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The Games That Got Me Through 2025

Transcribed Jun 28, 2026 Watch on YouTube ↗
Intermediate 12 min read For: Gamers and content consumers interested in personal reflections on video games and their emotional impact.
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AI Summary

The creator reflects on 2025 as a year of profound connection with video games, contrasting with a previous year where he struggled to find meaningful experiences. He highlights several games that left a lasting impact, including Hypnospace Outlaw, Burggeist, Angeline Era, Elden Ring: Nightreign, Cyberpunk 2077, Clair Obscur: Expedition 33, and Hollow Knight: Silksong. The video explores how these games helped him process existential dread and find hope through community and creative design.

[01:02]
Year of Profound Impact

The creator played more impactful games in 2025 than in any previous year, with multiple titles that would have been the focus of a 2024 video getting lost in the shuffle.

[01:43]
Hypnospace Outlaw's Authentic Nostalgia

Hypnospace Outlaw uses a 90s internet aesthetic with authentic humanity behind every page, elevating nostalgia rather than just imitating it.

[03:49]
Burggeist's Unique Blend

Burggeist feels like a PS2 game but with modern design philosophies, blending influences from Shadow of the Colossus, Drakengard, and Brutal Legend into something unique.

[04:31]
Angeline Era's Thoughtful Design

Angeline Era uses a simple bump-to-attack mechanic but creates depth through clear conditions for progression, testing both skill and knowledge.

[08:32]
Nightreign's Multiplayer Magic

Elden Ring: Nightreign is a messy but fun multiplayer experience that brought together friends and new acquaintances, with the creator putting in over 100 hours.

[11:42]
Cyberpunk 2077's Immersive World

Cyberpunk 2077's Night City felt real and substantive, with the creator never fast-traveling and instead exploring every corner, leading to deep empathy for characters.

[15:50]
Clair Obscur's Theme of Legacy

Clair Obscur: Expedition 33 explores the theme of fighting for a future you may never see, resonating with the creator's shift to seeing the future as something to steward.

[18:20]
Silksong's Surprising Impact

Hollow Knight: Silksong finally released and exceeded expectations, with Hornet's confident personality and the game's exploration of power and corruption inspiring the creator.

[22:22]
Games as a Tool for Hope

The creator concludes that games helped him process existential dread by refocusing on community and action, rather than just distracting him.

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"The title accurately reflects the video's content, which is a personal reflection on how games impacted the creator's life in 2025."

Mentioned in this Video

Study Flashcards (6)

Which three games did the creator highlight as evoking nostalgia while feeling fresh?

medium Click to reveal answer

Hypnospace Outlaw, Burggeist, and Angeline Era.

01:43

What unique mechanic does Elden Ring: Nightreign use to structure its gameplay?

hard Click to reveal answer

It uses a storm mechanic similar to Fortnite to tie together elements from older FromSoft titles.

08:32

How did the creator engage with Night City in Cyberpunk 2077?

medium Click to reveal answer

The creator never fast-traveled, instead riding a bike everywhere and calling friends to pass time.

14:02

What initial question does Clair Obscur: Expedition 33 explore?

medium Click to reveal answer

The question of how to live one's life in a world that is fading away.

16:07

What aspect of Silksong surprised the creator the most?

hard Click to reveal answer

Hornet's strength of personality and her insistence on imposing her will on the world.

20:14

How did games help the creator deal with doomerism in 2025?

easy Click to reveal answer

They helped him process existential dread and refocus, rather than just distracting him.

24:00

💡 Key Takeaways

💡

Year of Profound Impact

The creator states that 2025 had more games that left a profound impact than any previous year, setting the tone for the video.

01:02
🔧

Angeline Era's Design Philosophy

The game uses clear conditions for progression instead of killing all enemies, adding a layer of thought to each room and preventing tedium.

06:17
📊

Nightreign's Messy Goodness

Despite being a mashup of older FromSoft titles with a Fortnite storm, Nightreign remains enjoyable due to its combat and variety.

08:32
💡

Overcoming Mechanical Motivation Trap

The creator notes that Cyberpunk 2077's world was so compelling that it overcame his usual reliance on mechanical motivation.

