Bethesda Hit Hard by Layoffs, Studio Head Says “We Need to Change Course” – Rumor

Bethesda Hit Hard by Layoffs, Studio Head Says “We Need to Change Course” – Rumor

Between Obsidian apparently losing 25 percent of its workforce and significant impacts to id Software and ZeniMax, IGN is reporting that The Elder Scrolls and Fallout developer Bethesda has been hit “particularly hard” by recent layoffs.

Studio head Jill Braff allegedly sent out an email to staff, noting that these changes “reflect the realities of our industry and business – and our responsibility to ensure Bethesda is operating from a more stable foundation.”

“To be successful in the future, we need to change course. We must strengthen our business, return to sustainable growth, and ensure we can continue investing in our franchises and our players. I know that doesn’t make a day like today any easier.”

The current plan (until it isn’t the plan, as Xbox CEO Asha Sharma would say) is “to best position Bethesda for future growth.” According to Braff, that apparently means “shifting from a planning model primarily centered on what’s next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole.”

That would certainly align with rumors that anyone not working on The Elder Scrolls and Fallout is at risk. Of course, there are some exceptions, as Bloomberg’s Jason Schreier noted that work would continue on Doom, Quake and Wolfenstein. The latter reportedly has a TV show and sequel in the works, and seems relatively safe, even having some involvement with Arkane Studios (which is currently undergoing consultations).

With the demand for Fallout 5 and The Elder Scrolls 6 (announced over eight years with still no release date), you could argue that Bethesda should have shifted focus years ago. Of course, this seemingly means that Starfield is left in the dust following a disappointing new DLC and the Free Lanes Update, which failed to really reignite player interest, at least going by Steam numbers.

Stay tuned for more updates because, given the scale of layoffs, there are likely to be more changes inbound.

Lords of the Fallen 2 Studio CEO Says More Games May Go Fully Digital by 2027 or Sooner

Lords of the Fallen 2 Studio CEO Says More Games May Go Fully Digital by 2027 or Sooner

Rockstar Games deciding to forego discs with the physical release of Grand Theft Auto 6 along with PlayStation announcing the end of disc production in January 2028 will end up having larger ramifications on the gaming industry much more rapidly. In a social media post, CI Games founder and CEO Marek Tyminski has expressed the belief that the end of physical discs for games could come as early as 2027. He noted that GTA 6’s skipping out on discs “feels unfair to studios still backing physical.”

“Sony ending physical support from 2028 could slash disc releases as early as 2027 or even sooner,” he wrote. “Physical delivers far less revenue per unit to developers, longer lead times, and unnecessary costs in a demanding industry where many already lose money.”

While he confirmed that CI Games still plans to release Lords of the Fallen 2 on disc, he brought up the fact that the medium is getting “harder to justify” since physical copies account for less than 20 percent of game sales, with the vast majority coming from digital purchases.

“At $69.99, retail margin takes 25-35%, distributors another 10-20%, and physical production ~$10,” he explained in a follow-up post. “That leaves studios with just over $26 per unit — compared to ~$49 on digital at highest margin. It only gets worse as prices drop. Large publishers sit on the better side of the equation, but even they make significantly more per digital sale. From a pure ROI standpoint, the choice is obvious.”

Sony’s recent announcement has been followed up by many in the industry discussing the future of gaming. Among these is former PlayStation executive Shawn Layden, who called the decision a “fairly dramatic” one. While understanding the fact that digital game sales have been overtaking physical sales over the last several years, he noted that he wasn’t part of these discussions since he left the company back in 2019.

“I had no idea it was going to happen. I don’t necessarily agree with it, but I don’t work in the business any more. Maybe it’s just too prohibitively expensive to stamp out discs,” he said.

Notable game designer Hideo Kojima has also expressed concerns over Sony’s decision, noting that it might accelerate the process of all art going fully digital. This, in turn, would make it incredibly difficult for people to access things like books or music in case of a sudden emergency that blocks off digital access to these things.

“Eventually, even digital data will no longer be owned by individuals on their own initiative,” he wrote. “Whenever there is a major change or accident in the world, in a country, in a government, in an idea, in a trend, access to it may suddenly be cut off. We will not be able to freely access the movies, books, and music that we have loved. I would be a have-not. That’s what I’m afraid of. This is not greed.”

Interestingly, recent rumors have indicated that PlayStation might allow publishers to re-order discs for games that were released before January 2028 even after the deadline.

GTA6 shipping with no disc feels unfair to studios still backing physical — and it’s accelerating the shift. Sony ending physical support from 2028 could slash disc releases as early as 2027 or even sooner.

Physical delivers far less revenue per unit to developers, longer lead… https://t.co/gLkVTi5bDL

— Marek Tyminski (@tyminski_marek) July 5, 2026

At $69.99, retail margin takes 25-35%, distributors another 10-20%, and physical production ~$10. That leaves studios with just over $26 per unit — compared to ~$49 on digital at highest margin.

It only gets worse as prices drop. Large publishers sit on the better side of the… https://t.co/Tq4vqeNZd2

— Marek Tyminski (@tyminski_marek) July 5, 2026

Supercell starts developer grants program for African studios

Supercell starts developer grants program for African studios

Brawl Stars studio Supercell has opened applications for a developer grants program for game development studios across Africa.

Announced earlier in the week, Supercell is looking to support “exceptional” studios across Africa with equity-free grants of $20,000 to $200,000 to help them “reach their next stage of growth,” as well as strengthening an emerging ecosystem.

“Some of the most exciting creative energy and distinctive cultural narratives today are emerging from Africa, and we believe this talent will help shape the future of global gaming,” reads the announcement.

Applications officially opened yesterday, and will close on Sunday, August 9. The review period will run from August to October, with successful applicants being notified in October. Grant funding is set to begin in December.

While Supercell is primarily a mobile studio, it is welcoming applications across multiple platforms, genres, and business models. The program is meant to support studios, not individual projects, and said studios must be legally registered as such. “Applications from individual developers, hobby projects, or unregistered teams will not be considered,” Supercell adds.

Related:Xbox CEO amidst layoffs: ‘I think our core has to be healthy’

In addition, the studio’s primary operations and the majority of its team must be based in Africa to be eligible.

Supercell says that its developer grants are non-dilutive grants, meaning the company does not take equity or ownership in a studio or game as part of the program. The studios will retain ownership of their intellectual property.

Lastly, the company is expecting to select approximately three to five studios for the first cohort. Supercell recommends having the following ready before applying: a pitch deck, a gameplay trailer or video, links to previous games, a high-level funding plan and budget, and a playable build, although the latter is optional.

Aside from this grant round, Supercell has been investing in multiple studios throughout the last 10 years. The company invested $5 million in Redemption Games in 2018, picking up a minority stake. In 2021, it invested $2.9 million in Shipyard Games. Then, in May of this year, Supercell went from being a major shareholder of Metacore to acquiring the studio altogether following studio restructuring.

Far Cry 7 To Have 72-Hour Time Limit, Weapon Durability, Extraction Shooter Loop – Rumor

Far Cry 7 To Have 72-Hour Time Limit, Weapon Durability, Extraction Shooter Loop – Rumor

A new social media post by known Ubisoft leaker RogueTx reveals more details about the in-development Far Cry 7. The leaker has described the title as a “high-stakes PvEvP” extraction game where players have to scavenge for loot and survive the harsh maps and other players before they extract. The primary antagonists in the game are a sinister cult known only as the Sons of Truth.

The core gameplay loop is also slated to include a time limit – which was leaked earlier. However, in their latest leak, RogueTx has noted that the time limit has gone up to 72 hours. The main story will seemingly revolve around rescuing six family members. In terms of gameplay, Far Cry 7 will include safe houses where players can change and maintain their gear, with the latter being especially important since weapons will have durability. The map itself is also going to have its own challenges, which include grizzly bears, wolves, foxes, and deer.

The time for the story of Far Cry 7 first came to light when an audio clip from the game surfaced back in May. A core motif throughout the clip, which featured synth-styled music with heavy beats, was a constant ticking, similar to that of a clock. The same RogueTx also shared a picture of what appeared to be key art from the upcoming shooter, showing off its main setting, which will seemingly be in Alaska.

Another report has indicated that the development of Far Cry 7 has been a troubled one. Back in April, Insider Gaming’s Tom Henderson went as far as to describe it as “going through hell and back right now”.

Ubisoft itself has been largely silent about the project, aside from CEO Yves Guillemot noting that the Far Cry franchise currently has “two very promising projects” in development. While the more recent rumors seem to indicate that it is the title being developed under the codename of Maverick, thanks to its Alaskan setting and extraction shooter mechanics, another project, codenamed Blackbird, will seemingly take a more story-centric approach.

Things have been quiet when it comes to the Far Cry series since the 2021 release of Far Cry 6. The title, released on PC, PS4, PS5, Xbox One, and Xbox Series X/S, revolves around the island of Yara in the Caribbean, which is under the rule of the dictator Antón Castillo, who was played by Giancarlo Esposito. Players take on the role of guerrilla fighter Dani Rojas, who, despite initially wanting to escape from the island, finds themselves trapped there, working with other revolutionaries to depose Castillo.

