What The Dub?! is a party game built around a simple but highly effective idea: take awkward footage from B-movies, outdated public service announcements, and strange industrial films, remove part of the dialogue, and allow players to write their own replacement lines. Developed by Wide Right Interactive, Mark Zorn, and Kurt Wojda and published by Wide Right Interactive, it turns old-fashioned footage into a framework for improvisational comedy. Instead of relying on traditional objectives, reflexes, or complicated rules, the entertainment comes from the personalities of the people playing and their ability to transform an otherwise serious scene into something completely ridiculous. Each round presents a video clip containing missing dialogue. Players watch the setup and then submit whatever line they believe will produce the funniest result. Those responses are converted into speech and inserted into the footage, allowing the characters on screen to effectively perform the players' jokes. Everyone then votes for their favorite submission, with points awarded accordingly. The concept takes only moments to understand, making it especially suitable for groups containing people who rarely play video games. There is essentially no mechanical learning curve, although becoming good at the game means learning what kind of humor appeals to the particular group. The use of vintage and low-budget footage is one of its strongest creative decisions. Rather than functioning as an incidental visual backdrop, these strange films provide most of the setup for the comedy. Awkward acting, overly dramatic expressions, dated clothing, unusual editing, and unintentionally funny situations give players plenty of material to exploit. With more than 600 clips forming the core selection, there is enough variety to keep sessions moving without immediately exhausting the available material. Steam Workshop support further strengthens replayability by providing access to community-created clip packs, which can refresh the experience once the standard collection becomes familiar. Text-to-speech adds another important layer to the humor. Reading a funny response on a screen would work, but actually hearing a submitted line delivered alongside the original footage creates a much stronger punchline. The occasionally unnatural character of synthesized speech can even enhance the comedy. Extensive text-to-speech language support also makes the underlying concept accessible to a broader variety of groups. Since the humor itself is created by participants rather than being completely scripted by the developers, different groups can produce radically different experiences from identical footage. The multiplayer setup is intelligently designed for social gatherings. Up to six players can participate directly in creating dubs, while additional audience members can join the voting process. Participants use browser-enabled phones, tablets, or computers to enter responses and vote, eliminating the need to provide everyone with a conventional controller. Only the host needs to operate the main game. This makes setting up a local session considerably easier than party games that require numerous controllers, although everyone having access to a suitable connected device remains necessary. Remote play is possible as well, but it requires more organization because remote participants need to see and hear the host's screen to understand the clips they are dubbing. Screen sharing, video conferencing, or Steam's Remote Play Together functionality can therefore be incorporated into online sessions. The experience remains functional in this format, but local play arguably captures the concept at its best. Hearing everyone react simultaneously to an unexpectedly absurd line is an important part of the appeal, and that immediate social atmosphere can be difficult to reproduce perfectly online. Streaming support gives the formula another useful dimension. Twitch audiences can participate through voting, allowing the concept to work as interactive entertainment rather than merely something watched passively. Moderation and content-management options are particularly valuable because unrestricted player-written dialogue can quickly become problematic during public broadcasts. These tools acknowledge the unpredictable nature of user-generated humor without undermining the freedom that makes the premise entertaining. Presentation is deliberately straightforward. The interface primarily exists to facilitate the clips, submissions, playback, and voting rather than competing for attention. The wildly inconsistent quality of the archival footage effectively becomes the visual style, and that works surprisingly well. Cheap production values and outdated filmmaking techniques frequently make a scene funnier before anyone has even submitted a joke. Audio follows the same philosophy, using the contrast between existing movie dialogue and synthesized replacement speech to create much of the comedic effect. Its greatest limitation is also unavoidable: the quality of a session depends heavily on the participants. A creative group comfortable with improvisation can turn even an ordinary clip into something memorable, while quieter players or groups with very different senses of humor may struggle to generate the same energy. Voting can also become predictable when friends repeatedly favor particular styles of jokes. Long-term repetition is another concern because prerecorded footage inevitably becomes recognizable, although the substantial clip selection and Workshop integration help extend its longevity. Steam Deck is a practical option for hosting the experience. Steam currently classifies the game as Steam Deck Verified, making it a particularly appealing portable setup for gatherings. Its fundamental design also complements handheld use because most participants interact through their own browser-enabled devices rather than sharing the Deck itself. There can be considerations when using additional external controllers, but the central gameplay does not demand complicated controls or intensive handheld interaction. What ultimately makes the experience successful is its willingness to let players become the entertainers. The game supplies the setup, footage, speech system, voting structure, and social framework, but the participants determine whether a round becomes hilarious or forgettable. The enormous collection of strange clips, straightforward browser-based participation, Workshop support, remote options, audience voting, streaming features, and multilingual text-to-speech give a seemingly basic idea impressive flexibility. It is not a party game that guarantees laughter automatically, but with friends who enjoy improvisation and absurd humor, it can generate genuinely unpredictable moments that scripted comedy could never reproduce. Rating: 8/10