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The industry can’t afford to overlook low-spec PCs | Opinion
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The industry can’t afford to overlook low-spec PCs | Opinion

by admin September 19, 2025


It is with a heavy heart and a note of regret that I inform you (those of you who have blessedly managed to avoid this knowledge thus far, at least) that Randy Pitchford is at it again.

I’ll spare you the specifics of the Gearbox boss’s latest social media escapades (if you’re interested, Nathan Brown had a very entertaining write-up in Hit Points this week), but the gist is simple. The company’s new game, Borderlands 4, has launched with some fairly significant performance issues, and Pitchford chose to address these in part by telling consumers that this is their own fault for not knowing how to use their PCs properly.

Not great! As it turns out, some of the performance issues also extend to consoles – for now, the suggested solution for what appears to be a memory leak causing performance to get worse and worse over time is to periodically reboot your console.

Gearbox is being much more constructive about fixing the issues than Pitchfork’s ill-tempered posting would suggest, too, quickly issuing a patch that fixed a few of the issues, and the studio is presumably working hard on further improvements. (The game itself, by all accounts, is very good once you get past the performance problems.)

Borderlands 4 has reviewed well, but users have reported PC performance issues | Image credit: Gearbox Software/2K

A company boss ill-advisedly lashing out at his own consumers is deserving of rolled eyes, but not of too much attention – any discussion focusing on that aspect is inevitably going to be far more heat than light.

This whole affair doesn’t live in isolation, though; it’s just the latest chapter in the ongoing narrative of not one, but two of the biggest bugbears consumers have with the games business.

The first of those is something of a closed case, even if it remains a source of intense annoyance for many consumers. I refer to the whole question of the validity of shipping games that are clearly broken in some key technical ways, with the intention of quickly patching them after launch.

The perception of games as an expensive hobby is arguably the single biggest threat facing the industry right now

That’s a debate and a source of frustration that’s as old as the ability to patch games itself. I have some sympathy for the old-school view that we were all better off back when console games lived on a read-only disc or cartridge and couldn’t be patched, given the extent to which that capacity is now abused.

The argument overall was lost many years ago, though, and if anything platform holders have become increasingly permissive about the technical state of software releases and the use of day-one patches. PC, of course, has always been the Wild West in this regard anyway.

What is much more pressing, and far more active, is the discussion over game pricing and the cost of gaming as a hobby. Pitchford waded into that a while back by arguing that real fans of Borderlands would pay $80 for the game, though it did eventually launch at $70. Whether he intended to or not, his latest comments also jab directly on that exposed nerve.

The perception of games as an expensive hobby is arguably the single biggest threat facing the industry right now. The facts about inflation and development costs are much less important than the perception and emotions around this topic. Consumers shifting to a belief that games are expensive and overpriced undermines one of the key pillars of the medium’s appeal, namely its excellent value in terms of entertainment received for money paid.

“Why am I going to spend $80 for this game when Fortnite is here?” asked Circana’s Mat Piscatella in a recent analysis of game pricing | Image credit: Epic Games

We’ve talked a lot in the past few months about console pricing, and AAA game pricing, and even the potential re-engagement with “whale” strategies as a recession countermeasure for some games. Alongside these, it’s also worth discussing the occasionally staggering increases in the cost of PC hardware, especially since PC gaming is often presented as a refuge from the rising prices of console hardware and software.

Rising PC hardware costs are nothing new. The cost of many key components, especially of GPUs, has been climbing for years, and the incremental benefits of upgrades have not always been impressive. The run on GPUs for cryptocurrency mining priced many gamers out of that market in particular.

The rise of AI hasn’t had quite the same effect (not least since Nvidia has pushed out chips and devices that are more optimised for AI tasks than consumer GPUs), but it has helped to ensure that prices didn’t get a chance to drift back downwards after the crypto rush. New GPUs now can cost comfortably double or triple the price of a PS5 or Switch 2, even for relatively mid-range cards.

That wouldn’t be a huge problem if PC games addressed a wide range of specs, including being optimised for lower-spec machines running older hardware. That’s not an entirely unreasonable ask, given the prevalence of devices like laptops and Steam Decks. Notably, it’s precisely what Epic Games’ Tim Sweeney called for recently, noting that many developers create games for the highest-spec systems and then don’t put sufficient time and resources into optimising for lower-spec hardware.

Tencent Games’ Yong-yi Zhu has emphasised the importance of targeting low-spec PCs | Image credit: Tencent Games

In fact, the situation is arguably worse than Sweeney suggests in some key regards. A lot of new games are going in quite the opposite direction – leaning so heavily on upscaling technologies like DLSS and frame generation for performance as to be practically unplayable on a lot of systems without those technologies enabled.

That’s a problem, because those generative-AI-based technologies mostly require new hardware – GPUs from the last couple of generations, for example, are required for the best versions of both the relatively uncontroversial DLSS and the much more questionable (by which I mean that even to my untrained and myopic eye it looks like absolute rubbish in many games) frame generation tech.

High-end PCs will always be around and will always be a desirable status symbol for gamers. However, PCs can and should also be the industry’s strongest pitch for the affordability argument. They’re capable gaming devices that many, many people already own. You can play games on them through affordable storefronts without buying any expensive new hardware.