Along with the typical sandbox-style gameplay you would expect from the Far Cry franchise, Far Cry 6 also introduced some new features, including animal companions and a special class of weapons dubbed Resolver Weapons, which gave players more ways to deal with different scenarios. The shooter also introduced a “Rank” system, providing a loose approximation of the challenge level in various parts of the game’s map when compared to the player’s own rank.

FC7

– High-stakes PvEVP scavenge and extract survival loop
– Sons of Truth
– Still Includes the Time limit as shared a while ago up to 72 hours since i last checked
– Rescue up to 6 Family Members
– Safehouse
– Weapon Durability
– Grizzly Bears, wolves, Foxes, Deers

— Rogue I Tx (@AgaiinTx) July 6, 2026

Splinter Cell Remake to Feature Destructible Environments, Expanded Non-Lethal Options – Rumor

Splinter Cell Remake to Feature Destructible Environments, Expanded Non-Lethal Options – Rumor

While Ubisoft has remained quiet about its planned Splinter Cell remake, a new rumor courtesy of known leaker RogueTx has revealed a few details about the upcoming title. Among other things, the leaker has said in a social media post that the game will feature quite a few upgrades over the original Splinter Cell, with enhanced visuals thanks to using DirectX 12 APIs and the modern Snowdrop engine, as well as gameplay improvements.

The biggest overall improvement will be the expansion of ways to deal with threats in a non-lethal manner. It is also expected to feature destructible environments, giving players more ways to navigate through its otherwise linear mission structure. Some of the expanded player tools include sticky cameras, gas grenades, and the ability to trigger or disable alarms manually. Player movement will also be expanded thanks to zip lines and the ability to slide down pipes.

Core features of the original Splinter Cell, like a meter to indicate how visible you are in a well-lit or darkened area, will also be returning, which indicates that Ubisoft isn’t moving away from the stealth gameplay roots that made the franchise so popular to begin with.

A recent report has indicated that the Splinter Cell remake’s release has been pushed back to 2027. It is likely being developed for PC, PS5, and Xbox Series X/S, and back in February, Ubisoft confirmed that development on the game was continuing despite company-wide layoffs happening at the time.

“Following the recent announcement of the final phase of Ubisoft’s global cost-savings plan and the discontinuation of projects, Ubisoft Toronto will be reducing its workforce by 40 roles,” said a spokesperson for the company. “This decision was not taken lightly and does not in any way reflect the talent, dedication, or contributions of the individuals affected. Our priority now is to support them through this transition with comprehensive severance packages and robust career placement assistance.”

“The Toronto studio continues development on the Splinter Cell game and serves as a co-development partner on Rainbow Six, along with supporting additional co-development projects.”

The remake of Splinter Cell will be the first release in the franchise since 2013’s Splinter Cell: Blacklist, which came out on PC, PS3, and Xbox 360. The original Splinter Cell’s story revolved around series protagonist Sam Fisher joining the National Security Agency’s newly-formed Third Echelon division, with his main mission revolving around the investigation of the disappearance of two CIA officers.

As is typical for a game in the stealth espionage genre, Splinter Cell is packed to the gills with plot twists and turns, with plenty of double crosses and inter-agency drama unfolding over the story. The title was released back in 2002 and served as one of the major competing franchises, going toe-to-toe with Konami’s Metal Gear Solid franchise at the time.

In terms of gameplay, Splinter Cell is beloved for its slow and methodical approach to stealth gameplay. Along with giving players the ability to shoot out light sources, it also included a light meter that would let players know how visible they would be to patrolling guards. Fisher himself was equipped with his iconic night vision goggles to help him navigate the dark environments of the game.

S P L I N T E R C E L L

Stuff

– Non lethal choices expansion
– Linear
– Dynamic Light shooting
– Snow drop
– DirectX 12
– Light & dark Meter
– Sticky cameras & Gas grenades
– Manual Alarm shi
– Destructible Enviromental
– Pipe slide & zip line shi

— Rogue I Tx (@AgaiinTx) July 6, 2026

‘I think our core has to be healthy’

‘I think our core has to be healthy’

Xbox CEO Asha Sharma wants the company’s core to be healthy, amidst a debacle of 3,200 job cuts and multiple divestments.

In an interview with Fortune published yesterday—the same day as the start of what Microsoft describes as the “most significant restructure in Xbox history“—Sharma outlined a number of steps to regain that “health.” The company will experiment with business models for hardware, such as lowering the barrier to entry with “buy now, pay later” programs, and Sharma emphasized that Xbox must be available on mobile and PC to meet players where they are.

Will this be enough? Even Sharma seemed unsure. “I think our core has to be healthy, and that will be necessary but not sufficient,” she told Fortune.

Yesterday, the CEO told employees in a memo that Xbox’s operating margins are three to 10 times lower than comparable businesses. As such, Sharma said Xbox needs a new business model. She stated the company has been battered by surging component costs, overextending its studio system, underfunding its popular franchises, and relying too heavily on vendors instead of fostering a self-reliant engineering culture.

Related:IO Interactive closing Istanbul studio after regaining control of Project Fantasy

“A healthy Xbox could weather the shock of the hardware crisis. With an unhealthy Xbox, it becomes really challenging, and it accelerates a lot of the changes we need to make,” Sharma said.

The hardware crisis the CEO refers to—which involves a component shortage driven by rampant investment in AI data centers (thanks, Reuters)—has been at the hands of companies like Microsoft. In the memo to employees, Sharma said the company must reset to navigate the crisis, which has dramatically inflated memory prices and by extension console hardware.

The memory crisis isn’t the sole culprit behind Xbox’s current state. Yesterday’s job cuts marked the fifth major round of layoffs announced by Microsoft since the company acquired Activision Blizzard in 2023 for almost $70 billion. Despite taking ownership of major franchises such as Call of Duty and World of Warcraft as a result of that merger, Sharma said Xbox’s core business has “weakened” in recent years.

“It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset Xbox, we will help independent creators succeed by providing open development tools and audiences to realize their vision.”

The layoffs are far from over. Xbox cut 1,600 jobs yesterday, with 1,600 more to follow during the next financial year. Multiple Xbox-owned studios have been caught in redundancies, including Obsidian and idSoftware. Meanwhile, Hitman developer IO Interactive announced the closure of its Istanbul studio, a direct result of Xbox choosing to pull financing for Project Fantasy, which was announced back in 2023. 

Related:Report: Roughly half of the id Software team have been laid off

The Elder Scrolls Online Studio Has Been Hit Hard by Layoffs, Content Roadmap “Will Be Shifting”

The Elder Scrolls Online Studio Has Been Hit Hard by Layoffs, Content Roadmap “Will Be Shifting”

In the midst of Xbox’s company-wide layoffs, it looks like The Elder Scrolls Online developer Zenimax Online Studios has been one of the hardest-hit studios. According to Kotaku, the layoffs have been bad enough that the studio has had to reconsider its content roadmap for the MMORPG, with community manager Jessica Folsom posting on the title’s forums that “the roadmaps we previously shared will be shifting.”

“Looking beyond Season One, the roadmaps we previously shared will be shifting. We want to take the time to evaluate the work in front of us and then lock down an updated schedule. While we’d love to share concrete details today, stepping back to get our plans straight will let us come back to you with a clear timeline.”

The layoffs at Zenimax Online Studios have been further confirmed thanks to LinkedIn posts by more than 20 now-former employees of the studio. While the total number of jobs affected by these layoffs at the studio is currently unknown, many of those let go had spent more than a decade working there.

The report has noted that Zenimax Online Studios has been hit by layoffs so hard that former employers are now unsure how The Elder Scrolls Online would even continue to function. It is worth noting that the MMORPG has only recently shifted to a seasonal content structure – a change from its previous expansion-based structure. Following last year’s release of the Solstice expansion, the MMO was set to kick off its first season later this week.

This is far from the first time Zenimax Online Studios has been hit with layoffs. Last year also saw job cuts, with a new in-development MMO codenamed Blackbird getting entirely cancelled and its development team being let go. Blackbird was going to be a new sci-fi IP entirely separate from The Elder Scrolls Online, and was noted as being in development since 2018. Much of the time was said to be spent on developing a new game engine to power it.

Due to this, Blackbird hadn’t yet entered full production by the time it was cancelled. Rather, it was expected to have done so “soon”, with Xbox having given the team approval to scale up its development efforts. Interestingly, former Xbox division boss Phil Spencer was rumored to have played early builds of Blackbird and had seemingly enjoyed it.

These job cuts from last year would culminate with many of the former employees of the studio founding their own development teams, including Sackbird Studios and Ironroot Games.

Recent reports have indicated that while the MMORPG team has been hit quite hard, other studios under the Zenimax banner won’t see development stopped on their own projects. This includes Bethesda Game Studios, MachineGames, and id Software.

“ZeniMax will be impacted significantly by the reorganization but will NOT be reduced to only Fallout and The Elder Scrolls, despite rumors over the last few weeks. The publisher will also still work on Wolfenstein, Doom and Quake,” said Bloomberg’s Jason Schreier.

