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LET IT DIE INFERNO Anonymous 09/25/2025 (Thu) 02:08:49 Id: 26e812 No. 1786594
HOLY FUCK YES AT LONG LAST Uncle Death is finally back! I've been waiting for this for years! Now, what did you guys think of the trailer? Personally, one thing I dislike is this shitty new cartoonish art style with the bright, over-saturated puke colour palette. It's like they're trying to appeal to Fortnite kids or some shit. Man, it's so sad to see LID lose its iconic grimy punk look. But hey, aside from that, I'm still cautiously optimistic. I believe in Mr. Shin. He hasn't made a bad game yet. As for the graphics, I suppose I can always adjust the picture brightness & saturation myself. If the game itself happens to lack options for that, I can do so natively on my monitor, no problem. Gameplay-wise, I think it's looking good so far, true to LID roots. Action-survival with inventory management, dual-wielding, semi-permadeath, neverending grind, all that good stuff. Anyway, it's been a long time since we last had a Let It Die thread, and now's the perfect time for a new one. Feel free to post all your speculations for the new game, your opinions on the old ones, your favourite music tracks in the series and whatnot. Don't give up, Senpai!
Didn't they kinda try something like this already with Deathverse: Let it die? Same with the whole PvPvE element? That game lasted about a year before it hit EOS. I wonder what they'll try to do differently compared to Deathverse besides the style changes.
>>1786762 Deathverse was a short-lived LID battle-royale spinoff. Once they noticed it was flopping, they took it down and announced they were going to fully remake it. But after a while, the Deathverse remake project evolved into this whole new sequel that's bringing back a lot of the original LID's gameplay formula, while also mixing in some of Deathverse's PvP elements.
>>1786817 Ahh okay, from the looks of the trailer the weapons look like they could be pretty fun. My main concern would be certain weapons or tools being absolutely busted like the lightning rapier was in metro defense.
Uncle Death and Mr. Shin just released a new "Dev Diary" video on their jewtube channel, discussing the new game. /watch?v=zE40hHFvlyo To sum it up: >Not F2P this time >PvE is the main focus >Players progress through randomly-generated floors >Game is getting demoed at TGS >Same game will also have a different demo released worldwide on Steam in October
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Are there any cracked/offline versions of the original? I am not playing P2W GAAS even if they're good
>>1787855 >Not playing good games
>>1787936 Always online live service shit is trash Are you enjoying Chromehounds and Blacklight Retribution.
>>1787936 >GAAS You missed the only important part, dipshit.
>>1787855 >Are there any cracked/offline versions of the original? Not as far as I know. But you can ignore the microtransactions. The game is not P2W as long as you know what you're doing. (Unless you're aiming to outrank literally everyone else in Metro, I suppose. But there's no real reason to do that.)
>>1788896 I wanna say my biggest gripe with the original game was the fact that if I needed to run a fresh character (either because higher grade and better stat growths or a new type) that high level haters would show up on the initial floors. It caused me a lot of problems.
Here's some more Inferno details: >Your character has a stamina meter and Rage gauge >Your inventory and storage now have weight limits, and items have various weight values >You'll be unable to sprint or dodge during over-encumbrance or stamina burnout >The game will also feature a PvP deathmatch mode known as "Death Jamboree" >>1789213 >I wanna say my biggest gripe with the original game was the fact that if I needed to run a fresh character (either because higher grade and better stat growths or a new type) that high level haters would show up on the initial floors. Yeah, I suppose that can be a bit of a problem very early on. But once you reach Okusa (13F), you can easily collect Golden Snails for a reliable XP supply.
>>1786594 Is Suda having a midlife crisis or something? What’s up with his death fixation?
>>1786594 I tried to play this game a long long time ago, but it wouldn't install no matter what I did. I took that as a sign and gave up. I still want to see what all the fuss is about.
>>1790302 He worked as a guard in a cemetery or a pallbearer or something and seeing people react to death is one of his fixations.
>>1791279 OP here. I've had the original LID game for a long time, and had no problem with the installation. (Frankly, I was a PS4 peasant, so I wouldn't know about the PC version.) But I did notice that the filesize seemed quite bloated. Possibly UE's fault, I'd say. I plan to get an up-to-date gaming PC soon for the new game. I hope it goes well. Anyway, I find myself enjoying Inferno's trailer song quite a bit. It's motivating me to post some more LID tunes ITT.
God I fucking loved playing LID when it was getting updated so this is nice, I didn't play the last one because battle royals just aren't my thing. Although I'm not a big fan of how bright and happy everything looks. I really liked the casual edge the original has not to mention the stylization of each don area to fit into it. This just seems...too poppy if you know what I mean. I'll keep an eye on it though.
hello, current LID player here. AMA yes i hate my life.
