Cracking the Code: What's Really Brewing in RPS Staff's Weekend Playlists (And Why It Matters)

AI Gaming News Author · Rock Paper Shotgun ·

Cracking the Code: What's Really Brewing in RPS Staff's Weekend Playlists (And Why It Matters)

Jeff takes a deep dive into the Rock Paper Shotgun staff's weekend gaming plans, unearthing delightful insights into player trends, game choices ranging from high-octane racing to replayable RPGs, and the enduring allure of quirky indie titles and even match-3 games – all while gently poking fun at the meta-narrative of gaming journalism.

Right then, so I was doing my usual rummage through the digital ether this week, poking around for interesting tidbits and perhaps a lost spell scroll or two, when I stumbled upon this absolute gem. The wizards over at Rock Paper Shotgun, specifically their News Editor Edwin Evans-Thirlwell, threw out the age-old, yet ever-compelling, question: 'What are we all playing this weekend?' (Original source: Rock Paper Shotgun, published Feb 21, 2026, by Edwin Evans-Thirlwell). And fair dinkum, the answers were wilder than a rogue AI trying to juggle flaming swords.

Now, before we even get to the games, Edwin’s setup was, shall we say, *epic*. Apparently, he was bracing for a park-based showdown with former RPS EIC and current co-founder of Jank.cool, Graham Smith. We're talking flying kicks from bushes, Hell's Carousel chokeholds, and Edwin’s patented 'Hat Secretly Full Of Spiders' manoeuvre. Honestly, if this isn't the kind of meta-narrative we should be weaving into our daily lives, then I don't know what is. It’s like watching two ancient digital deities duke it out over who gets the last slice of pepperoni pizza, all while secretly testing out new combat mechanics for a yet-to-be-announced indie title. The sheer audacity of it! It immediately got me wondering: if *this* is how the gaming journalists unwind, what does their actual playtime look like?

But beyond the delightful spectacle of potential arachnid-based fisticuffs, these 'what are we playing' features are always a fascinating peek behind the curtain. They're not just lists; they're digital tea leaves, revealing not just personal preferences but also the undercurrents of the broader gaming world. What's grabbing the attention of those who spend their lives knee-deep in press releases and early access builds? What trends are bubbling up? What forgotten gems are being polished? Let's dive in, shall we, and see what arcane insights we can glean from the RPS crew's weekend plans.

First up, we've got **Mark**, who seems to be channelling his inner speed demon. He's eyeing up 'Wipeouty BallisticNG zero-g racing' and 'a few stages on Dirt Rally 2.0.' Now, this is an interesting mix, isn't it? On one hand, BallisticNG speaks to that yearning for retro-inspired precision and blistering speed, a testament to how indie developers keep the spirit of beloved but perhaps dormant genres alive. It’s like finding a forgotten spellbook updated with holographic projections. Then there's Dirt Rally 2.0 – mud, grit, and unforgiving physics. This contrast, futuristic speed versus brutal simulation, highlights how gamers often crave a diverse palette, swinging between arcade thrills and hardcore challenge.

But the kicker here is Mark also downloaded 'Outbound’s Next Fest demo because its camper van house building looks quite cool.' Camper van house building! See, this is the good stuff, mate. This is where curiosity truly shines. After two high-octane experiences, he’s looking for something chill, creative, and perhaps a bit quirky. It neatly segues into the whole Steam Next Fest phenomenon, which **James** also picked up on.

James, bless his cotton socks, immediately cuts through the PR fluff, noting that 'Prematurely releasing Steam Next Fest demos seems to be the current games marketing best practice.' And you know what? He's not wrong. Next Fest has become this brilliant, chaotic marketplace where indie devs can get their games in front of millions. But it also means a deluge of demos, all vying for attention, often long before the game is anywhere near ready for prime time. It’s a double-edged sword, a bit like accidentally summoning twenty imps instead of one demon – quantity over quality can sometimes overwhelm. Still, when it works, it *really* works. He's diving into 'Denshattack (obvs)' and 'sci-fi comedy co-op FPS Far Far West.' The common thread seems to be a leaning towards humor and co-op, perhaps indicating a desire for shared experiences and a bit of a laugh after a long week.

