Romance in Gaming

This week in honor of Valentine’s Day our team is discussing romance in gaming.
Let’s catch up with the team and hear their opinions on this topic.

Love is in the air, at least for some of us. Instead of celebrating Valentine’s Day traditionally, I find myself going on a tangent about romance in video games. Nowadays, romanceable companions and optional romantic storylines have become common mechanics in many games. Players can choose whether or not to engage in these elements, which often unlock additional dialogue, extra cutscenes, or even scenes woven into the main storyline. For me, these mechanics can elevate the overall narrative and make the experience even more meaningful.

My personal favorite example is Life is Strange, particularly the relationship between Max and Chloe. The story centers on two childhood friends reconnecting after years apart. While the core storyline remains the same, players have the option to deepen their bond and develop their relationship into something more. Choosing that path adds emotional depth to the connection they already share, and for me, it significantly enhanced my playthrough. That said, if I had not pursued the romantic route, it would not have diminished my overall experience. Instead, it enriched the story in a way that felt deeply personal and heartfelt, making it one of my favorite gaming experiences.

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—Andrew S., Asst. Producer


The romance mechanic that I was first introduced to was in the original Harvest Moon for SNES (now rebranded as the Story of Seasons series). Layered atop its addictive farm simulation, it let you court one of five eligible bachelorettes through gifts, conversations, and festivals – culminating not just in marriage, but in building a family with one or two kids.

What made it revolutionary was the realism and consequences: neglect her affection (by skipping dates or chores), and she could actually leave you. In 1996, this depth was unprecedented, turning a simple sim into an emotional rollercoaster.

The replay value was off the charts: five distinct paths meant five full playthroughs to unlock every story, each romance reshaping your farm life and legacy. It wasn’t a gimmick; it made every harvest feel personal, transforming the game into a truly immersive life simulator.

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—Kevin D., Client Success


When Valentine’s Day comes around, single me always ends up going back to games.
I don’t play many modern titles with romance mechanics anymore – not the way older games used to do it. But I often find myself reminiscing about the games I played in the past, the ones where romance wasn’t the main storyline, yet still had a meaningful impact on the experience.

A lot of older-generation JRPGs had this kind of system. My personal favorite is Growlanser. As the story progresses, you meet multiple heroines- and sometimes – you even have to unlock them through specific choices or hidden conditions. You add them to your party, spend time with them, give them gifts, and slowly build your bond.
And then, at the end, you get to see the heroine you connected with the most end up together with the main character.
There was something special about that. It wasn’t just about saving the world — it was about building relationships along the way.

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—Justin J., Asst. Project Manager


Romance in gaming has been a very interesting feature to follow over the years. From flirting in Thousand Arms (PS1) to beach side escapades in Final Fantasy XVI, intimacy has been a core part of deeper digital story-telling. I appreciate some of the character development which can only present itself in romantic scenarios. The surrogate sibling-partner relationship of Vaan and Penelo in FFXII was very tender, as well as the complex ‘love-lost’ dynamic between Ashe and Rasler.

Fun interactions emerge if you develop relationships with NPCs in DragonAge, which was the first time I could say I truly experimented with systems of this kind. They were fun, but ultimately I often found myself a little upset that I did not spend the time advancing the main quest, grinding exp or farming rare items.

Expedition 33 began the game with a very mature take on romanticism touching on life, loss, rebirth, and sacrifice, which I found quite refreshing, tho I felt the lush and lengthy expression, like many modern games, blurred the line between artistic expression and narrative chest-pounding – often wearing on the my patience.

While these moments resonate and echo in our own lives, I still find myself wondering if the heavy emphasis some games put on romance can lead projects astray. Clearly, these stories are created to bridge into a third dimension of engagement between the game and the player, and that’s fun to experience.

With the deep separation younger game audiences are experiencing due to living more and more digitally, I often wonder if romance in games is a nice diversion or yet another sign of growing divisions in modern society.

Either way, it’s nice to have more content which is not devoted to violence, min-maxing, and power fantasies . I just hope we, collectively, don’t forget to spend some time fostering the romance all around us in the physical world.

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—Mace T., Project Manager


That’s all for this week. See you next time! 
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Give Us Feedback on Our Blog!

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ASK GRAVITY: Your Feedback Matters!

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This week we are focusing on how you can share feedback, ask questions, and send us your suggestions.

 

The easiest way to get started is to go to https://support.warpportal.com/Main/

Register a new account or log in if you have one already.