>>1792598 >over 6k hours Do you play any other games?
>>1792632 i played expedition 33 to completion when it came out, clocked about 133 hours on that. but if you mean regularly, no, not anymore. whenever im bored and got to kill time i just climb. nothing good ever drops though. the NEO towers being really short helps pace out the game i guess.
>>1792641 Alright since I don't have the energy to play games after two hours anymore, but looking at that playtime is just surprising.
>>1792694 the game launched on PC on 2017 iirc, i've been going on and off it since then.
>>1792106 >I didn't play the last one because battle royals just aren't my thing. OP here. They usually aren't my thing either. But I made an exception for Deathverse because I loved the combat. It was well-designed with competitive play in mind, running on a rock-paper-scissors balanced meta that rewarded player skill and avoided P2W bullshit. The microtransactions were just cosmetics and easier access to crafting materials. That being said, I'm glad Deathverse flopped, for the greater good. It was obvious GungHo were trying to abandon LID's roots, chasing after a modern market and aiming for a younger audience. Deathverse didn't even have any red blood, for fucksakes. By the looks of it, Inferno is at least a little step back in the right direction. PvE-focused roguelite dungeon crawling with inventory management, and red blood gushing everywhere. In conclusion, I can easily say that Mr. Shin's dev team (currently known as "Supertrick") is one of the most talented dev teams of their generation(s). Sadly though, they're trapped under a scummy publisher (GungHo) that's holding them back from reaching their true potential.
YOU SAID, YOU SAID, THAT IT WON'T MATTER IN THE END YOU'D CLOSE YOUR EYES(YOU WERE INVINCIBLE)TO DISGUISE(WE WERE INVINCIBLE) NOT A TRACE, TO REPLACE, NO SPACE TO MAKE AMENDS SO TELL ME WHY YOU'D HAVE TO GO AND LET IT...! If it wasn't PS5/Steam exclusive I'd pick up Inferno on launch, i've been dying for good vidya. >>1792598 >>1792699 Jesus, haven't touched it since February 2023, what even was there to do after clearing floor 100 and getting all the TDM Blueprints before the neo areas? Took me about four years of "on and off" play and I think I only racked up 1500 hours, didn't know what I was doing until the 100 hour mark (struggling at floor 16, I was very resistant to using the wiki until after I effectively beat the game, but this is definitely a wiki/spreadsheet game if you wanna get good), didn't even access 50+ until 750 hours in (there were many walls and many inefficient strategies I wouldn't have had problems with if I read the wiki first). >>1792933 >chasing after a modern market and aiming for a younger audience Well what do you call Inferno then? Extraction shooter is a fairly recent genre that's on the upward trend, it might start overtaking BRs soon looking at the number and popularity of those games.
>>1792960 >what even was there to do after clearing floor 100 current TENGOKU climbs up to 351F. with all enemies getting a significant power boost every 30 floors or so. going past 200 will require maxxed out gear, the best decals, and a lot of planning and patience. past this point is where you start getting oneshot by bullshit. going higher than 100 also adds more Hardcore Haters to each floor. Hardcore Haters are the red-plated name ones that have a chance of dropping silver/gold chests and large amounts of killcoins. why do you want these chests? well... the point of playing past 100 is to collect TENGOKU blueprints and to, well, challenge yourself. this includes the 8 TENGOKU masks, and the 24 currently available TENGOKU weapons, which are powerful alt-variants of existing weapons. TENGOKU masks only drop from chests dropped by haters (8). TENGOKU weapons can drop from 3 types of chest, chests dropped by haters (8 in tengoku, 4 exclusive ultra rare to the NEO towers), chests after bosses(6, 4 exclusive ultra rare to the NEO towers), and chests specifically dropped by treasure tubers (2) in all my 6000 hours of playtime, and my two succesful climbs to 351F i've only ever found the blueprints for 2 masks, and 13 TENGOKU weapons, all of which but 2 came from hater chests. as illustrated by this graphic i made.
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>>1794201 what the hell anon?
>>1794201 average LET IT DIE player
>>1794201 😭flat chest so erotico😭
OP here. Looks like the good ol' Uncle is getting plenty of attention at the Tokyo Game Show. There's a whole lot of stuff being posted on Shitter and other places, so I'll try my best to keep up and collect the most interesting pics and videos I can find. Hey, you guys remember those silly gag videos that were being uploaded on Uncle Death's official jewtube channel every week or two, right? The ones where they had people sit in electric-shock chairs for laughs. Well, they decided to bring those shock chairs straight to the LID Inferno demo play rooms at TGS. (Of course, the visitors and employees have to sign a consent form to sit there.)