For more on the recent layoffs at Xbox, take a look at our report.

Hitman developer IO Interactive shuttering Istanbul studio

Hitman developer IO Interactive shuttering Istanbul studio

007 First Light and Hitman developer IO Interactive (IOI) is closing its Istanbul studio. 

The news is a direct result of Xbox choosing to pull financing for Project Fantasy, an online RPG announced back in 2023. 

Although the Danish studio has regained full ownership of the project, it said it must now “find a new balance” as it charts a path forward. 

IOI had already confirmed it would be laying off an undisclosed number of workers in order to find stable footing, but has now explained it will also be shuttering its studio in Istanbul. 

“Following the end of our external finance partnership on Project Fantasy, IOI has regained full ownership of the project and our IP. We will continue to develop and fund it independently amongst our other projects. With this context, we had to find a new balance for the long-term future of the studio, focused on the success of our main internal core titles instead of external projects and potential mobile game derivatives,” said the studio in a post on X

Related:Report: Roughly half of the id Software team have been laid off

“This has meant making changes as well as proposed changes across our studios: the closure of our Istanbul studio and starting a process to part ways with colleagues who have been a meaningful part of what makes IOI what it is.”

IOI Istanbul was formed in 2023 to establish a hub for triple-A development in Turkey. IOI said the studio would play a “significant role” in the development of 007 First Light, Hitman, and Project Fantasy. It’s unclear how many employees worked at the location.

The closure was described as “necessary” by IOI. The company said it remains committed to bringing Project Fantasy to market.

“These are hard, but necessary decisions, in order to retain the long-term future of IO Interactive as one of the very few fully independent AAA developer and publisher, as well as to give Project Fantasy the best possible foundation to succeed under our own passion and direction,” it added. “Project Fantasy is a game, a world, and an IP that we are wholly committed to, and we cannot wait to share the love with you.”

Game Developer has reached out to IOI for comment.

Arkane Founder Asks Xbox How Much the Studio Would Cost “For a Friend”

Arkane Founder Asks Xbox How Much the Studio Would Cost “For a Friend”

While Xbox might still be thinking about what it wants do with Arkane, the original founder of the studio, Raphael Colantonio, has expressed interest in potentially acquiring Arkane. In a tongue-in-cheek social media response to Xbox CEO Asha Sharma’s announcement, Colantonio asked the company how much it would cost to acquire Arkane.

“Regarding Arkane… how much? I’m asking for a friend,” wrote Colantonio. While this might give fans of the studio some hope, it is worth noting that Colantonio was likely just joking about potentially buying Arkane. While he has gotten plenty of replies that add in on his joke, with fans asking if they can help the acquisition by sending him money, others have taken his social media post more seriously.

Interestingly, Colantonio has been quite critical of Xbox in the past. In July last year, he had called the company’s Game Pass subscription service an unsustainable business model “that has been increasingly damaging the industry for a decade, subsidized by Microsoft’s ‘infinite money’”.

This criticism came in light of heavy backlash against Microsoft for having cancelled a host of different projects, following quite a few layoffs. Colantonio’s sentiments were shared by Baldur’s Gate 3’s director of publishing, Michael Douse, who said that Microsoft’s “infinite money thing never made any sense.”

As part of Xbox’s recent layoffs, the company has announced that it is cutting approximately 1,600 jobs, with another 1,600 cuts slated to happen before the end of the fiscal year. Sharma also announced that Xbox is releasing four of its studios – Compulsion Games, Double Fine Productions, Ninja Theory, and Undead Labs. Arkane has also been targeted for some shake-ups. However, Sharma said that the studio was undergoing consultation while the company reviews “potential strategic options” with its Works Council.

“I know this is painful. These changes will directly affect people who have poured their creativity into building Xbox,” said Sharma. “Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved Xbox. Today’s decisions do not reflect their talent or dedication.”

As for Arkane, the studio has been working on Marvel’s Blade for quite some time. Rumors from last year have indicated that Arkane has also started working on an entirely new AAA game since 2024 after completing its “prototype validation”. This means that the project’s pre-production work had been wrapped up and that the studio had moved on into full production.

Arkane is popular among fans of immersive sims thanks to the studio’s work on games like Dishonored, Dishonored 2, and 2017’s Prey. In April 2025, Colantonio expressed interest in someday working on a new Dishonored game.

“I’d love to,” said Colantonio. “I mean, we’re talking totally hypothetically at this point – I could see myself working on Dishonored 3 right now because it’s been so long that, you know, why not?”

He also noted that developers at the studio had their own ideas for Dishonored 3. Whether the studio would ultimately go with ideas presented by Deathloop director Dinga Bakaba or those of series creator Harvey Smith remains to be seen, since the ideas hadn’t been pitched at the time.

Regarding Arkane… how much? I’m asking for a friend 😝

— Raphael Colantonio (@rafcolantonio) July 6, 2026

Roughly half of the id Software team have been laid off

Roughly half of the id Software team have been laid off

Doom: The Dark Ages developer id Software has reportedly been gutted during the latest round of mass layoffs at Xbox. 

Multiple anonymous sources have told Game Developer that around 50 percent of employees at the Texas-based studio have been laid off. One person claimed that equates to over 90 redundancies. 

Another source told Game Developer the studio’s QA department has been decimated by the cuts. One laid off worker posting publicly on Linkedin corroborated those claims and expressed anger at the studio being torn apart in service of “another ‘reorganisation’ of assets.”

It’s currently unclear how many of the 100-plus union members at id Software have been ousted.

The news comes just hours after Xbox confirmed it would be eliminating 3,200 roles across its video game division over the next fiscal year—starting with 1,600 cuts this week. 

In an internal email obtained by IGN, Bethesda president Jill Braff said the company—which is a sibling studio of id Software and others under ZeniMax—is being restructured around its biggest franchises. 

Related:Report: Obsidian losing around one quarter of its staff to ‘Xbox reset’

“To best position Bethesda for future growth, we are shifting from a planning model primarily centered on what’s next for each independent studio to one that focuses on our strongest franchises and determining the content roadmap that best serves our players and Bethesda as a whole,” reads the email.

A source familiar with the situation has corroborated the contents of Braff’s email and explained Bethesda will now be laser focused on Fallout, The Elder Scrolls, Wolfenstein, Doom, and Quake. They said Bethesda intends to make it easier for its development teams to collaborate but noted it will not be shuttering any existing studios.

Game Developer has reached out to Microsoft for comment. 

If you’re an Xbox employee impacted by this story and would like to share your views confidentially, you can email our news editor Chris Kerr or contact him on Signal (kerrblimey.43).

PlayStation’s Disc-Free Future Is Starting to Look Like a Walled Garden

PlayStation’s Disc-Free Future Is Starting to Look Like a Walled Garden

It’s official: PlayStation has returned to social media. Well, not the official Twitter account, but rather PlayStation Support US. After the company announced that it would no longer manufacture physical game discs after January 2028, the main account has effectively become a ghost town. No tweets, nothing. A peek at the support profile, which last told players that the PS5 Pro could enhance image quality on PS4 games and how it and the base console could capture gameplay, reveals exactly why.

PlayStation Plus cancellations. Pictures of physical game collections. Expletives. A modified version of PlayStation’s slogan to now say, “Play by our limits.” My favorite is probably the image from Metal Gear Solid 2: Sons of Liberty, except the “Colonel’s” dialogue to Raiden reads, “Corporations will abandon physical media, and the individual will own nothing at all.”

And on and on it goes for about 3,000 comments on one tweet.

If it wasn’t clear enough already, the decision to kill physical games has gone down poorly. Polls from different publications show that most readers are fine with the PS5 being their last console. A presidential candidate in France, Jean-Luc Mélenchon, lambasted Sony’s decision, stating that “video games are not mere merchandise, they are cultural assets, and the law in force must apply to them.”

Brazilian lawmaker Erika Hilton seeks to investigate Sony if it plans to announce digital-only titles and use them to push digital-only consoles. She also brought up a rather interesting issue in hindsight: how consumers paid more for consoles with disc drives, only to now be faced with a digital-only future. Remember when Sony was pushing for its optional Blu-ray disc drive? How it faced supply shortages and extensive scalping when the PS5 Pro was announced without one? Not even two years later, those who went to pains for the same have essentially been left high and dry.

But regardless, the result is clear: Most people utterly despise PlayStation’s decision. On the one hand, the direction is confusing – and we’ll get into that. On the other, it comes across as tone-deaf, especially with storage costs ever-increasing.

Of course, everyone knows why PlayStation is doing this, and it’s not just because the consumer base has trended more towards digital. This is also apparently far from a snap decision to help bring down the price of its next-gen console (especially because the real costs are tied elsewhere). But it all goes back to greed and the need to control its players’ purchasing power.

Remember that talking point from its last fiscal report about how 85 percent of its software sales for the quarter were full-game digital downloads? And how it was up by five percent year-over-year? When measuring the full-year ratio of downloads to physical sales, it actually turned out to be 78 percent. Furthermore, physical software revenue was actually up from 121.159 billion yen in fiscal year 2024 to 125.106 billion yen in fiscal year 2025 (though that also includes bundles and disc royalties from third parties).