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Once you’ve logged in you’re ready to create a “ticket” which will give us a way to track your special request.

Click “Start Ticket” to create a new ticket.

Ticket 1
In the Game dropdown, select the game your feedback is about.

Ticket 2

In the Type of Ticket (or Category) dropdown, choose Feedback / Suggestion.

Ticket 3

Finally, fill in the details and hit submit.
Thank you for helping us improve!

 


Gravity Interactive Game News

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Roulette Event
The Ragnarok Online Latin América (RO LATAM) Roulette Event gives you a fast‑paced way to turn your hard‑earned coins and in‑game progress into randomized rewards, from useful consumables to coveted upgrade materials that enhance your everyday adventures. Take a spin, test your luck, and [join the Roulette event to see what fortune has in store for your journey].

Illusion of Underwater
One of RO LATAM’s upcoming highlights is Illusion of Underwater, a high‑level dungeon where you can explore a deep‑sea trench and follow a quest about a missing comrade and mysterious abyssal energies beneath the ocean. Hunt special abyssal monsters and collect unique materials to re‑enter the dungeon, earning powerful underwater‑themed equipment along the way.

Royal Hunt
Another major upcoming event is Royal Hunt, framed as a royal decree inviting you to track down and defeat specific powerful monsters and bosses across the world. Complete assigned hunting lists to earn extra rewards and upgrade materials, turning your routine MVP and dungeon runs into structured bounties with enhanced incentives.

Monster Spotlight
Rounding out the upcoming offerings, Monster Spotlight shines a light on selected monsters and maps by granting boosted experience and/or drop rates for a limited time. This event nudges you toward particular zones, refreshing your leveling routes and farming spots while the spotlight bonus is active.


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ROS LATAM 2025 Finals
The Ragnarok Online Stars (ROS) LATAM 2025 Finals concluded on January 24, with Break Team claiming the championship title after defeating Asilo Digital in a decisive 4–0 victory.

In the third‑place match, Team Hervor defeated Dogo Bagre with a clean 3–0 result. As tournament champions, Break Team will receive USD 10,000 in prize money, while runner‑up Asilo Digital will take home USD 6,000 and third‑place finisher Team Hervor will receive USD 3,500.

Relive the exciting matches and watch the full replays with the links below.

YouTube Link
Twitch Link

Results Page

Thank you for spending some time with us, sharing your feedback, and catching up with some of the latest Gravity news!
See you next time!!

 


Give Us Feedback on Our Blog!

We’ve created a survey to help you leave your feedback on our blogs.
It’s short and easy to fill out with only two questions, so please take a look and help us!
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Round Table: Which Game IP Deserves a Comeback?

This week we are sharing favorite titles we would love to see make a triumphant return.

Nostalgia is strong with us this week. Let’s see what the team is still longing for…


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The Legend of Dragoon (PlayStation 1999)

With Ubisoft announcing the cancellation of The Prince of Persia: The Sands of Time remake and Capcom bringing back Mega Man: Dual Override, it got me thinking about game series that deserve another chance in today’s gaming world. With Baldur’s Gate 3 and Clair Obscur: Expedition 33 winning numerous Game of the Year awards, turn-based RPGs are clearly back, even if they never truly left in the first place. I believe Sony should also bring back a very underrated RPG released in 1999 for the original PlayStation, The Legend of Dragoon.

Like Expedition 33, The Legend of Dragoon built its main combat mechanics around quick-time events during a player’s attack turn. Players needed to successfully execute these QTE prompts to deal maximum damage or continue their attack combos, called “Additions.” Each character had their own unique Additions with various timings, and more became available as the game progressed. Players could choose an easier Addition with simpler QTE timing for consistent damage or attempt more difficult ones that dealt more serious damage but were harder to execute. There were also extra layers of strategy, such as choosing an Addition with many QTE inputs that dealt lower overall damage but built up the super meter faster, allowing players to unleash stronger attacks later on.

At the time, I felt this was a huge step forward for turn-based games, and it was only recently that I saw the game mechanic refined and expanded in Expedition 33. I hope Sony gives this hidden gem another chance, as I have always enjoyed the work of Japan Studio, now Team Asobi, and would love to see them create a modern RPG.

— Andrew S., Asst. Producer


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Mega Man X Franchise (SNES 1994)

Among the greatest games of my youth, Mega Man X4 stands out as my absolute favorite in the iconic Mega Man X series. Released in 1997, it revolutionized the franchise as the first to let players fully control two mechanically distinct heroes—X’s versatile arsenal and Zero’s blistering melee combos—while boasting what I (and many fans) consider the series’ pinnacle soundtrack, from the epic “X’s Theme” to unforgettable boss tracks.

