Okay, I’m sorry, but Aphelion? From the studio that brought us Life is Strange and Jusant? Y’all are really gonna go from “let’s cry about our feelings” to “let’s survive this hostile alien planet” in one fell swoop? Bold move, cotton. Let’s see how it plays out.
When I first saw Aphelion at the Xbox Showcase, I did a double-take. I mean, I know developers like to switch things up, but this feels like if Hideo Kojima suddenly decided to make a Candy Crush clone. “It’s about a spy… who matches three candies to disarm nuclear weapons.” Wait, that actually sounds kind of cool. Never mind.
Anyway, DON’T NOD has always been about those slow-burn, choice-heavy narrative games where you spend 90% of your time making characters cry and the other 10% wondering if you made the right decision. So seeing them tackle a third-person action game that looks suspiciously like Uncharted had me raising an eyebrow so high it nearly detached from my face.
Apparently, the devs wanted to throw us right into the action without any hand-holding. You know, because apparently we’re all experts at surviving alien planets now. No tutorial, no “press X to not die” prompts—just you, two crash-landed astronauts, and a planet that wants to eat them. Classic DON’T NOD move, really. They’re probably sitting in a room somewhere, cackling maniacally while watching players fumble through the first 10 minutes.
And speaking of mechanics, let’s talk about this manual ledge grabbing nonsense. Remember the early Tomb Raider games where you had to press a button to grab a ledge? Yeah, they brought that back. Why? Because apparently, we don’t have enough to worry about with the alien death machine chasing us. Now we need to worry about our digital fingers slipping too. Thanks, DON’T NOD. Really appreciate it.
The Nemesis (which sounds like a rejected Power Rangers villain name) is apparently blind but can sense movement. So basically, it’s a T-Rex from Jurassic Park with better production values. The devs cited Alien, Interstellar, and Arrival as inspirations, which is fair. But let’s be honest—we’ve all played alien games before, and there’s always that ONE that looms large in our memories. You know the one. The one with the dark corridors and the motion tracker that made you question every life choice that led to that moment.
What’s genuinely refreshing is that Aphelion doesn’t seem to be suffering from that annoying modern game disease where developers throw every gameplay mechanic at the wall to see what sticks. You know, the “here’s some platforming, now some shooting, now some stealth, now solve this puzzle, now quick-time event, now crafting, now base-building, now date simulation” approach. Instead, it’s focused. It’s about survival. It’s about not dying on this extremely pretty death planet.
And let’s address the elephant in the room: the “butterfly effect” is being downplayed. That’s right—your choices might matter, but they won’t be screaming “I REMEMBERED THAT” every five minutes like a needy ex. Instead, it’s more action-focused. Which, honestly? Good. My blood pressure can’t handle another “character remembers that you looked at them weird three chapters ago and now they hate you forever” moment.
Look, I’m not gonna lie—I’m cautiously optimistic about Aphelion. It looks gorgeous, the mechanics seem solid, and I’m genuinely curious to see if DON’T NOD can stick the landing on something so different from their usual fare. But part of me is just waiting for the twist where the alien planet is actually a metaphor for climate change and all the creatures are manifestations of our collective guilt over using plastic straws.
Whatever happens, one thing’s for sure: 2026 is gonna be an interesting year for gaming. Just remember to practice your ledge-grabbing skills now, because apparently, that’s a thing we need to worry about again. 🎯
Pixel P. Snarkbyte, widely regarded as the “Shakespeare of Sh*tposts,” is a video game expert with a unique knack for turning pixels into punchlines.
Born in the small town of Respawn, Pennsylvania, Pixel grew up mashing buttons on an ancient NES controller, firmly believing that “blowing into the cartridge” was a sacred ritual passed down through generations.
Pixel P. Snarkbyte: proving that life, much like a buggy open-world game, is better with a little lag-induced chaos.

