Every time I see yet another obscure game/platform article or video, I realise that I've once again forgotten how little most people delve into the history of their creative media. I'm teaching myself about Soviet clones and niche Japanese systems that came out before I was born, and some 20-something self-proclaimed video game historian is releasing a video titled "The most obscure game that NO-ONE remembers" and it's about Legacy of Kain or Space Quest or Sly Cooper or some other million-selling franchise that just hasn't had a new release in the last 5-10 years.
I'm waiting for these guys to get old enough to start seeing "world's most obscure game" videos about Minecraft and Fortnite.
AIX is pretty obscure as a gaming platform, though, I'll give you that.
That was my first take as well, coming back to C++ in recent years after a long hiatus. But once I really got into it I realized that those pointer types still exist (conceptually) in C, but they're undeclared and mostly unmanaged by the compiler. The little bit of automagic management that does happen is hidden from the programmer.
I feel like most of the complex overhead in modern C++ is actually just explaining in extra detail about what you think is happening. Where a C compiler would make your code work in any way possible, which may or may not be what you intended, a C++ compiler will kick out errors and let you know where you got it wrong. I think it may be a bit like JavaScript vs TypeScript: the issues were always there, we just introduced mechanisms to point them out.
You're also mostly free to use those C-style pointers in C++. It's just generally considered bad practice.