, a highly intelligent AI created to be the ultimate weapon on the battlefield.

    The film features a strong supporting cast, including Evan Peters, Gillian Anderson, Jeff Bridges, and even a cameo from Cameron Monaghan.

    Visually, Tron: Ares is stunning. The neon-drenched digital world looks incredible, and the action sequences are packed with style and energy, However, despite these highlights, the film struggles to live up to expectations.

    The story feels rushed, leaving little time to connect with the characters or fully explore its ideas. Some of the CGI also falters at times, which is surprising given the franchise’s reputation for cutting-edge visuals.

    Greta Lee serves as the film’s secondary protagonist, but her performance feels uneven, and the writing doesn’t give her much to work with. The real standout here is the soundtrack – it absolutely shines and captures the essence of Tron perfectly.

    It’s just unfortunate that the rest of the film doesn’t quite match that same level of polish.
    Tron: Ares pays homage to the original films with clever nods and references, but it ultimately falls into familiar sci-fi tropes instead of breaking new ground, It’s a film made for fans of the franchise, and while it has its moments, it’s not the triumphant return many were hoping for.

    Rating: 5/10

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    Watch The Trailer:

    Behind The Scenes!

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    Let Us Know Your Thoughts In The Comments Below Or Join Our Discord for More!

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  • Minecraft Movie 2 Announced – What We Expect for the July 2027 Sequel

    Minecraft Movie 2 Announced – What We Expect for the July 2027 Sequel

    After a while of whispers and speculation, it’s finally official. Minecraft Movie 2 is in development. It has a confirmed release of July 23, 2027. Warner Bros and Mojang are once again joining forces bringing the world’s most iconic sandbox to the big screen. Fans are already buzzing with excitement about what’s next for Steve, Alex, and the Overworld.

    The first Minecraft Movie was a surprise hit. It pulled in over $950 million globally. This success proved that the charm of Mojang’s universe can thrive in cinematic form. Now, with the sequel officially on the way, there’s plenty to wonder about: Will it continue the same story? Explore the Nether or the End? Or take an entirely new direction, perhaps diving deeper into the community-driven creativity that defines the original game?

    Story details are still under wraps. However, sources close to production hint that the sequel will blend more of the game’s co-op and crafting elements into its narrative structure. The goal: to make it feel like a true Minecraft experience, not just a story set in its world.

    What We Want to See in Minecraft Movie 2

    The original film balanced humor and heart, but there’s room for the sequel to dig deeper, quite literally. Fans are hoping to see:

    • Biome Variety, From snowy tundras to deep jungles, each area could offer a unique visual identity.
    • The Nether & The End – Two of Minecraft’s most dangerous and mysterious dimensions deserve a proper cinematic spotlight.
    • Villagers, Creepers, and Endermen – Iconic mobs that can bring both tension and comic relief.
    • Redstone Engineering – Imagine watching characters build working contraptions under time pressure; it’s pure Minecraft energy.

    A sequel offers filmmakers a golden opportunity. They can explore player creativity, a theme that has always been central to the game. The community’s imagination could inspire in-world storytelling. Consider player builds, Easter eggs, and fan references embedded in the film itself.

    The Broader Picture: Gaming’s Film Renaissance

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    Minecraft Movie 2 joins an expanding wave of successful video game adaptations. This trend includes films like The Super Mario Bros Movie and The Last of Us. What was once a risky venture has become a proven formula when handled with respect for the source material.

    The sequel’s success could cement Minecraft not just as a game franchise, but as a sustainable film universe.

    Final Thoughts

    Whether you’re a builder, explorer, or Redstone tinkerer, the upcoming Minecraft Movie 2 feels like the next logical step. This game has already inspired generations of players. The Overworld is about to get bigger, brighter, and bolder than ever.

    Mark your calendars for Summer 2027 – and start crafting your theories now.

    Let us know your thoughts below. You can also join our Discord for more discussions, match-making, and generally just having a good time!

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  • Stardew Meets Ale: The Tavern Game That Gets It Right

    Stardew Meets Ale: The Tavern Game That Gets It Right

    Genre: Action, Adventure, Casual, Indie, Simulation

    Developer: Scienart Games

    Release date: 5 Sep, 2024

    Price: 40% off at £7.67 until October 6th (From £12.79)

    Get it here!