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(3.17 MB 1920x1080 Let it Die confetti.webm)

Fun easter egg: Did you guys know that if you repeatedly fire an empty Revolver weapon (glinty magnum, bonson magnum, or even lethal weapon) theres a % chance that it will just fire a shower of confetti? >>1798369 when the game blows up and fails like deathverse, remember where they put all the budget, on some childless, mid japanese hoes.
Posting some more TGS stuff. >Sorry to keep you waiting, Senpai! You're forgiven, Uncle, as long as the game is good. I'm still cautiously optimistic. But man, it's a shame they couldn't keep the original voice actor. It's just not the same without him.
https://archive.ph/HzEUW Here's a 4gamer net article all about LID Inferno's stage presentation at TGS. I ran it through machine-translation: >Director personally presents highlights of “LET IT DIE: INFERNO.” Focus on its pop visuals and slightly twisted worldview [TGS2025] >On September 27, 2025, at the 4Gamer booth during Tokyo Game Show 2025, a stage event was held for “LET IT DIE: INFERNO” (PC / PlayStation 5), which GungHo Online Entertainment will release on December 4. At this event, Director Hideyuki Shin presented the title, including live gameplay demonstrations. >Dino of Danjiki (right in photo), who served as the event MC, and guest speaker Yukio Naya. Both are professional wrestlers affiliated with DDT Pro-Wrestling. >LET IT DIE: INFERNO is the third installment in the LET IT DIE series, a survival action roguelite RPG. It inherits the worldview from the original LET IT DIE while shifting the setting slightly into the future. >Players take on the role of “Raiders,” beings who explore the massive hole opened in this world known as the “Hell Gate.” Raiders continue their search for the “Eye of Death,” a super-energy crystal slumbering within the Hell Gate, constantly battling each other. >The key visual depicts the hell of this world. >To explain it meta-physically, the interior of Hell's Gate is a procedurally generated dungeon, meaning its layout changes every time you enter. Your starting location, enemy placements, and the items obtainable from treasure-like entities are all unique encounters. >Each play session lasts about 15 minutes. If the player survives and returns from Hell's Gate, they can store the items they acquired in their inventory. However, if they are defeated, they lose everything they were carrying at that time. >Additionally, the “body” attached to the player's spinal cord increases in rank through exploration. Surviving allows them to maintain their rank, but defeat resets them to the starting rank. >This hands-on session used the “Uncle Death's Hospitality Edition,” available for trial play at the GungHo booth during Tokyo Game Show 2025. This version is reportedly designed to be more accessible and easier than the final product. For example, it offers only two selectable bodies compared to the full version, and the attacking enemies are set to be weaker. >According to Director Shin, the final version will be challenging enough that he wonders, “How many people will actually make it to the end?” >Additionally, while the original “LET IT DIE” received a CERO Z rating (for ages 18 and up only), this title has been rated D (for ages 17 and up). However, this isn't because the content has been toned down; the direction has changed, yet the insane atmosphere remains intact. Indeed, the interior of Hell's Gate is a bizarre space where elements like “festival stalls” and “subway stations” coexist. Enemies are strange creatures that seem to fuse living and non-living matter. Attacking these enemies causes them to spew vast amounts of bodily fluids before collapsing. Defeating the hamburger-shaped enemies that roam the area actually restores the player's health. Given how everything plays out like this, you can't help but agree: “Yeah, this is definitely not mild.” >Hell's Gate consists of three layers. Enemies grow stronger the deeper you go, but the items you can obtain also become more powerful. Naturally, a boss awaits at the deepest level, but you can't challenge it unless you meet certain conditions, like collecting a set amount of “Spiritium/SPLithium,” an energy obtained by defeating enemies. >In this presentation, the development staff handled the live gameplay demonstration, effortlessly clearing not only the path through Hell's Gate but also the boss battle with flawless play. In reality, it seems no attendees had defeated the boss by the time this event was held. >Guest player Naya-san also took on this game. Things started off smoothly enough, but as the enemies grew stronger, he began to struggle and was ultimately defeated. >And when the player survives and their body rank increases, they can obtain one of three “Cores.” Each Core has different effects, such as “Increased Attack Power,” “Increased Health,” “Increased Item Capacity,” or “Increased Special Move Usage,” which is the roguelite element. >After finishing his presentation, Mr. Shin described the game as “featuring pop visuals and a slightly twisted worldview.” However, he emphasized that the gameplay itself is quite substantial, aiming to stand apart from today's easy, accessible games. “We aimed to create a game where getting defeated makes you so angry you want to throw your controller, but by the next day, you think, ‘Hey, maybe I can do this?’” he explained, urging attendees to keep an eye on it.


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