@CORSAIR had a ton of new product announcements at Computex this week, these are the ones I’m most excited about! I can’t get over how cool these all are 😍
In 2016, a rare Vaporeon spawned in Central Park.
People abandoned cars and sprinted through the park to catch it.
For one summer, Pokémon Go turned adults into wildlife.
Sometimes even your PSU needs to be aesthetique ✨ (plus it matches all color loadouts no matter how many times you rebuild).
Dropping later this year: the HX1000i SHIFT CRYSTAL.
Look at those insides!
LOOK AT THEM 👁️
#CORSAIR#computex2026
"Your target audience is mostly men" isn't really accurate anymore, newer statistics report that almost half of gamers worldwide identify as women.
Bigger picture... who the FUCK cares when this game looks cool as hell
They never learn.
Your target audience is mostly men. Men want to play as men not women (unless their hot which we know you hate). we are SICK of seeing our favorite characters being replaced for diversity quotas.
Just stop already.
Subnautica 2 Design Lead Anthony Gallegos recently explained the reasoning behind the game’s no-killing policy in an interview with MinnMax.
Gallegos said the decision was not made because the studio opposes violence in games:
“We’re not like ‘we’re a game about pacifism’ or ‘we’re a non-violent studio’the studio was founded by modders who made Half-Life mods, and their first mods were all about shooting aliens.”
Instead, he said the team had two main goals. The first was to shape how players interact with the world:
“Our intent, actually, was two things. One, we wanted to avoid giving players the attitude that they were dominators over the world, because the message of the game was very much about people learning to live in parallel with the world they’re in.”
Gallegos also explained that the team wanted to preserve the sense of danger and tension and cited SOMA and Alien: Isolation as major inspirations:
“We’re really inspired by games like SOMA and Alien: Isolation.”
“If [SOMA] ever gave players the means to fight things, no matter how intentionally miserable they made the experience, players would always be like ‘it’s always better to master the crappy combat than it is to deal with the constant threat of the thing’.”
According to Gallegos, removing creature killing helps maintain the feeling of vulnerability and encourages players to survive, adapt, and coexist with the alien ecosystem rather than simply eliminating every threat they encounter.