    When I first stepped into Ale & Tale Tavern, I wasn’t sure what to expect. Tavern management sims have always intrigued me, but they can easily lean too far into either chaos or grind. Within minutes, however, I was pleasantly surprised. The game felt smooth and well-optimized. I was guided in with a clear and well-designed tutorial. This set the tone straight away.

    Even playing solo, I never felt overly punished or overwhelmed at the start. The tone and atmosphere were exactly what I’d hoped for – warm, cosy, and a little fantastical. It was like walking into a world I already belonged to, and that immersive vibe carried through the entire experience.

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    Quests, Cooking, and Chaos

    What makes Ale & Tale Tavern so engaging is the variety of loops you’re juggling. One moment I was out questing. I was taking down zombies, spiders, and orcs to progress. The next moment, I was back in the kitchen. I was cooking meals and working shifts for customers. Questing was my favorite element. It gave a sense of adventure. This sense kept the tavern life from ever feeling stale.

    That said, managing everything solo could be overwhelming at times. Cooking, serving, and exploring all at once left me wishing for a bit more automation in the kitchen. Thankfully, the game gives you flexibility. I could always come back to the tavern when I was ready. I wasn’t punished too severely for letting things wait. Removing items from the menu was a clever mechanic that helped balance the workload.

    Pacing That Feels Just Right

    The pacing in Ale & Tale Tavern is excellent. I never felt overwhelmed. I always had a clear sense of progression. There were always goals to work toward. Unlocking new areas as I leveled up was one of the best surprises. Gaining access to the Inn rooms above the tavern was a real highlight. This added an entirely new gameplay loop which arrived at just the right moment to keep things fresh.


    A World That Pulls You In

    What truly makes this game shine is its atmosphere. The world is gorgeous and immersive, and my tavern genuinely felt like my own little corner of it.

    The visuals were perfectly matched by the audio design. From the ambient sounds to the bubbling of my brews, everything worked together seamlessly. One detail that stood out to me was the addition of a music box to the tavern. It was a small feature, but it elevated the mood in a big way.

    On the technical side, I encountered no bugs, glitches, or performance issues. This was a highly refreshing experience in today’s gaming landscape.

    Replayability and Audience

    I don’t see myself playing it endlessly for months on end. However, I absolutely found reasons to keep coming back. Whether it was perfecting my tavern flow or challenging myself to see how quickly I could turn out orders. It’s the kind of game I could see myself revisiting to start a brand-new tavern when the mood strikes.

    Fans of Stardew Valley or management sims will adore this one. It nails that cosy yet rewarding loop, mixing creative building with just enough challenge to keep you engaged.

    Final Thoughts

    Ale & Tale Tavern delivers exactly what it promises: a cosy, charming mix of fantasy questing and tavern life. It’s polished, immersive, and full of heart. Whether you’re fighting off orcs or just serving up a hot meal, it’s easy to lose yourself in its world.

    Right now, it’s even on sale during Steam’s Autumn Sale, making it a steal. But honestly? Even at full price, it’s well worth the experience.

    Verdict: Highly Recommended 🍻

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    Let us know your thoughts below. You can also join our Discord for more discussions, match-making, and generally just having a good time!

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  • A Gentlemens Interview – Blast Furnace Games

    A Gentlemens Interview – Blast Furnace Games

    Check Out The Full Review Below!

    Huge Thanks To Hydrorane for taking the time to talk with me!

    For those hearing about A Gentlemens Dispute for the first time, how would you describe it in your own words?

    I’d say A Gentlemen’s Dispute is a physics party brawler with elements of conventional party fighting games and roguelike power scaling, with the ability to use the upgrades each round to make a ‘build’ for yourself. Ultimately it mixes the classic physics party brawler formula with tighter controls that allow a surprising amount of depth (combos, tech) that is meant to be fun to play and watch regardless of how seriously you are taking it. And of course in the later rounds you get the insane visuals of throwing tens of grenades or hundreds of traps at once that is really unique to this game.

    What inspired the concept and unique style behind the game?