13:35
⚖️

Community Over Individual Action

The creator emphasizes that change comes from many individuals doing something, not one person doing everything.

22:42

✂️ Creator Tools: Viral Hooks

AI-generated clip ideas for Shorts based on the transcript

Did I lose my love for games?

44s

Opens with a relatable existential fear about losing passion for gaming as you age, hooking viewers who feel the same.

▶ Play Clip

Why Cyberpunk 2077 feels real

48s

Explains a surprising emotional connection to a famously flawed game, challenging common perceptions and sparking debate.

▶ Play Clip

The game that changed my view on life

60s

Connects a game's theme of fighting for future generations to real-life parenting and existential dread, highly relatable and emotional.

▶ Play Clip

Silksong is finally here!

50s

Capitalizes on the massive hype and relief around Silksong's release, with personal reflection on its impact.

▶ Play Clip

How games help me fight despair

60s

Tackles heavy topics like doomerism and finding hope through games, offering a powerful message that resonates with current societal mood.

▶ Play Clip

[00:00] 2025 has been another year, and luckily I was 

[00:05] it. As it has become tradition, that means 

[00:09] ways they had an effect on my life. In last year’s 

[00:14] play anything that meant all that much to me. I 

[00:19] with any in the way I often do. While I largely 

[00:23] games and also being in a weird headspace as I was 

[00:29] making it hard to process much of anything, a 

[00:33] with games had fundamentally shifted. That this 

[00:38] becoming less capable of finding experiences 

[00:44] And 2025 has proven that this was not the case.

[01:02] I don’t know that there’s been a single year of 

[01:07] a profound impact on me than I did in this past 

[01:12] played them in 2024, they probably would have been 

[01:17] get lost in the shuffle when put next to the many 

[01:23] of the most enjoyable years of playing games I've 

[01:29] So, I’m going to start where I always do,  

[01:31] with the first game I played last year, 

[01:43] Hypnospace Outlaw is the type of game where what 

[01:48] is just a vehicle to get you to engage with lore. 

[01:55] and webpages that feel straight out of the 1990s, 

[02:00] to scour every page for potential infractions. 

[02:06] of deduction, making them satisfying to discover, 

[02:11] Hypnospace Outlaw a game I reflect on often and 

[02:16] of the Old Internet; an era that I know is overly 

[02:24] same. One of community, of sharing passion, 

[02:29] hand and financial incentive that defines the 

[02:35] much personality and explores the stories of the 

[02:39] authentic. There is no shortage of media that 

[02:45] feels like a hollow imitation, one that coasts on 

[02:50] the pattern on the side of those disposable cups 

[02:55] humanity behind everything. There’s a sincerity to 

[03:02] feel like the kind of digital space people would 

[03:07] display is on another level; whether it be 

[03:12] together to make these webpages feel like an 

[03:16] parts shaved away—even the art that is meant 

[03:24] They pulled off a nearly impossible feat, and 

[03:30] 90s kid, it's no real surprise that this game 

[03:34] that’s not really why I enjoyed it. It did more 

[03:45] I had this same feeling with a couple other 

[03:49] being Burggeist; it’s a game that feels like 

[03:54] but has design philosophies that are decidedly 

[03:58] have come out on the PS2. To my knowledge the 

[04:04] games influenced Burggeist, instead pointing 

[04:08] numerical sequence and oddly shaped rocks, 

[04:14] it feels like it takes cues from stuff like 

[04:18] Brutal Legend, leading to something entirely 

[04:23] finds ways to meld these ideas that seem like they 

[04:28] The other game was Angeline Era.

[04:31] Through a chunky ps1/n64 aesthetic, it takes what 

[04:38] that being bumping into enemies to attack, and 

[04:43] encounters around it that brings far more depth 

[04:49] The design is just so thoughtful. For instance, 

[04:53] rooms where you need to clear the encounter 

[04:58] especially so if you’re on a higher difficulty, 

[05:03] you back to the start of the level, and making you 

[05:08] know people have opinions on, but what works about 

[05:13] can come from this type of setup is that unlocking 

[05:18] every single enemy—instead each encounter has 

[05:23] taking out a much smaller fraction of the enemies. 

