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protagonist

A cloaked Elden Ring Nightreign character lifts her hand and seemingly looks at it despite wearing a mask
Gaming Gear

I was surprised and delighted to learn that every FromSoft protagonist outside of Elden Ring Nightreign is 5 feet 7 inches tall, aka the best height for cool people

by admin June 15, 2025



Aside from when it’s wildly out of whack with the game world, I don’t think about the height of videogame characters much. At a modest 5’7, I generally assume that most videogame protagonists are taller than me. There have been a few occasions where a character’s canonical height has surprised me, though. For example, a while back I read that Thief’s antihero Garrett was a strapping six footer, but a recent search revealed that this is actually not the case, and in fact he might be even shorter than me.

I had a similar reaction watching Zullie the Witch’s recent video discussing character height in FromSoftware’s games, in which she reveals that every FromSoft protagonist up until Elden Ring Neightreign is roughly 1.7 metres, or 5 foot 7 inches, tall. I’d always figured they were strapping six footers, if only because it further accentuates how massive the game’s bosses are.

This is, I should stress, not the central point of Zullie’s video. The vid explores how Elden Ring Nightreign’s new character height modifier affects the game mechanically. Elden Ring’s playable characters have noticeably different heights, even though they’re all based on the same player model. The smallest avatar, Revenant, is a petite 4’9, while at 6’6, the Guardian is at risk of bumping his head on doorframes a lot.


Related articles

Nightreign – Does height matter mechanically? – YouTube

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As for how this affects the game mechanically, the answer is “not much, but a bit”. Height difference has no effect on movement actions like running or jumping, but they do factor slightly into combat. According to Zullie, smaller characters have a slightly higher chance to avoid being hit by certain attacks (like arrows), while taller characters have marginally longer reach, meaning their swings will hit enemies from further away.

This might not be vastly surprising, but it is interesting regardless. Zullie also notes that the size modifier can be used to adjust the height of any character in Nightreign, and could potentially be used in future FromSoft games, possibly even as a character creation variable. Now I want a FromSoft RPG where you can create a character so small they can attack bosses internally. Though, to be honest, you could probably do that with some of the existing bosses anyway if the games supported it mechanically.

In any case, it pleases me greatly to know I can look all those other FromSoft protagonists in the eye without getting neckache. I suppose it also opens up a lot of cosplay opportunities, which isn’t exactly a huge concern for me. But it’s nice to know that I have options beyond “comic-accurate Wolverine”.

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



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June 15, 2025 0 comments
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Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions
Game Updates

Downhill is a fourth wall breaking action RPG whose protagonist knows you exist, and might not agree with your actions

by admin June 6, 2025



Probably one of the most appealing parts of an RPG is bonding with other characters, right? Building up your player character’s relationships with various companions, like in games like the Persona series for example. What I wouldn’t say is particularly common is you, the player, having a direct relationship with the character you’re playing as. This is where Downhill comes in, a fourth wall breaking action RPG whose main character knows you exist and controls them, all the while having to figure out a way to save the world.


“The idea of power and its abuse is what lies at the core of Downhill,” Sisterhood Games, the developer of Downhill, explain in the game’s Kickstarter page. “Each time we start a new RPG game, we take full control of a character, but what if that character had a will of their own? Moreover, what if it oftentimes clashed with your vision for your playthrough?”

Watch on YouTube


A fourth wall break in an indie RPG is nothing new, that’s kind of Undertale’s whole deal to a degree (a game cited as an inspiration, alongside how OneShot communicates to the player directly). But what sells me on Downhill is the way in which you develop a relationship with its protagonist Fade. Do you want to help her in any way you can, or do you want to fight against her? You can talk to her at any point throughout the game, various dialogue options affecting how she thinks of you.