There’s also that recent report by Alinea Analytics about physical sales splits for some of the top-selling PS5 games this year. Resident Evil Requiem reportedly sold 3.5 million copies on the platform, and about 27.8 percent is apparently physical. 007 First Light’s physical sales allegedly make up 21 percent of the two million sold on the platform. Ghost of Yōtei is perhaps the most egregious – a whopping 35.4 percent of the reported 1.2 million sold this year alone is physical.

Again, these are all estimates and not official data, but even if they’re off by five percent (give or take), there are still those out there buying discs in sizable enough quantities to justify their production. But in PlayStation’s eyes, all those physical copies simply represent a market ripe for resale, where they’re effectively cut out from any profits. This has long been a concern for the games industry for decades – who remembers the always-online DRM that Assassin’s Creed 2 had to combat piracy? So why is it taking such drastic steps? Games have become far more expensive and need to generate more sales to guarantee a return.

If Sony can dismantle the current ecosystem to funnel customers towards a digital-only future where it receives all the revenue, ownership be damned, it will go for it. It will even go a step further, as indicated by dynamic pricing on the PlayStation Store, to carefully control how much you save. Because everyone knows that those sales are meant to save the company money, not you. It’s even looking at potentially increasing the price of PlayStation Plus again in the future, presumably to spite all of you who played EA Sports FC 26 through your subscription.

To that end, Sony has also reportedly repurposed its disc manufacturing plant in Thalgau, which now plans to build microlenses instead. By 2028, it’s seemingly going from 300,000 discs daily to 30,000. It wouldn’t be surprising to see that volume drop even further, but if it wasn’t clear already, this has been a years-long plan. The fact that it’s finally set a deadline probably has less to do with the current memory and storage shortages, and more with trying to prop up the PS6 as its main digital tentpole.

How will this affect retailers? PlayStation said it would offer future titles in “digital formats only”…years after it announced it would no longer provide full games via digital codes for PS4. Obviously, this shouldn’t inspire much confidence in said retailers. But they’re effectively fighting to stay relevant, especially with the industry shifting more towards digital delivery, both in games and marketing.

How will it handle its partners and other publishers? Why, by allowing them to re-order discs for existing PlayStation titles after January 2028, according to a new report by Game File. That explains why it hasn’t completely shifted away from disc manufacturing. What about games launched after that date? What if you planned to release a game in Fall 2027 but another major release – say, The Witcher 4 – forces you to delay it to early 2028? Well, we don’t know, and at this point, it wouldn’t be surprising if PlayStation is similarly clueless.

All of this, every single bit, is the consequence of Sony being the market leader. It may dress up these decisions as adapting to “consumer trends” and aligning “more closely with how most of our community prefers to access and play games today.” But these decisions, from start to finish, are all for PlayStation’s sake, and nothing more. And its shareholders, lest we forget. After all, the stock price rose by a whopping 3.2 percent after this announcement. Mission accomplished, clearly.

For everyone else who wants to feel a sense of ownership, or just to be assured that their platform holder can’t just take away things on short notice – like PlayStation’s recent announcement to remove more than 500 Studio Canal movies, with no avenue for current owners to access them – well, you can’t. Unlike the forced PSN account linking, this isn’t just something that it can back down from at the slightest hint of backlash. Even if it ultimately delivers a compromise – like special $100 discs for collectors – PlayStation will just keep on keeping on, slowly shifting towards a market that it fully controls. Like an amusement park where you’re welcome to buy a ticket and stay for as long as Sony dictates rather than a product that you own.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Crimson Desert’s Huge New Update – 10 Things You Need to Know

Crimson Desert’s Huge New Update – 10 Things You Need to Know

Another Crimson Desert patch has officially gone live, and make no mistake – it’s a big one. Okay, maybe “fairly sizable” is a more accurate assessment, but consider for a moment that we’re currently in the fourth month of post-launch support (give it up for day 108). Between boss rematches, difficulty settings, new skills, balance changes, tons of new mounts and pets, re-blockading, and whatnot, how much more could the developer possibly add?

As it turns out, quite a bit. Version 1.13 adds new armor sets, but not just any, and Damiane and Oongka have seen their functionality increased further. New crafting recipes abound – including for items that really tie the room together – and even the dying system has received some enhancements. Without further ado, let’s dive into ten new features you need to know, starting with.

Oongka and Damiane In the Abyss

If you’ve ever played Oongka and/or Damiane, and scoffed because the floating isles of the Abyss were effectively closed off, the latest update fixes that problem. Both characters are now free to enter the previously Kliff-only world – a much-welcome change, especially if you’re using the isles to explore from the sky. Of course, this has resulted in some bosses (like the Clockwork White Horn and Draven, the Crowcaller) having their positions changed when challenging them to a rematch, but it’s worth it.

Boss Armor Sets

Perhaps the biggest new addition with Ver 1.13 is boss armor. Yes, you read that right, and it’s not even just a handful. Gregor’s Knight of Carnage armor, split across five pieces; five pieces of Tarandus the Ashen’s sick outfit (antlers and all); even two pieces from Demeniss’s grand general armor are available to equip for Kliff and Oongka (the latter now able to equip most of the former’s outfits). Lest you think Damiane would be left behind, she gets two outfits and one piece of the Masked Liberator armor. Granted, some sets (like Goyen’s) are remaining, but the developer has made some pretty great progress.

Dozens of New Equipment Pieces

And that’s not all, as 16 new pieces of armor and three pieces of headgear separate from the new boss armor have been added for Kliff and Oongka while Damiane gets eight new pieces. In total, there are 39 new pieces of equipment to hunt down. The developer says you can obtain them through quests, Achievements, shops and “other sources,” and if you’ve progressed enough through the story, some should appear as unlocked rewards. You can even stop by your friendly Back Alley Vendor to find a few pieces. Suffice it to say that the fashion game, aka the true endgame, is even bigger than ever.

Kuku for Kuku Gear

But if you need even more options for Damiane and Oongka, they can now equip Kuku sets previously meant for Kliff. That includes Marni Laser Helm, the Breeze-Step Boots (which means Meteor Kicks for days in your hand-to-hand combat as Damiane) and Rishi’s Boots alongside the Lightning-Resistant, Flame-Resistant, and Ice-Resistant armor sets. Besides more build variety, the inclusion of the latter three means you can shore up any resistances during specific boss fights.

Crafting Recipes for Elemental Armor

Remember the Frostcursed Plate Armor that every YouTuber and their mother was including in Crimson Desert thumbnails for the first month or so (and for good reason because it looks absolutely sick)? You can still run around and find it on your own, but you can now craft it courtesy of a new recipe. In fact, the Scorchflame Plate Armor and Lightning Bolt Plate Armor have also received crafting recipes. While not quite as fashionable, the fact that you can more easily access them for higher resistances, especially when mainlining as Kliff, is a welcome addition.

Hiding the Minimap and Status HUD

Among all the new additions and changes, especially for the user interface – which has come a long way since launch – it’s interesting how the developer never added an option to hide the minimap or your status. It may have taken months, but lo and behold, you can now fully immerse yourself in the boots of Damiane, Oongka and Kliff by turning off both. Head into Settings, then Other and the Gameplay tab to do so. And while it may seem counterintuitive, not all who wander are lost, especially with the sheer amount available to discover in Pywel.

New Special Attacks for Certain Enemies

Of course, if we’re talking about changes that weren’t exactly on the tippy-top of fan requests, there have been new special attacks added for specific enemies. We’re talking about the Flame Knight, the Wyvernflames, the Savage Fangs, and the Goldenscale Bandits. Why? Maybe it’s to provide even more variety when tackling re-blockaded forts, ruins, quarries and whatnot while upping the challenge. Or to surprise those who thought they would have an easy time disposing of them. Either way, be careful.

Bird of Prey (and Gathering)

The Iron Eagle and Phoenix can equip the Sigil of Valor, which means they can now attack your enemies. But even more intriguing is the Hunter’s Sigil. Ever wanted to gather items or retrieve specific prey from afar with your bird? This allows you to do that. Perfect for larping as a hunter on a casual shooting/meat-gathering trip.

Dyeing Disguises, Weapons and Secondaries

Even with its sheer selection of dyes and recoloring elements, Crimson Desert was missing a few notable options. Rejoice, for you can now dye certain disguises, even if it breaks the overarching lore and purpose of not drawing attention. But even better is the majority of weapons and secondaries can also be dyed, further increasing the number of fashion options.

Slideshots with Muskets and Pistols

Beyond the usual fixes – like an issue where you couldn’t use sliding attacks with specific gear loadouts – muskets and pistols have received a much-needed quality of life change. They can now be fired while sliding, and while it might not seem like a massive overhaul, it adds another mobility option for ranged fighters, especially when low on Spirit. Besides, the sheer style of sliding towards enemies while shooting them in slow-motion is tough to deny.