[05:28] how to better position yourself in order to not 

[05:33] unlock the way forward. It adds a new layer of 

[05:40] from becoming tedious. Not to mention, once you’ve 

[05:45] themes and patterns, making it possible to predict 

[05:50] do this on a first time through a level, it feels 

[05:55] and failure as it tests both the player’s skill as 

[06:00] to replay some sections feels far more palatable 

[06:05] success almost always comes from an increase 

[06:11] Angeline Era is filled with playful design like 

[06:17] As Giovanni Colantonio put it in his piece on 

[06:21] game that actually plays the way I remember old 

[06:26] at all.” In my experience this felt true with 

[06:31] Each of them harnesses an aesthetic from the past 

[06:37] design ideas that do not draw specifically from 

[06:42] many, many titles, and many, many ideas where you 

[06:47] but would struggle to really say it is just like 

[06:53] games to look like retro games or even feel 

[06:58] it is rare for them to make you feel the way you 

[07:04] times. It is the familiar inside of something 

[07:14] games. Not just playing them, but thinking 

[07:20] ideas that prove that we are really just at the 

[07:24] these three games were made by relatively small 

[07:29] demonize games with far bigger ones, but to point 

[07:33] and that a team with a strong creative 

[07:38] and iterate in unexpected ways can create 

[07:43] Throughout 2025, I continued the trend 

[07:47] more into multiplayer games as playing stuff 

[07:52] I finally got around to It Takes Two with my 

[07:58] but at the very least it was just fun to watch 

[08:02] game. I established a game night with a couple 

[08:07] and it has been such a welcome routine in my life. 

[08:12] playing melee in my parent’s basement, we 

[08:16] some version of that nearly 25 years later, and 

[08:22] with the wide spread of games I’ve played with 

[08:27] one title that really defines my multiplayer 

[08:32] Nightreign is a weird kind of good. In a lot of 

[08:39] it smashes together a bunch of stuff from older 

[08:44] tie it all together. It’s a testament to how 

[08:49] in Elden Ring that Nightreign stays as enjoyable 

[08:55] I figured I’d play it until beating all the bosses 

[08:59] however, at this point I got all of the 

[09:04] and have put in 70 hours since then, and frankly 

[09:11] And of course, a big part of it is the 

[09:15] a ton of interest in it from people in my 

[09:21] so along with my game night group, I played with 

[09:26] play stuff with all the time to folks I’ve long 

[09:30] with before to friends of friends, and I loved 

[09:36] different circles merge brought me a ton of joy. 

[09:42] and really that has been a big motivating factor 

[09:48] all the bosses with. There’s something about 

[09:53] them go from being overwhelmed by the scope and 

[09:59] It’s been a special game to learn and teach, and 

[10:04] make. While hanging out with friends and meeting 

[10:09] of playing a game, having something to rally 

[10:14] and it’s been awhile since I’ve played something 

[10:19] One thing that’s been interesting for me is given 

[10:24] as other titles that roughly could be described 

[10:29] had to admit to myself that despite always saying 

[10:34] a pretty huge fan of roguelites. Ravenswatch 

[10:39] of cool synergies to experiment with. Absolum 

[10:44] which honestly just makes too much sense, and 

[10:48] use this combination. Blue Prince created an 

[10:53] will ever be able to fully solve, but a part of 

[10:57] every system from the first game and found a way 

[11:03] a bit messier than its predecessor especially in 

[11:08] buzzing for dozens of hours. I know that the 

[11:14] but in doing so, developers have found tons 

[11:19] concepts and combine them with other established 

[11:24] I have been able to connect with more than 

[11:28] this kind of was the year of connecting to genres 

[11:34] example can be seen with how much I fell in 

[11:42] I’ll be honest, I am still a bit surprised that I 

[11:49] that comes from expectations—for the longest 

[11:54] terrible it was. That it was broken beyond just 

[12:00] the conversation around it began to shift, a part 

[12:06] so rare to bring a game back from the brink like 

[12:11] one I’m all that interested in, so it was easy 

[12:18] But then it was. Something about Night City felt 

[12:24] before. The density, the detail, the depth—it felt 

[12:31] of video games, plenty of which have impressive 

[12:37] but none of them have felt real to me in the 

[12:42] has a strict adherence to realism—plenty 

[12:47] It’s more that it is so overwhelming in scope, 

[12:53] to the number of pedestrians to the limits of 

[12:59] illusion it aims to set up. One of it being a real 

[13:06] this illusion is bolstered in some surprising 

[13:11] be scaled and parkoured across; they are not just 

[13:23] you’re at the top or the bottom, so much of it 

[13:29] far from perfect, but there is a solidity to the 

[13:35] I talked about it in a video earlier this year, 

[13:40] is relying too much on mechanical motivation. 