That might mean doing something simple as asking how she is, or forcing her to fight an enemy. I wouldn’t say subtlety is the name of the game here, it’s clearly going to be a game where you question your role in the way games play out. I just really like the presentation of it all. There’s a really unique dark fantasy aesthetic to it with some good, creepy-looking creatures to fight, and the twist on RPG dialogue options being that you’re conversing with your own character is a fun one.


You can revive Fade as many times as you want too without having to load your save data, but that comes with the cost of it causing her mental distress. Obviously you can’t tell everything from a game without playing it, but it certainly sounds like there’s a thoughtfulness as to how commonplace mechanics can affect the characters you play as. Good stuff!


As mentioned, the game is currently looking for funds on Kickstarter, so you can chuck a few quid your way if it takes your fancy. It’s also available to wishlist on Steam, and there’s a short demo for you to check out too if you’re not convinced enough to support the fundraiser just yet.



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June 6, 2025 0 comments
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Subnautica 2 studio talks silent protagonist, a big ol' ocean map, and more in latest Q&A
Game Reviews

Subnautica 2 studio talks silent protagonist, a big ol’ ocean map, and more in latest Q&A

by admin June 4, 2025


Subnautica 2 might still be lacking an early access release date beyond a vague “2025” window, but that hasn’t stopped Unknown Worlds from cranking the hype handling a little harder, with the studio having now shared a few additional details as part of a new video Q&A.


Last time around, Unknown Worlds offered a first, fleeting look at Subnautica 2 gameplay, but for its latest video update, creative producer Scott MacDonald and community manager Donya Abramo tackled a couple of burning fan questions. Admittedly, most of them ended with ‘not yet’, ‘maybe at some point’, and ‘no’, but there were still a couple of facts to glean.


Perhaps the most notable tidbit came in form of confirmation that Subnautica 2 will ditch the controversially chatty protagonist of 2021’s standalone expansion Below Zero and return to the silent protagonist approach of the first game, although that doesn’t mean other characters won’t be voiced. The decision accompanies the introduction of customisable characters, with players able to select from a handful of pre-designed protagonists before diving in. Unknown Worlds notes there’ll potentially be some further “freedom to express yourself as your character”, but whatever that means, it won’t be util after early access launch.

Subnautica 2 teaser trailer.Watch on YouTube


As for the world of Subnautica 2, it’s set on a brand-new ocean planet promising “all-new mysteries, creatures, and experiences”, and Unknown Worlds says it’s aiming for the game to be the “biggest and most exciting” series entry “ever” when it hits 1.0 in a few years time. It isn’t, however, exactly sure “how big and how deep [players will] be able to go over the course of early access”, but says the initial early access launch map will be more sizeable than those of the original Subnautica and Below Zero at a comparative time.


And a vast new underwater world to explore means vehicles. Unfortunately for fans of the Cyclops, Seamoth, and even the Sea Truck seen in earlier games, none of those are returning for the sequel. However, Unknown Worlds says new vehicles are coming – including a big sub scheduled to arrive later in early access – that’ll be “designed in the same spirit [as their predecessors], just more suited to the brand-new environment they need to navigate”. Additionally, “some of your favourite tools [will return], but improved”, and base building is set to offer “more customisation than ever before”.


What else? The studio stresses that, despite supporting co-op for up to four players, Subnautica 2 is being designed as a solo experience first. That means it should retain the sense of “isolation and terror” that made the original such a winner, although the studio readily admits it “won’t really be able to protect” that atmosphere if players opt to bring friends along for the ride. Sadly, there’s no local split-screen option for those wanting to cuddlefish up on the couch, but cross-play is supported between Xbox and PC platforms, and as for proximity chat, that’s currently being ‘investigated’. VR support isn’t on the cards at present, however.


And all of that brings us back to the big question of a release date, but Unknown Words says it’s “not quite ready to share one just yet”. Nor is it talking platforms beyond PC and Xbox, only teasing Subnautica 2 will hit other machines “when the time is right”. It is, though, still scheduled for a 2025 release, and will be available as part of Game Pass on day one.



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June 4, 2025 0 comments
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