There are so many other improvements, like Oongka now being able to complete puzzles with Scatter Shot, new crafting recipes for four types of carpets, and, perhaps most adorably, summoned pets now resting in bed with your character. You also don’t need to worry about Focused Aerial Roll constituting a crime near NPCs, so if you want to harass the local populace without any consequences, now’s your chance.

However, it’s worth noting that Version 1.13 has affected performance, especially on the base PS5, even if you turn off chromatic aberration, depth of field, and whatnot. It seems to vary during certain sections – exploration seems better than the cities – but Xbox and PC players should also beware of potential performance hits. The issue has yet to be acknowledged, but given the development team’s quick turnaround, it should probably be fixed in the next patch, if not sooner.

It’s a shame given how much the current patch has added, but also somewhat expected, given the sheer number of variables, systems and whatnot. What else could be added, especially since the current roadmap ends in September (besides story improvements)? Your guess is as good as ours, but we’re excited all the same.

Watch Dogs 2 Feels More Special Than Ever, 10 Years Later

Watch Dogs 2 Feels More Special Than Ever, 10 Years Later

You could say that the original Watch Dogs wasted a solid premise thanks to a rather lackluster gameplay loop and story, and we’d have to agree. It was still a fun game, to be sure, but not one that would have us chasing down everything it had to offer. It was only logical, then, that we went into Watch Dogs 2 with mixed expectations, a sentiment we think we’ve probably shared with a lot of you who played the game.

Well, it had its own flaws, but the follow-up to the original title is one that we revisit from a time, a rare feat considering that it’s been a decade since it was released. It had a unique vibe, feeling a lot more energetic and more fun overall than its predecessor, while it cemented the franchise’s identity in many ways. What made that the case? We’re glad you asked.

Join us as we take a look at why Watch Dogs 2 manages to keep us coming back to its take on San Francisco even after all this time.

A New Stage And Actors

That take on San Francisco is our first stop, and we think it’s quite an upgrade from Chicago. The Bay Area was immediately brighter and livelier than the world from the first game, making it automatically feel like a world that was more inviting and explorable. There was more color, a better tech-focused undercurrent to the world you were exploring, and the sense that it was more than just a grim urban sandbox for us to let loose with our hacking skills. For an open-world game like it, this was a world that supported the fantasy it was selling, and even facilitated it in many ways. It made the standard set of activities feel more inviting, as a result.

Speaking of hacking skills, that’s where Marcus Holloway comes in. On the personality front, we found him instantly more likeable than Aiden from the first game, who came across as a little too somber for somebody with a skill set like his. Yes, his frustration at the situation he was in should be considered as a factor, and perhaps a strong narrative pillar for his lack of a sense of humor, but there are ways to add layers to characters like him. Sadly, Watch Dogs used none of them.

Marcus, in comparison, was then a welcome breath of fresh air. He was more willing to make a joke even in serious situations, for starters, and a whole lot more expressive about the situations he was in and how they made him feel. That made him a relatable protagonist who was still shouldering a heavy burden from the narrative, but didn’t let it get him down to the point where he became too much. It was a solid balance which helped him give the story a human center, while being a better flag bearer for the rebellious hacker character that it was hinged on.

Of course, there was DedSec, and his interactions with the hacker organization could feel a tad too exaggerated at times. The game tried too hard to sell a sort of loyal bond between the two parties, akin to Marcus joining a modern-day Assassin Brotherhood, even. Those parts were a little too cringe for our taste, but hey, we did say that the game had flaws right up top, didn’t we? While we’re on the subject of DedSec, we see it as a great way to bring in characters new and old into the story, but boy, was some of the writing around them awkward.

Clashing personalities and a differing sense of humor across a cast of characters working towards a common goal aren’t necessarily a good thing if the way those characters are interacting doesn’t justify that variety. In Watch Dogs 2’s case, that was a problem that came up too frequently with DedSec. There was humor, the hacker culture that they brought to the table, memes, and that undercurrent of youthful rebellion that was a reflection of their ideals and unwavering convictions, all of which didn’t come together well enough for the group to not feel a tad awkward.

But on the other hand, that awkwardness gave the organization a distinct flavor that worked very well to make them an interesting faction in the story and a crucial pillar of Marcus’s adventure. DedSec might have been occasionally cringe, but they definitely weren’t boring, commanding a presence in the game that might not have worked in some instances but rooted the organization as a key player in San Francisco’s hacking scene.

Well, we’ve talked about the stage, the setting, and the people. It’s now time to look at what they got up to in the game and why that’s a factor in keeping it relevant even today.

One Hack At A Time

Marcus didn’t just bring a dash of personality to the table in Watch Dogs 2. He brought a whole damn arsenal of tricks that made our time in San Francisco, his working relationship with DedSec translating to a gameplay loop that gave you a lot of versatility in potential approaches to a variety of situations. It was a hacking/stealth loop at its finest, and it’s one of the reasons we like to boot this one up from time to time and just cut loose in the city.

It worked best when you played it like it was intended, trying to avoid combat or gunplay as much as possible in a gameplay loop that was clearly built around you diving into the hacker fantasy and doubling down on that style of play. Of course, the option to just brawl it out was always there, but it clearly felt like it was merely a tool to try and get out of sticky situations. The combat is the weakest part of another otherwise solid chain, mainly because it clashed with the kind of character Marcus was presented as, while also clashing with the overall tone of the experience the developer was trying to sell.

We couldn’t help but feel like the game should have pushed nonlethal solutions over violent ones harder than it actually did. This was a game that had a brains-over-brawn approach baked into its very foundations, and failing to double down on that certainly cost it dearly in hindsight. With that being said, for those who embraced the nonlethal way, things were infinitely more entertaining than the first game and continue to be so even after subsequent additions to the franchise’s lineup.

The mission design is another aspect that really shines through in certain areas, the open-ended infiltrations being a great example. There were also hacking puzzles, and a fair share of objectives that were creative enough to have us delighted to take a crack at them. However, they were let down by predictable enemy patrols and control zones, more than a bit of repetitive mission structure, and the general feel of checking things off a list that had already begun to be a problem for the developer’s big releases.

The systems in place were strong, but neither the campaign nor the rest of the experience used them to their full potential. The result is a game that could have, and perhaps should have, been greater than it is, but is still a very entertaining experience nonetheless. Despite its flaws that stemmed from a clear lack of balance between its best features, Watch Dogs 2 managed to feel authored, bringing a specific mood that its cast sold very well, and its own cultural identity that was an important part of a world that was fun to exist in.

It’s fun in a way that even current-gen games that are bigger in their ambition and scope and cleaner in their execution fail to be as memorable as San Francisco with Marcus in it. But that’s exactly where the Watch Dogs franchise as a whole might have shot itself in the foot. While the first game felt too serious, this one went another way while paving the path for future titles to further distil the strong identity that the franchise came with and the specific experience that it was trying to sell.

The developer should have looked to double down on what made Watch Dogs click, refining it into a hacker-stealth game that didn’t need clunky melee and ranged combat. Yes, the first game had potential, and we’d say that it crawled so that the rest of the franchise could fly to whatever heights it could manage. Legion did do interesting things with DedSec’s London chapter, although the lack of one protagonist and a muddled approach to parkour and its cover mechanics were drawbacks.

Nevertheless, Watch Dogs 2 stands out as a title that was arguably the cleanest version of that formula. It may not be a masterpiece, with its uneven tone and gameplay not working in its favor, while the combat and dated open-world design further dilute its value proposition.

But look past its flaws, and you see a game with a vision that had a very vibrant energy to it, with systemic freedom and a whole lot of personality that make it stand out today. And that’s an achievement in a gaming world where there have been several takes on hackers that are now at our disposal.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

10 Best Games of 2026 So Far

10 Best Games of 2026 So Far

It’s hard to believe that nearly half of 2026 has flown by already and brought a ton of brilliant games along with it. And while you may think that it’s a relatively slow start to the year, considering how the rest of it is looking crowded in a way that’s frankly a tad overwhelming, that doesn’t mean that we haven’t had a few titles that we won’t forget even as we try to get through the bevy of good ones coming our way.

We sat back and thought about ones that have managed to make us grin to ourselves every time we think about them, and are happy to tell you about them. Without further ado, let’s get started!

10. LEGO Batman: Legacy of the Dark Knight

With a gameplay loop that was straight out of Arkham, a version of Gotham that was absolutely enjoyable to explore, and a lot of wit, charm, and humor thrown in, this one was music to the pointy ears of Batman fans, who’ve been rather starved of a solid take on the Dark Knight ever since Rocksteady’s Arkham Knight.

Everything a Batman fan wanted was right there, from a close look at Bruce’s early days before he became an urban legend that struck fear in the hearts of Gotham’s wrongdoers, to solid takes on the rest of the cast, and a whole lot of references to the character’s long and often complex presence in DC’s stories over the years.

It’s rare to see humor work so well in Gotham, a place where there usually aren’t many laughs to be found unless they’re the maniacal cackle of The Joker, but this one had us chuckling to ourselves even as we were beating criminals to a pulp as the Dark Knight. It’s both Batman and LEGO done right, and balanced so well that it has more than earned a place on this list.