It’s a huge risk for the industry if we lose that possibility for PCs to function as entry points

That ought to be incredibly powerful positioning for the platform, but it means embracing low-spec systems, laptops, and yes, even Macs – which are pretty solid gaming devices in their own right now, and incredibly ubiquitous among college-age consumers who are a key demographic for the industry.

The ability to swim upstream and spend thousands on expensive GPUs, VRR capable monitors, and enough RGB lights to send your Christmas tree into early retirement has to be an option for the devoted few, not table stakes for getting involved in PC gaming.

It’s a huge risk for the industry as a whole if we lose that possibility for PCs to function as entry points for new consumers and good-value-for-money devices for those with lower spending power. That’s exactly what’s at risk if a failure to optimise for lower end systems becomes too widespread – leaving consumers with a bad taste in their mouth and a sense that they have to upgrade to play recent games.

Needless to say, it’s Tim Sweeney’s solution that’s by far the more workable approach; getting on social media to blame the gamers themselves for that situation helps nobody.



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September 19, 2025 0 comments
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Hollow Knight Silksong
Product Reviews

Silksong is so popular, even people in the Piracy subreddit are encouraging others to just buy it: ‘If we can afford to support them, we should’

by admin September 4, 2025



Hollow Knight: Silksong finally went live today—you may have heard something about that—and its arrival absolutely demolished Steam, which simply could not hold up under the crushing demand of Skongmania. As Steam crumbled like a train bridge made of soggy noodles, GOG did what it does best: Took a shot from the shadows.

“It appears that Silkzillion gamers worldwide are trying to get their hands on Hollow Knight: Silksong, and digital storefronts are struggling to handle the traffic,” GOG posted on X. “But the DRM-free Bastion stands strong.” Naturally, there was a link to Silksong on GOG.

It appears that Silkzillion gamers worldwide are trying to get their hands on Hollow Knight: Silksong, and digital storefronts are struggling to handle the traffic.But the DRM-free Bastion stands strong 😎👇 https://t.co/XVbkDmXLceSeptember 4, 2025

I can’t say I’d really thought about it before seeing that post, but it caught me a little by surprise because it felt, well, incongruous. The value of DRM is debatable but generally speaking it does at least help cut down on day-one piracy; releasing one of the most eagerly anticipated games to come along in years on a platform whose number-one promo point is “No DRM” was surely a high-risk move.


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Except, maybe not. Sure enough, Silksong was available through less-than-legal channels almost immediately after launch, but as noticed by GamesRadar, the 2.4 million strong Piracy subreddit seemed torn on the topic: Unexpectedly, quite a few of its members have been urging people not to pirate Silksong.

“I was planning on doing it, since every recent game costs around $80 and that’s a lot of money for a game,” one redditor wrote in a pre-release thread asking how potential pirates planned to proceed. “But after the price was revealed, $20, I thought, damn that’s good, and I’m not pirating it.”

Others felt the same way, “I think I’m just gonna buy this one. It’s only $20 and I really enjoyed Hollow Knight so, I’m sure I won’t be mad about spending the money on this one,” one respondent wrote.

“Apparently it’ll only be like 20 bucks with a three person team. I can and will definitely buy it after it’s been out a week or two,” another added.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.

Similar responses can be seen in a bigger thread announcing that Silksong was uploaded to pirate sites 15 minutes after it launched.

“It’s a 3-4 person team that has done right by their fans at every turn,” No-Shape6053 wrote. “Making sure the PC release is DRM free. Making sure all original backers of Hollow Knight get Silksong free on their choice of platform. This is a time where if we can afford to support them, we should.”

Redditor Efrayl added: “I’m buying this game on GOG straight away, even though I will probably play it later (after a few updates and when it will be on discount).”

RandoT said he’s never purchased a full-priced game on launch day in the 10+ years he’s had his Steam account, but he’s doing it for Silksong: “It was Team Cherry that made me break my ‘vow’ to always buy on discount.”

Silksong’s release is the first time I’ve seen comments on the Piracy subreddit push for people to buy it instead.

— @airbagged.bsky.social (@airbagged.bsky.social.bsky.social) 2025-09-04T21:13:04.693Z

#Silksong has appeared on piracy websites for PC and r/Piracy is having arguments over pirating it, lmao

— @born2beslicker.bsky.social (@born2beslicker.bsky.social.bsky.social) 2025-09-04T21:13:04.668Z

To be clear, this is not a wholesale changing-of-ways. Plenty of people in the subreddit say they’re going to pirate Silksong regardless, some with the claimed intent of buying it later when their finances allow and others simply as a matter of because I can principle.

But the extent of the push to just buy the damned thing seems genuinely unusual. Much of that arises from the fact that Silksong itself is very unusual: A monster-hit (and, going by the current Steam rating, very good—we’re still working on our review but will have it up soon) game priced at $20, developed by tiny team that doesn’t seem too arsed about the accepted conventions of making and releasing videogames.

It’s not the sort of scenario that could be duplicated by Electronic Arts or Ubisoft, in other words, and I wouldn’t expect executives at any major or mid-sized publisher to look at this and think that maybe ditching Denuvo really is the way to go. Still, it does really drive home the notion that while you’re never going to stop piracy, you can sometimes turn some people around on it by asking a fair price, making a good game, and being genuine throughout. I think that’s kind of nice.






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September 4, 2025 0 comments
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