    Originally the game was created during the Global Game Jam 2024, where the prompt was ‘Make Me Laugh’. The original idea was a worms-like game where you took turns as distinguished gentlemen, walking up to each other and hitting each other with bats and various objects. It was the contrast of the gentlemenly concept of taking turns in a duel with the visual of a dude in a tux wailing on an another dude with a baseball bat and sending him flying as a ragdoll.

    Were there any particular challenges in bringing A Gentlemen’s Dispute to life that surprised you?

    There were an enormous amount of challenges in A Gentlemen’s Dispute, none of which were anticipated when we first set out to make it. Honestly if I could go back in time, knowing how hard it is but not knowing whether we could accomplish it, I’m not sure I would have recommended the idea to my past self. The idea of having our studios first title be a PvP online game with complex physics interactions and scaling upgrades was a bit insane. By far the hardest part was making the physics and the netcode work together with performance, since detailed physics, good netcode, and good performance are a delicate balance that even AAA studios struggle with. If the concept was only slightly different (no ragdolls or no scaling perks) it would be dramatically easier, but I also think it wouldn’t have quite the same magic to it, and although it definitely cost me some gray hairs, I’m really proud of how it ended up.

    What part of development has been the most fun for you so far?

    I think just being able to pick up and play the game as a team each day has been the most fun part for us. It always lifts our spirits when we have a hard couple of days and we playtest and we’re like ‘hey, this game we made is actually pretty fun’. Especially playing with the community in our discord has been a blast. For me personally my favorite part as a developer has been making all the complex interactions work together. Like being able to stick a mine to a possessed prop and float it over to someone, reflecting a rocket back at someone with a slap, or leaping into the ocean and hitting teleswap right before you hit the ground. Seeing that stuff work in real time is awesome.

    Do you see A Gentlemen’s Dispute as more of a quick, casual play experience, or something players will dive deeper into, with, let’s say, a competitive mode or ranking system?

    I see A Gentlemen’s Dispute as very similar to something like Smash bros in being something you can pick and play with your friends quickly, without needing to pvp someone online or try really hard to have fun. I think that will be the primary audience for the game. But we’ve put a lot of work into the depth of the game and people can get really, really good at it (we’ve gotten our butts kicked in a few public lobbies). I think if theres a big audience for it in the future I could see a more competitive mode as an option, but unfortunately the way the game is designed (peer to peer) makes it very hard to create a balanced competitive environment. It would need a significant rework of the netcode and the funding for dedicated servers before I would be comfortable advertising a proper ‘competitive’ mode to players. That being said playing teams mode when you are taking the game seriously is actually insanely fun so its definitely something in the back of my mind.

    Is there a specific feature/addition coming that you are most excited for people to see?

    On the horizon the thing im most excited about is more modding support and seeing more community created content in the game. I think A Gentlemen’s Dispute is a really solid platform of mechanics and there are so many directions it could go with new items, map ideas, modes, etc. We are only one small team and theres only so much of that we can explore but with the community being involved I could see things going really interesting places.

    If you had unlimited time and resources, what’s one feature you’d love to add?

    If I had unlimited time and resources I would probably rework the entire games physics engine into something custom (or something like Unity DOTS) so we could have deterministics physics and real rollback. With normal unity physics we had to cut a lot of corners to make it performant and reliable. There’s a reason most games don’t have networked ragdolls! But if we had done that this game would have taken way too long to make and may have never come out. So its something I’d love to reassess if the game is successful, either for a future overhaul or even a sequel.

    What role do you think indie games like yours play in shaping the gaming industry today?

    I think we’re seeing a trend in games very similar to what happened in other media like movies and music, where the tools to make games are becoming increasingly accessible (games are still really hard to make so its happening slowly) and its increasingly unnecessary to need massive studios to produce quality work that people will consume. I see indies like us as the beneficiaries of those changes, not necessarily the driving force. But I think the trend will continue. When I see these large studios investing so much money on tens of artists and programmers on these huge projects I get a lot of anxiety thinking how risky that is, especially when I already feel what we are doing is risky with just our small team. The gaming audience is enormous now and its much safer (and healthier for the industry overall in my opinion) to make smaller stuff focused on passionate specific audiences than trying to make huge games that appeal to massive audiences.

    So There we go! There are some excellent Answers. They set a brilliant vision of the game and its future. We hope you’ll join us on launch day for some good fun playing the game!

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