It’s been over 21 years since the last mainline entry, Mega Man X8 in 2005 (excluding spin-offs and collections), leaving a gripping story of endless Maverick uprisings and Reploid evolution on a massive cliffhanger. With Capcom revitalizing Mega Man through successes like Mega Man 11 and the upcoming Mega Man: Dual Override in 2027, now’s the perfect time to continue the X saga. Capcom, give us Mega Man X9—the fans demand it!


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Super Mario RPG: Legend of the Seven Stars (SNES 1996)

Among the games that shaped my love for RPGs, Super Mario RPG: Legend of the Seven Stars reigns supreme—its whimsical story, iconic timed-hit battles, and unforgettable soundtrack (think “Forest Maze”) hooked me back in 1996 and never let go.

The 2023 Switch remake proved its timeless appeal, selling strong and earning critical acclaim. Yet 30 years after the original—and over two years post-remake—there’s still no sequel, despite endless material from Nintendo’s Mario universe: Rosalina, Bowser Jr., Pauline, and worlds from Galaxy to Odyssey begging for RPG treatment.

Nintendo, deliver Super Mario RPG 2! Keep the classic turn-based core with timed hits, but I’d welcome a hybrid action system like FF7 Remake for modern flair. Fans are ready—make it happen!

—Kevin D., Client Success


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Growlanser Series (PC 1999)

If I could pick one franchise for a comeback, it’s Growlanser. Same studio behind Langrisser, and it hit during that sweet spot when tactical RPGs were everywhere and console gaming was really taking off. For a lot of people, myself included, it was the game of that era. Still one of my favorites.
I’ve played many strategy RPGs over the years, but Growlanser always felt different. It wasn’t just the tactical battles. What got me was the storytelling, the way you could shape your party through equipment and skill choices, and how your decisions, down to romance options, actually changed things. It made you want to replay it just to see what you missed.
A lot of modern games lean into these massive, sprawling systems. Which is fine, don’t get me wrong. But Growlanser had this balance that’s hard to find now: deep enough to pull you in, but streamlined enough that the story and your choices stayed front and center. The branching paths, the political drama, the emotional weight, it all gave the series something that still feels pretty unique.
I’d love to see it come back with updated visuals and some quality-of-life tweaks, but without losing what made it special. Keep the meaningful choices. Keep those intimate character arcs. Keep that feeling that what you do, in battle or in dialogue, genuinely matters.
Here’s hoping it gets another shot. Not just remasters, though those would be nice. A real new entry that reminds people why Growlanser left such a mark in the first place.

 

—Justin J.,  Astt. Project Manager

 


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Genji: Days of the Blade (PlayStation 3 2006)
I’ve always had a soft spot for Genji: Days of the Blade. The visual design was great and its take on Japanese mythology felt more thoughtful than most games at the time. This one felt like a close cousin of the Onimusha series which I also enjoyed. Sure, it got caught up in the PS3’s rocky launch—remember that “giant enemy crab” moment?—but there’s real artistry here. A remake could finally let this game exist on its own terms.

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Shadow of Destiny (PlayStation 2)
Shadow of Destiny was unusual for 2001: no combat, just story and time manipulation. The weird thing about this one is you explore a German town trying to prevent your own murder – which already happened!
There’s a genuine mystery here, the kind that asks you to think rather than just react. In an era obsessed with dopamine hits and shooter mechanics, that patient, contemplative approach feels almost radical now.
This is exactly the type of game I’d love to see remade.


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Vagrant Story (2000, PlayStation 2000)
Honestly? Top of my remake wishlist. Square took a huge swing with Vagrant Story—the weapon crafting alone was absurdly complex—and it had this dark, oppressive atmosphere that felt nothing like their other RPGs. Matsuno’s fingerprints are everywhere: political intrigue, Shakespeare references, haunting art direction. I’d love a remake that smooths out those systems without dumbing them down. My one gripe was how Ashley felt removed from the plot, like you’re just observing this conspiracy until the very end. A modern version could fix that disconnect.