9. Mouse: P.I. For Hire

The next one we’re talking about is another charmer set in a dark and gritty world. Jack Pepper’s investigation into a magician’s disappearance, all set in a stylized version of 1930s America with a population made entirely of rodents and shrews, was a solid tale and a very entertaining shooter packed into one well-animated package.

Intelligent writing, great characters, and a lot of spilled ink were the highlights of our time with this one, and while it could have used a bit of balancing to be just perfect, what was on offer was still quite fun to engage with. We found ourselves making cheese-related puns for quite a while after we rolled the credits on this one, and that’s saying something when you consider that the game itself drops a significant number of those over the course of its runtime.

This noir adventure’s definitely worth undertaking if you’re looking for a fun game to play before the rest of the year’s releases begin to take up your free time.

8. Pragmata

As the latest addition in a long line of bangers this year, Pragmata is definitely a strong addition to a solid lineup of games this year. As a shooter that has you working a hacking minigame almost in parallel, there’s enough innovation to a tried-and-tested formula to make it an interesting proposition right off the bat.

But Pragmata’s true beauty lies in how it integrates that innovation into a heartwarming, wholesome story that sees protagonists Hugh and Diana surpass their innate differences as a human and an Android to form a friendship that delivers quite the emotional payoff. That bond was helped along by a story that explored complex themes without delving into too much philosophy, leaving just enough room for a more direct, robust pace that was very welcome indeed.

We’re quite sure we’ll be seeing more of Hugh and Diana in the years to come, and that’s something that makes us quite happy considering that their first outing ended on quite the cliffhanger.

7. Saros

Carcosa is a place no one in their right mind would want to go back to unless the person in question is a fan of Returnal’s take on bullet-hell shooters. But this one took things up a notch on all fronts, and the result was a title that was unsurprisingly awesome while remaining grounded enough to make the story it was trying to sell us not only believable, but quite emotionally resonant as well.

Arjun was a protagonist with layers and issues of his own, trying to work with the rest of the cast to uncover mysteries that tested his resolve and sanity. Getting to go along on such an adventure, and the challenges that we faced at his side along the way, were not just a pleasure, but a test of our own skill and determination to see it through.

The difficulty was always there, and perhaps even an expected part of the experience. But what we didn’t expect was for the entire thing to have us somberly reflecting on the themes it presented, even as we tried to dodge and block attacks that were ethereally beautiful whilst also being efficiently deadly. This one’s quite easy to recommend and a great one from Housemarque.

6. Forza Horizon 6

We’ve always loved to join the Horizon Festival wherever in the world it takes us. But this one’s more than just a great excuse for some arcade racing and a bevy of car-related activities to take on. It’s an authentic take on one of modern gaming’s most popular destinations, and one that takes a lot of effort to nail down in a way that has us constantly ignoring the need for sleep in order to chase the next band that will unlock more of it to enjoy.

This one’s visuals and the weather system were already strong reasons to dive in, but what’s made us stay is how it brings Japan’s many locales to life in ways that make driving around and soaking in the sights as attractive an option as engaging in some high-speed races that can really get the adrenaline flowing.

Forza Horizon 6 is the franchise’s best version of the Festival yet, and it’s going to be quite a challenge for Playground Games to top this one. However, if any studio can achieve that feat, the one behind this masterpiece certainly can.

5. Nioh 3

You were probably waiting for this one if you’ve dived into Team Ninja’s third instalment in a franchise that already had a lot going for it before this one came along. But with two distinct playstyles, the return of the stance-based combat system, a truckload of weapons and builds, and a whole wide world to test it all out in, it’s easy to see why this one has had us returning to it whenever there’s a good bit of downtime to make use of.

The open-worldish approach to its level design works very well with an exploration loop that’s designed around collecting loot, experience, and secrets in a world where even a minute advantage can mean the difference between life and death. Of course, the enemies and bosses you face down are a highlight of the experience, with familiar foes and fresh new ones bringing a level of challenge that would be daunting if not for the plethora of tools you’re given to deal with them.

If you’re looking to cut loose and enjoy a combat system that absolutely slaps, in a world that’s designed to have you in fights more than you’re out of them, Nioh 3 is the best one to pick out of all the titles that have come out so far in 2026.

4. 007 First Light

Well, IO Interactive finally managed to make a Bond game that could top GoldenEye, and we’re glad that it did. Its take on a young, more reckless, yet equally charming version of Bond has landed quite well. The gameplay loop on offer is equally captivating, making good use of the studio’s experience with great combat and stealth gameplay to deliver a title that could have you diving into a new playthrough just to satisfy your own curiosity about how different missions could play out if you were to make varying choices.

Open-ended level design, brutal combat, cool gadgets, and, of course, some very memorable set pieces help this one tell a story about Bond that hasn’t been told before. The gameplay lets you be the man himself in ways that are so darn satisfying they’re hard to describe to somebody who hasn’t joined in on the fun. And best of all is the fact that they work so well together that this one’s a title we can’t get enough of.

The Hitman DNA from IO’s previous work is in there, but it’s been used so well in First Light that it makes the game stand on its own well enough to be a strong addition to what the year has had to offer.

3. Pokémon Pokopia

A life sim and builder that weaves Pokémon into the mix? That’s clearly a recipe for success, but things could always go wrong if the execution falls flat. That isn’t the case with Pokémon Pokopia, and it’s a delightful blend of Animal Crossing and the popular anime, one that’s enough to keep you spending hours in the rather desolate version of Kanto it presents you with.

Joining Ditto in an effort to build the land into one where trainers and Pokémon can live their lives to the fullest was so full of fun and charm that this one grew on us pretty quickly and hasn’t outstayed its welcome even though we’ve been playing it for nearly three months now. There’s always something to do here, and it’s often so endearing that you can’t help but smile as you go about your day in the game’s world.

Pokopia is a great game irrespective of whether the anime and manga were a part of your childhood, and might even get you started on an obsession that many of us have carried all our lives.

2. Crimson Desert

We’re sure you’ve already guessed that, and Crimson Desert definitely ranks high among 2026’s best. Pywel’s a world that we just can’t get enough, as this one’s an evolving experience that’s constantly bringing new ways to engage with everything it has to offer.

Kliff’s fight to unify the land and return the Greymanes to their former glory might not have been released in the best of states, but this one’s managed to go past all of those initial hiccups to become an open-world experience that’s walking the line between single-player and live-service in a way that’s kept us on our toes.

It doesn’t get better than this as far as open worlds are concerned, although GTA 6 could come along and force us to sing a different tune. Nevertheless, Pywel’s a place of many fond memories, and that isn’t going to change even if Rockstar manages to pull us away from it for a while.

1. Resident Evil Requiem

Two protagonists, two different playstyles, and a setting that brought the story right back to where it started were all factors that worked in this one’s favor, to be sure. But it’s in the way that all of that was handled that made this one genuinely feel like a celebration of the genre’s long-running history.

Leon’s amazing fighting style worked well as a contrast to Grace’s sincere vulnerability in a story that could have had better big bads but was nonetheless quite revelatory as far as the franchise’s meta narrative was concerned. It was also a way to set up a future in which its entire cast could, and perhaps should, work together to take on a world that’s been forever changed by the adventure on offer here.

Requiem is Resident Evil at its finest, and there’s no bigger compliment that we can give it than that.

And that’s a wrap on our picks for the first half of 2026. We’re sure that this one’s going to have you nodding at most of the ones we’ve liked even as you think others should have made the cut. Either way, it’s been an exciting year for video games, with a very heavy second half that’s sure to keep us all on our toes. Bring it on, we say!

Assassin’s Creed Black Flag Resynced – 5 Big PS5 and PS5 Pro Upgrades Revealed

Assassin’s Creed Black Flag Resynced – 5 Big PS5 and PS5 Pro Upgrades Revealed

July is here, which means that there’s only a little over a week before we get to revisit the Caribbean, hopping aboard The Jackdaw, where Edward Kenway’s rise to prominence amongst the Assassins waits to greet us. We can’t help but look back to the time when Black Flag took the world by storm, when it was released around the time the PS4 and Xbox One marked the beginning of a new console generation.

The game was definitely a looker then, and the developer made good use of the hardware on offer to make it an experience that we couldn’t forget. Indeed, the story and gameplay on offer were probably why Resynced has managed to see the light of day amid a slew of other great titles in the franchise’s illustrious history. Of course, things are different now, and it looks like the developer is preparing to replicate the feat it achieved with last-gen hardware by making full use of what the PS5 and PS5 Pro have to offer.

If you’re thinking about sailing the high seas with Edward, Adewale, and the rest of the pirates on your PlayStation, we’ve got a few things you might like to keep in mind before you go ahead and pick up a copy of Resynced.

1. A Bunch of Graphic Modes For All Preferences

Beginning with what you’re going to find with respect to resolutions and frame rates on your consoles, Resynced is bringing quite a bit of flexibility to the table for both the base PS5 and the Pro.