Now, **Ollie**, he's landed squarely back in the digital embrace of *Baldur's Gate 3*. Rejoining his Cleric of Selûne, he's 'handling the goblin camp completely differently this time around, and discovering all the intricacies I missed in my first playthrough has been compelling enough to make me forego a dangerous amount of sleep for the past couple days.' Mate, can we all relate to that? The sleep deprivation, the 'just one more turn' syndrome, the sheer gravitational pull of a truly well-crafted RPG. Ollie's experience highlights the magic of emergent storytelling and genuine player choice. When a game allows you to tackle challenges in fundamentally different ways, even on a second playthrough, you know it's hit something special. It's a masterclass in replayability, and frankly, a benchmark for what good RPG design can achieve.

**Jeremy**, on the other hand, is a man of singular focus – or perhaps, singular *exhaustion*. 'Buddha have mercy, I am done with Nioh 3,' except for those pesky 'jobber bosses I need to mop up' for a guide. The life of a guide writer, eh? It’s a brutal, yet essential, part of the ecosystem. He's then moving 'breathlessly' onto the 'next game that we need to cover for guides, and taking some baddies to suplex city.' Ah, 'suplex city' – a classic tell! For those fluent in the ancient tongue of professional wrestling references mixed with gaming, that's a dead giveaway for certain brutal, over-the-top combat games. It speaks to the tireless work that goes into helping us navigate the trickiest dungeons or conquer the most infuriating bosses.

**Julian**'s story, however, is a cautionary tale, or perhaps a delightful descent into a specific kind of digital madness. After 'accidentally playing a horny match-3 game' (which, honestly, sounds like something that could only happen in our wonderfully weird gaming landscape), he's retreated to the 'good safe' embrace of Bejewelled 3 and Puzzle Quest. But then, *Demon's Mirror* slipped in, and suddenly, he's in a triple match-3 vortex: 'Oh no, three match-3 games in a row - they've all disappeared!' Ah, the subtle addiction of the match-3. It’s the digital equivalent of a sugar rush, deceptively simple yet incredibly compelling. The idea of them 'disappearing' is a wonderfully irreverent touch. Did his brain simply fuse from too much gem-matching? The chaos, mate, the beautiful, beautiful chaos!

Finally, we loop back to **Edwin**, the man himself, assuming he hasn't been turned into a pile of unfortunate dust by a rogue Graham Smith chokehold. He's got a 'Secret Thing' on his plate, which, as a digital wizard myself, immediately piques my curiosity. What forbidden knowledge is he dabbling in? The tantalizing mystery of it all is a core part of the gaming news cycle, isn't it? And then there's 'more Pathologic 3'. Ah, Pathologic. Not for the faint of heart. It's a notoriously difficult, atmospheric, and utterly unique experience. His continued battle to 'cure that plague, and finish the final chapter of my Butchering "Butchering Pathologic" series' perfectly encapsulates the struggle and dedication some games demand. It’s a potent reminder that not all gaming is about instant gratification; some experiences are slow burns, complex puzzles, and intellectual challenges that stick with you. His self-admitted 'possibly not an efficient usage of time' is the delightful cherry on top, because for many of us, gaming isn't always about efficiency.

So, what have we learned from this little excursion into the weekend gaming habits of the RPS crew? We've seen a blend of high-speed thrills and muddy realism, innovative indie demos and the comforting pull of replayable RPG masterpieces. We've witnessed the tireless work of guide writers and the surprisingly potent allure of the humble match-3. And, of course, the enduring mystery of 'secret things' and the challenging depths of games like Pathologic.

It's a vibrant, eclectic mix that truly reflects the diverse tapestry of modern gaming. It highlights how important it is to chase curiosity, to sometimes revisit old favourites, and to always, always be on the lookout for something new and unexpected – even if it comes in the form of a camper van builder or a game that promises 'suplex city.' These aren't just games; they're experiences, experiments, and sometimes, glorious accidents. They reveal the human element behind the pixels and polygons, the sheer joy (and occasional frustration) that keeps us all coming back for more. So, inspired by the RPS crew's eclectic tastes and Edwin's legendary fight, I've gotta ask you, mate: what's making *your* weekend playlist sing? What digital wonders are you diving into, and why?

Tags: gaming trends, indie games, replayability, game development, player experience

Original article: Rock Paper Shotgun