[13:45] that don’t necessarily build to something 

[13:49] mechanics all that cleanly, but with 2077, I 

[13:56] need any convincing to be in this world. To 

[14:02] time being in it. I didn’t fast travel a single 

[14:07] weaving between traffic as the lights of the 

[14:12] help pass the time on longer trips. I found the 

[14:24] that I couldn’t help but appreciate every minute I 

[14:29] that normally pull me out of an experience—the 

[14:34] despite that urgency not actually mattering. But 

[14:40] To even try to headcanon my way of it—if these 

[14:47] I was going to live them deliberately. I 

[14:53] that much easier to connect to everything within 

[14:58] assumed I would never care about. I not only fell 

[15:04] but I also love it for reasons I never expected 

[15:09] having a real sense of place to be an important 

[15:14] not the primary one, and so it was refreshing to 

[15:20] things that are often dealbreakers for me due to 

[15:26] After finishing Cyberpunk 2077, I planned 

[15:31] my palette a bit as the idea of jumping 

[15:36] especially another RPG seemed like it’d be 

[15:41] game called Clair Obscur: Expedition 33 came 

[15:50] About a month before playing Clair Obscur: 

[15:56] I began the game and the gommage claimed everyone 

[16:02] this moment, as well as the wider concept acted 

[16:07] seen in a game. The initial question Clair Obscur 

[16:13] in a world that is fading away is one that makes 

[16:20] day there will not be a tomorrow for us, but 

[16:25] we live on through those we love, through the 

[16:30] but what if all of that is slowly ticking away as 

[16:36] as well as those of expeditions past, the answer 

[16:41] successors. To bring them a step closer 

[16:46] a future they can’t even really envision but 

[16:51] I found this energy to be irresistible. 

[16:57] Come After or Tomorrow Comes, I couldn’t help but 

[17:02] I figured that one way or another this would 

[17:07] it all with the hope of bringing about 

[17:12] Of course, Clair Obscur ends up 

[17:15] It explores purpose and existence from many 

[17:20] the initial conceit, and while those explorations 

[17:25] the ideas introduced at the start are 

[17:30] As I’ve gotten older, the way I view the future 

[17:36] would inherit, and in some ways I still do. 34 

[17:42] and with any luck there is significantly more 

[17:47] but also I now see the future as something 

[17:53] after. I’ve felt this way for awhile, but 

[17:58] new levels. Clair Obscur is compelling on so 

[18:03] this dedication to making sure Tomorrow Comes 

[18:09] Because sometimes the only way to overcome 

[18:14] of consistent actions that add up until 

[18:20] Speaking of which, on September 4th, 

[18:25] Given the amount of time that has passed since 

[18:30] any sort of expectations for the game. I pretty 

[18:35] might be like and instead only thought about it 

[18:40] it was reposting my Pain of Waiting thumbnail, 

[18:44] with some variation of “here’s to hoping Silksong 

[18:50] when I said it in the last video, I did not 

[18:55] would largely be more Hollow Knight, and in some 

[19:02] and it differs in surprising and welcome ways. 