Beginning with the PS5, you’ve got three options. There’s Performance, which targets 60fps with standard ray tracing for a smoother experience that keeps the resolution at an upscale 2160P. That’s a welcome option for those of us who want to make the most of the new combat system, which looks geared towards quick reactions to readable animations, a facet that this mode would serve very well.

There’s also Fidelity and Balanced, which deliver the same resolution as Performance, with extended ray tracing and target frame rates of 30 fps and 40 fps, respectively. We’d say that if you’re not going for Performance, Balanced is the clearly better option, although some of you might still prefer Fidelity despite the same resolution on offer.

The PS5 Pro is where things get interesting, though. We’ve got the same three modes on offer, with the same resolutions and target frame rates, but ray tracing is extended across the board. We’re diving into what that means in just a minute, as the differences are a crucial part of what sets the two consoles apart as far as this one’s concerned.

These are all factors that can work to make Resynced feel like quite a remake of the original version, which was limited by what the consoles it was played on could do back in the day.

2. Differing Approaches to Ray Tracing

It’s also important to know that while the standard ray tracing offers global diffuse lighting for the game world, extended ray tracing covers even reflective surfaces, which is sure to make a huge difference in a variety of locales where water, rain, and other factors necessitate the need for better reflections to make the entire experience more immersive as a result.

Diving deeper into what that means, the developer has elaborated on how ray-traced global illumination is going to work dynamically under the hood, ditching the original Black Flag’s precomputed lighting systems to let the Caribbean’s natural light react appropriately to factors like the weather, time of day, and the environments you’re exploring. Diffuse lighting makes light react more naturally to surfaces for better shading in various environments and once again adds a bit of realistic flavor to the entire game.

Both of these are a part of the PS5’s offerings in Performance Mode, but both Balanced and Fidelity offer Specular Reflections, which influence wet wood, the spray from the ocean, metal, and a whole lot more to make the world feel more alive and responsive to your movements as a result. It’s probably going to be tough choosing between the two approaches, unless you’re on the PS5 Pro, where all of what we’ve outlined is going to be a part of your experience irrespective of the mode you pick.

3. No Compromises on The PS5 Pro

 

In addition to global illumination, diffuse lighting, and Specular Reflections making up a complete ray-tracing package across all of the three graphical modes on offer, there’s also the fact that Resynced on the PS5 Pro is going to be making full use of Enhanced PSSR, which is sure to make the upscaled image look a lot better than the PS5’s take on it.

The result is that the PS5 Pro could make the choice between Performance and the other modes a whole lot easier, and any differences between them are going to be quite hard to spot unless you’re actively looking for them. Of course, there are going to be a few things in favor of Fidelity Mode in case you’re wondering if there’s any reason to go for it in the first place, thanks to that 30 fps frame rate target. Well, we’ve got something for you to cheer about if that’s been on your mind.

But it’s quite clear that the PS5 Pro’s additional firepower is going to make Resynced feel very different from the Black Flag you know and love, and that’s good news considering how excited we’ve all been to get our hands on this one.

4. Strand-Based Hair

This one’s for the PS5 Pro and is probably a reason for you to choose Fidelity Mode if total immersion means more to you than better frame rates. Strand-Based hair tech is on board in Resynced, and is going to be working its magic on Edward across all three graphical modes on offer. That extends to the cinematics as well, and it’s going to be interesting to see Blackbeard’s take on a Black Flag in action with the new tech in action whenever he takes the stage.

However, Fidelity Mode extends that offering to NPCs in Edward’s vicinity, which could make for an interesting sight in situations where the wind works its magic, which happens quite a lot in this one, considering a significant portion of your time is spent on the Jackdaw’s deck at sea.

5. A More Focused Caribbean Simulation

 

The Anvil Engine was vastly improved in Shadows, and is set to bring all of what it achieved in that one and more to the table in Resynced. For starters, the weather is going to be quite dynamic this time around in comparison to Black Flag, as the system is going to work with several variables like temperature, humidity, wind, and the density of vapor coming off the ocean, making them play off each other to create the sort of unpredictable conditions that the seas are known for. That makes the seas behave more treacherously as you sail along them, just like they would in the real world.

The winds are going to make things on the shore just as dynamic, affecting the movements of clouds and causing storms both on the sea and land. They’re also going to affect the flora you find around you, which could make exploring dense forests a visual treat, while cloth, particles such as leaves, the sails of your ships, and your character’s hair are all going to be influenced by its passage.

There’s also the ocean to consider, and the developer’s water physics have been drawing a lot of well-deserved praise ever since Odyssey hit the shelves. Well, there’s a lot to like in Resynced as volumetric foam generation, dynamic bubble systems, physics-based water rendering, and new tessellation techniques allow the water to react to the wind, weather, and your own movements through it with a level of realism that the original game simply could not have managed. It’s very interesting stuff, and we can’t wait to see how it all comes together to make the world in Resynced feel as lively as Edward’s personality as he engages with it all.

And that’s about it for this one. While it’s clear that the PS5 Pro is bringing a lot of upgrades over the base console for Resynced, we’d say that even the PS5 is going to bring a new layer of immersion to the Caribbean. We’re certainly going to be diving into the experience on both consoles, and you can be sure we’ll be telling you all about what we find once we set sail on the Jackdaw when Resynced releases on July 9, 2026, for the PS5, PC, Xbox Series X|S, and PS5 Pro.

Until then, let’s hope that the developer is looking at some favorable winds in what’s been a rather tough few years for it.

Xbox Layoffs Won’t Stop Work on Doom, Quake and Wolfenstein

Xbox Layoffs Won’t Stop Work on Doom, Quake and Wolfenstein

In light of Xbox’s recent mass layoffs, there has been plenty of concern regarding the fate of the many projects likely under development at ZeniMax. Previous reports had indicated that anyone not working on either Fallout or The Elder Scrolls would be targeted by the layoffs.

However, Bloomberg’s Jason Schreier has noted that, while the company is going to be affected, it won’t be reduced to just working on the two franchises.

It is worth noting that there are plenty of studios that operate under the larger ZeniMax umbrella. Along with Bethesda Game Studios itself, the company also includes id Software, MachineGames, and Arkane. In a social media post, Schreier has said that the company will continue to work on its other franchises, including Wolfenstein, Doom, and Quake.

“ZeniMax will be impacted significantly by the reorganization but will NOT be reduced to only Fallout and The Elder Scrolls, despite rumors over the last few weeks. The publisher will also still work on Wolfenstein, Doom and Quake,” he posted.

Xbox announced its layoffs through a letter sent to its employees and then published online, titled “Resetting Xbox”. Through it, CEO Asha Sharma announced that Xbox was cutting around 1,600 jobs today, with another 1,600 planned for the rest of the fiscal year. Along with this, she also revealed that Double Fine Productions and Compulsion Games are going independent, while Ninja Theory and Undead Labs are being sold to another company.

“I know this is painful. These changes will directly affect people who have poured their creativity into building Xbox,” said Sharma. “Many joined us through acquisitions, while others were recruited here, or sought us out because they loved this industry and loved Xbox. Today’s decisions do not reflect their talent or dedication.”

Along with the four studios listed, Sharma also revealed that Arkane is going into consultation to “review potential strategic options”. What this means for the studio’s current project – Marvel’s Blade – remains to be seen.

Sharma also announced that Xbox is getting a new COO. With the now-former COO Dave McCarthy retiring after a 17-year stint at Xbox, the role is being taken up by Helen Chiang, who previously worked on growing Xbox Live and Minecraft developer Mojang.

“She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results,” said Sharma about Chiang.

The Xbox division as a whole is also undergoing streamlining, with many of the management layers across the company being reduced. Sharma noted that, in some instances, Xbox had 14 layers of management between studios and decision makers. This led to slower decisions and blurred accountability.

Moving forward, the company is aiming to have a maximum of five management layers for its various studios to deal with, and where possible, it will try to go down to only three management layers in a bid to ensure that the process of development is simplified with things like shared services, cleaner code bases, and reduced vendor spend.

ZeniMax will be impacted significantly by the reorganization but will NOT be reduced to only Fallout and The Elder Scrolls, despite rumors over the last few weeks. The publisher will also still work on Wolfenstein, Doom and Quake.

— Jason Schreier (@jasonschreier.bsky.social) 2026-07-06T13:36:37.175Z

FIRST LOOK: Scramble Star Crossing

FIRST LOOK: Scramble Star Crossing

With so many games on the market and more coming every day, it’s hard to decide which titles to zero in on. In an effort to get eyes on promising new projects, GameCritics.com is now featuring First Look pieces like this one, which show the opening chunk of a game and share thoughts and impressions on gameplay, narrative, lore, and more.

Want to suggest something for us to check out? Be sure to leave a comment and let us know!

The subject of today’s First Look? Scramble Star Crossing

From the Black Voices in Gaming showcase, I took a look at Scramble Star Crossing by developer and publisher Dusk Sharp. From the trailers, it looks like a mix of Puyo Puyo-style puzzling in a hand-drawn pastel world. On planet Nesson, clearing stars is a job and a professional sport! Players take on the role of Alice, a promising rookie, as they work through the star clearing championship. Check out our first look, and more of the game below!