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Mega Man Legends (PlayStation 1997)
If there’s one game that deserves a second chance, it’s this. Mega Man Legends turned a brutal platformer franchise into an open-ended adventure with actual towns and NPCs you cared about. Kicking trash cans for money, chatting with Roll between missions—it made the world feel lived-in. Refreshing to play something that wasn’t chasing white-knuckle intensity. A remake could flesh out Kattelox Island more while keeping that warm, exploratory spirit.
These are the games I keep coming back to. They took risks that didn’t pay off commercially, but the ideas are worth revisiting.

—Mace T., Project Manager

 



That’s all for now! Thanks for hanging out with us.
We’ll be back next week for more gaming fun.

 
 

Round Table: What We’re Playing Now

This week we’re taking a look at what some of the team are playing in their down-time.
Let’s check it out!

Riot Games, Riot, Illustration, West Studio, League of Legends, winter themed character and creature illustration, girl sitting down in center with a teddy bear in hand, large bear familiar standing behind her with glowing blue eyes, winterblessed annie

I want to talk about the game that makes me see red and brings me great displeasure when it should be bringing me joy, and that game is League of Legends. I think I like it, since I keep coming back to it like an ex I know in my heart is not good for me. I play ranked, so maybe that is the reason why. It feels like being on a sinking boat with four other people. Everyone is trying to throw water out, but sometimes there is someone who is actively pouring it back in.

And yet, there is so much that I love about it. I genuinely enjoy the gameplay, and I absolutely adore the setting and characters that Riot Games has created. I am always excited to see the new content Riot introduces to its 17-year-old game. While not every idea turns to gold, they are one of the few companies that take the time to explain why certain decisions are made and are willing to reverse them when needed, sometimes improving them beyond their original state. I have nothing but admiration for them, both as a game developer and as a gamer. Then again, at times they continue to make question decision that make you want to scratch your head. I believe Tyler1 sums up my relationship with League.

—Andrew S., Asst. Producer


Out of all the games I rotate through, I’ve found myself coming back to Teamfight Tactics lately—and honestly, it reminds me why I loved it in the first place.

In a world full of flashy action games and fast dopamine hits, TFT feels different. It actually makes you think. Every match is a puzzle: managing gold, reading the lobby, deciding when to roll or level, pivoting comps when the shop refuses to cooperate, and positioning units just right before a big fight. You’re constantly balancing risk and reward, and one good decision can flip an entire game.

What I enjoy most is that no two runs feel the same. Even if you start with the same opening, the augments, items, and opponents push you down completely different paths each time. It’s the kind of game where you can lose and still walk away thinking, “Okay… I know exactly what I should’ve done better.” And then queue right back up.

Among all the modern games competing for attention, TFT stands out as something that rewards patience, planning, and adaptation. It doesn’t just test your reflexes—it tests how well you can read situations and stay flexible.

—Justin J., Asst. Project Manager


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Like many RPG fans, I have far too many games to work thru but, for 2026, I’ve decided to only focus on titles I have never played despite the call to replay my long-time favorites.

Currently, I’m working on Dragon’s Dogma 2 on PS5. I say ‘working on’ because I’ve been trying to get past one quest for a while now.
While the game feels more like a remake than a sequel, I’m really enjoying it. Certainly not one of Capcom’s more well-known series but it’s refreshing to get down to some straight-forward RPG adventuring without the typical dopamine spiking quests and activities found in many modern games. DD2 does a good job of slowing down the adventure and letting you explore. It can be faulted for a lot – and I mean A LOT – of backtracking, but the exploration has been one the most refreshing and rewarding times I’ve had lately.

On mobile, I’m logging in daily to Monopoly Go as I want some of the cosmetic rewards from the Harry Potter event which is in its later stages now.

It’s somewhat weird that I’m not knee-deep in a MMORPG right now as it’s still my overall favorite category but personal projects are pulling me out of that genre due to time constraints.

Looking forward to finishing Dragon’s Dogma 2 so I can try the upcoming Dragon Quest 7 Reimagined and Final Fantasy I on mobile. So quaint!

—Mace T., Project Manager


Thanks for checking out what we’re grinding in our free time.
We’ll be back next week!

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Round Table: AI in Gaming

This week, we discuss a hot topic in gaming and where we see the industry in early 2026.

My Take on Using AI

In simple terms, I stand on both sides. AI has become part of the industry, and the industry we have already been using it in countless areas without even realizing it.

If we narrow the focus to gaming, AI is becoming even more deeply integrated. From QA and customer support to asset creation, marketing banners, videos, and even full game development, AI tools are now everywhere. They are powerful, efficient, and often catch things that the human eye might miss.