[19:07] took Hornet, adapted her to make sense as a 

[19:16] And so it walks this line of both feeling like a 

[19:20] general approach to aesthetics and world design, 

[19:25] at a completely different speed than Hollow 

[19:30] once I did, I never looked back. Regardless of 

[19:36] thought I wanted, it ended up being the one that 

[19:41] its predecessor, but more than almost any other 

[19:47] that the shine of recency will wear off and my 

[19:52] in that top 5 zone. I relished every opportunity I 

[19:58] which is to say I was always relishing as the 

[20:04] in getting truly and utterly lost, refusing to use 

[20:09] through Pharloom, and by the end I did; I found 

[20:14] her insistence on imposing her will on the 

[20:19] world may be, and refusing to let it happen the 

[20:25] one that surprised me the most. Hollow Knight’s 

[20:30] but Silksong’s stands in the forefront. Hornet 

[20:36] her and her observations, the game explores the 

[20:41] or individuals, and I never thought I’d be so 

[20:47] never thought I would need to be so inspired by 

[20:56] Over this past year, I’ve dabbled a bit 

[21:02] but it regularly seeps into my thoughts. 

[21:07] more pieces of news where it was hard to 

[21:12] To be clear, I don’t really think that it 

[21:17] is because…I just can’t. However, we are in the 

[21:23] economically, and technologically, 

[21:26] those that have the most power to dictate how 

[21:31] trust the least to act in the collective us’s 

[21:37] And so maybe it isn’t a surprise that the 

[21:41] explored what it takes to survive within an 

[21:46] stage, what we are left with when each passing 

[21:51] and how the stubborn and careless use of absolute 

[21:57] It’s sometimes good to be seen by 

[22:00] about games as a form of escapism, and 

[22:05] what it always seems to come back to with 

[22:08] is that the ones that bring me the most relief 

[22:12] they’re the ones that help me process it 

[22:16] In a way that doesn’t feel as impossible. In 

[22:22] Because thinking that it’s over is useless. 

[22:28] and those who wield it as a weapon know 

[22:32] like an impossible machine for any individual 

[22:37] any individual doing everything; it’s 

[22:42] It is about community, and reminders of this are 

[22:48] from watching my kids grow up, and witnessing the 

[22:53] but by family and friends and teachers, all of 

[22:58] now and who they will be one day. Or from seeing 

[23:03] who have engaged not just in protest and 

[23:08] mutual aid unlike anything I’ve seen before in my 

[23:14] that despite there being no quick and clean way to 

[23:19] is and will always be helping those who need 

[23:25] There are many reasons to want to despair, and 

[23:31] I can to find even more reasons to not. It 

[23:36] matters that they do. That instead of feeling 

[23:41] I have the clarity to focus on 

[23:45] I needed games in 2025 in a way that I don’t 

[23:53] surprised me is that they met the moment. Frankly, 

[24:00] them and talking about them made me feel human. 

[24:06] me from the pervasive sense of existential dread 

[24:11] refocus; they made tackling everything else feel 

[24:19] Like, always, I do not know 

[24:22] I have my hopes and I have my fears, 

[24:27] does matter is that it isn’t over. It’s 

[24:35] and remembering that Hollow Knight: Silksong 

[24:43] Reflecting on my year in gaming is something I 

[24:49] forward to hearing other people’s thoughts on the 

[24:53] With that in mind, I thought it’d be fun to have 

[24:57] talk about games with the most, Iron Pineapple 

[25:03] gaming in 2025. We talked about our games of 

[25:08] more granular stuff like favorite mechanics and 

[25:12] our hater take of the year. If you’re interested 

[25:17] over on Nebula. I’ve talked about it before and 

[25:22] to do the things I do. It supports the work of 

[25:27] the gaming space like Jacob Geller, Game Maker’s 

[25:32] provides various opportunities for those 

[25:36] KingK’s series Masterful Mimicry where he 

[25:42] influences of various games. He’s covered Okami, 

[25:49] there is a ton of exclusive content over on 

[25:55] with the conversation I had with Pine and Yakko, 

[26:00] watch over there, so if you’d like to check them 

[26:05] link in the description to get 50% off for the 

[26:09] If you really love the idea of Nebula, right 

[26:13] is normally a one-time payment of $500 for just 

[26:19] or lifetime memberships. Nebula is a massive 

[26:26] creators on there so I appreciate you all for 

[26:30] go check out my conversation with Pine 

[26:33] and everything else the site has to offer. 

[26:38] For all of you still here, hi. Hello. 

[26:43] possible. It makes all this easier. It makes 

[26:47] I don't know. Have a good day and 

[26:50] hope your New Year is going okay. 

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