But there is a trade-off. AI-generated work can lose some of the human essence—creativity, emotion, and the unique perspective that comes from lived experience. And no matter how advanced the model is, sometimes the results simply don’t match what a human mind can imagine.

That’s why we still need human professionals—not only to create and interpret ideas, but to guide, refine, and verify what AI produces. AI is an amazing tool, but it works best alongside people, not instead of them.

—Justin J., – Asst. Project Manager


AI in the gaming industry

When Larion Studios announced their next project, “Divinity”, I was beyond ecstatic. I fell in love with Baldur’s Gate 3, and I could not wait to play their next title. Just before the year ended, Larion Studios’ CEO interviewed with Bloomberg and said that the studio is experimenting with AI tools for the production of Divinity. Instead of creating more anticipation for Larion’s next title, it shifts the discussion to concerns of AI usage in the gaming industry. The discussion was so heated that Larion reversed the decision in their Reddit AMA. This is not just a one-off; Clair Obscur: Expedition 33 got disqualified for AI usage from the Indie Game Awards after winning their game of the year. This topic is not going away anytime soon in the gaming industry, but it begs the question of how the gaming companies should approach the usage of AI.

There is a current trend in mobile game marketing that highlights how developers tone down or completely remove annoying mechanics that are often stigmatized in mobile games, such as forced ads, paywalls, and gacha systems. Would players appreciate a similar approach if the studio clearly stated that their game is “AI-free,” or what about if the studios and developers were upfront about the type of AI they used? It could be something similar to Steam’s disclosure system, which highlights the type of AI that was used in the game. Should Steam and other gaming platforms allow users to filter games that include AI content so they can decide for themselves?

AI may be an inevitable tool in modern gaming development, but at the very least, being honest and transparent to the players who helped make gaming what it is (for better or for worse) may help them make informed choices about the games they want to support.

—Andrew S., Asst. Producer


Here’s the good thing about this topic: it’s broad and controversial.
That’s actually a good thing. It means we’re talking, figuring out where AI fits and where we want the gaming industry to go.

The danger? Letting fear and ignorance dominate the conversation. That’s true in gaming, and honestly, it’s true everywhere. When companies aren’t transparent about their AI use, it feeds that fear. People don’t trust AI in games because it feels like another step away from human creativity. Find out a game you love used AI without telling you? That distrust deepens. It’s disappointing if you’re against AI, sure, but I think it hurts more when companies just aren’t open about their practices in the first place.

And this lack of transparency is playing out against a backdrop of exploding costs.

Look at what we’re dealing with:

ESTIMATED GAME BUDGETS
Grand Theft Auto V (2013) – $137M
Star Wars: The Old Republic (2011) – $200M
Horizon Forbidden West (2022) – $212M
Last of Us Part II (2020) – $220M

These budgets have ballooned. In some cases, they now surpass what big-budget films cost. High budgets are no guarantee of success, either. It’s easy to see why companies are hunting for cost savings. We all know it’s not necessary to spend hundreds of millions to make a fun, rewarding game. Mobile games prove that every day.
But gamers expect more, even though game quality is already unbelievable. The consequence? Higher retail prices. I also think it’s inevitable that companies will keep cutting costs to please investors. Gamers don’t want mass layoffs, but as budgets and expectations inflate, the cost cutting has to come from somewhere.

This is where AI enters, whether gamers are ready or not. One trend we’re seeing, especially across the Pacific, is high AI usage in game production. It lets small teams scale and iterate quickly. The software industry has already been reshaped by AI coding, and that’s only going to accelerate as models get smarter. Games are a mixture of art, music, design, and software. AI is going to touch all of it, especially as companies look to rein in those ballooning costs.

For now, gaming companies are admitting to AI use, mostly for productivity: Ubisoft’s Ghostwriter for NPC dialogue, Unity’s Muse tools, Roblox’s generative textures. These are examples of companies being at least somewhat transparent, testing the waters with specific applications. But how long until AI becomes ready and accepted for full production? Not just for novelty or dialogue support like in inZOI, but woven into every layer of production the way we’re already seeing in China’s WeChat HTML5 game space?

Policymakers are watching. They’re just starting to draft AI legislation, which will essentially give companies permission slips to use AI more openly and at larger scale. But how AI will actually be used, how much it’ll reshape gaming, hiring, and whether companies will be honest about it? Still a mystery.

—Mace T., Project Manager


Thank you for spending your time with us while we think about this fast-changing and wide-reaching topic.

See you next week! Have a great weekend!

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