Steam: Scramble Star Crossing

Eugene grew up playing other people’s videogames. He didn’t have his own console for some time, and has many memories of playing games his friends owned and beating them. Once he saved up enough money, he finally bought a Sega Genesis secondhand and started a gaming library of his own.

While Sonic and Street Fighter were great places to start, his first love was Final Fantasy X when his dad bought a PS2. Ever since, that love for gaming has evolved — there are a number of game worlds out there, and he intends to explore them all. RPG to horror, platformers to casual and everything in between — if it’s available, he’ll play it.

While his time is short between writing reviews, tabletop gaming, and attempting to start a cheesecake business, he has caught all 806 1025 Pokemon and can speedrun Star Fox 64 in less than 40 minutes. He’s always looking for new things to try and new challenges to conquer. You can find him on X by searching @eugene_sax, or on Bluesky at eugenesax.bsky.social.

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Xbox Appoints Helen Chiang as COO, Studios to Only Have Maximum of 5 Management Layers

Xbox Appoints Helen Chiang as COO, Studios to Only Have Maximum of 5 Management Layers

As part of the recent layoffs at Xbox affecting around 1,200 employees for now, with roughly 3,200 total layoffs planned for the rest of the fiscal year, CEO Asha Sharma has also revealed plans for the future of the division. These plans include resetting the platform as a whole and resetting how the Xbox division operates.

In a post titled “Resetting Xbox”, Sharma has said that the division’s management layers will see reductions to a maximum of five layers, and where possible, the company will only have 3 layers for its various studios. Through this “flatter organization built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved with the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes,” Sharma wants to streamline the company’s overall workflow. This will include having a cleaner code base, shared services, and vendor spend being reduced by 50 percent.

The reasoning behind this was the fact that Xbox sometimes had 14 layers of management between the studios and the decision makers. Along with this, the company also suffered from ballooning team sizes, with platform teams being 40 percent larger than they were when Xbox Series X/S launched, despite a decline in player base and play time. “That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players,” said Sharma. “As we reset Xbox, we will simplify.”

Another core part of the future of Xbox is the appointment of a new chief operating officer (COO), who will have end-to-end profit and loss responsibilities across content, hardware, platform, and services. The role is being taken up by Helen Chiang, who has previously worked on building up Xbox Live and Minecraft developer Mojang. Chiang’s appointment means that former COO Dave McCarthy is retiring after having worked at Xbox for 17 years.

“She will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results,” said Sharma about Chaing.

Sharma went on to note that the aim of these changes is to make sure that Xbox has a “bigger future” going forward, and “not a smaller one.”

“The next decade of gaming will be larger, more global, and more creative than anything we’ve seen before. This year, we’ll invest as much in Xbox as we ever have, but we’ll invest with greater focus, greater discipline, and greater clarity, all in service of making Xbox where the world plays and creates.”

As part of the layoffs hitting Xbox, Sharma had also confirmed that four studios – Ninja Theory, Compulsion Games, Double Fine Productions, and Undead Labs – are being released. While Double Fine and Compulsion Games will be going independent, retaining their IP in the process, Ninja Theory and Undead Labs are being sold. Microsoft hasn’t yet revealed any details about which company is acquiring the two studios, and whether the games they are working on – Senua and State of Decay 3 – will see the light of day.

Xbox cutting 3,200 jobs and parting ways with four studios

Xbox cutting 3,200 jobs and parting ways with four studios

Microsoft has commenced what it describes as the “most significant restructure in Xbox history” and confirmed it will be eliminating 3,200 roles across its video game division by the end of the current fiscal year. 

The company has laid off 1,600 workers immediately with more cuts to follow. Four studios are being jettisoned from the Xbox Game Studios ecosystem, with South of Midnight developer Compulsion Games and Psychonauts maker Double Fine both returning to independence with full ownership of their respective IP catalogs. Ninja Theory and Undead Labs have agreed to join new ownership with the financing required to bring Senua and State of Decay 3 to market. 

Arkane Lyon has begun a consultation process that Microsoft said will allow the studio to “review potential strategic options.” It’s unclear whether this will result in the closure of the Blade developer or another studio exit.  

In a message sent to Team Xbox employees earlier today (published on Xbox Wire), newly-appointed Xbox CEO Asha Sharma said the cuts are required in order to course correct after bets on Xbox Game Pass and multiplatform releases failed to pay off. 

Related:Ingress developer Niantic Spatial shuttering New Zealand office

Notably, Sharma said the company must reset to navigate a “severe hardware crisis” that has dramatically inflated memory prices and by extension console hardware. It’s vital to note that component shortage is driven by rampant investment in AI data centers (thanks, Reuters) at the hands of companies like Microsoft. 

This is the fifth major round of layoffs announced by Microsoft since the company acquired Activision Blizzard in 2023 for almost $70 billion. Despite taking ownerships of major franchises such as Call of Duty and World of Warcraft as a result of that merger, Sharma said Xbox’s core business has “weakened” in recent years.

“Since 2018, we have aggressively expanded our studio portfolio while the number of games created each month across the industry now outpaces the last ten years combined. We now find ourselves competing not only with the largest publishers, but also with smaller independent studios,” she wrote. 

“It is neither possible nor desirable to own every great independent studio. We have also learned that we are not the best home for every type of studio; in a typical year, we lost 64 cents for every dollar we invested. As we reset Xbox, we will help independent creators succeed by providing open development tools and audiences to realize their vision.”

Xbox is not cancelling any publicly announced first-party projects, but confirmed it will be downsizing across a myriad of divisions such as Activision, Bethesda/ZeniMax, Blizzard, King, and Mojang. In addition, Minecraft developer Mojang and Candy Crush studio King will now report directly to Sharma, who will also be instating a chief operating officer with end-to-end profit and loss responsibility across content, hardware, platform and services. 

Related:Enginefall developer Red Rover Interactive is making layoffs

Xbox veteran Helen Chiang, who has spent the past decade overseeing the Minecraft franchise, will step into that role and will report directly to Sharma. “[Chiang] will bring our businesses together under one operating model, making sure we make clear investment decisions, learn from our successes and failures, and hold ourselves accountable for results,” continued Sharma.

The Xbox boss added that the redundancies will enable the division to streamline operations to meet player expectations.

“Today, in some parts of the company, work passes through as many as 14 layers of management. Our platform teams are 40  percent larger than they were at the start of this generation, even as our player base and playtime have declined. That complexity has slowed decisions, blurred accountability, and made it harder to deliver for players. As we reset Xbox, we will simplify,” continued Sharma. 

Related:Cyberpunk 2077 has sold 40 million copies worldwide

“We will reduce management layers to no more than 5, and where possible, 3. We will deliver success through a flatter organization that is built around makers (individual contributors focused on building), player-coaches (leaders who remain deeply involved in the work while developing their teams), and directly responsible individuals (DRIs) who own key decisions and outcomes. And we will streamline how we work across our tools, with a cleaner code base, shared services, and 50 percent reduced vendor spend.”

Game Developer has reached out to Xbox for more information.

Assassin’s Creed Black Flag Resynced’s First 18 Minutes Showcased in New Video

Assassin’s Creed Black Flag Resynced’s First 18 Minutes Showcased in New Video

As we get closer to the July 9th release of Assassin’s Creed Black Flag Resynced, a new video has popped up giving us a look at the opening moments of the game. Coming courtesy of IGN, the video gives us a look at the first 18 minutes of gameplay from the title, kicking things off with a black screen letting us know that the story starts at Cape Bonavista in the June of 1715. Check it out below.

Kicking things off with a naval battle, we get to see protagonist Edward Kenway before he dons his iconic assassin robes. Being just a pirate, his ship has come under fire from another ship flying the flag of England. The sequence acts as a tutorial for the ship-to-ship combat in Assassin’s Creed Black Flag Resynced, with Edward having to take the helm and order his crew to fire cannons at the other ships.

While not much may have changed in gameplay terms for the naval combat, the visuals are quite obviously a major step above the original game, which should come as no surprise since Assassin’s Creed 4: Black Flag was first released in 2013. The weather effects as well as the frantic and stressful nature of naval battles are shown in all their messy glory, and before long, Edward, along with a mysterious hooded figure, is thrown overboard thanks to an explosion on the ship’s deck.

Once Edward is able to swim to shore, the true beauty of Assassin’s Creed Black Flag Resynced is shown off in all of its glory. The tropical island he finds himself on is lush, with bright green foliage all over the place.

In terms of story, the opening moments of Black Flag Resynced aren’t really change much from the 2013 original, with the events that would eventually make Edward a prominent member of the Assassins’ Brotherhood largely playing out as you would expect. Tasked by the hooded stranger to deliver a message, Edward agrees on the condition of getting paid for his work. However, he also manages to get his hands on a set of assassin robes and manages to get himself entwined in a seemingly never-ending shadow war between opposing factions.

Ubisoft has revealed quite a few details about Assassin’s Creed Black Flag Resynced as the company gets ready to release it on PC, PS5, and Xbox Series X/S. In a recent interview, technical director Jussi Markkanen teased that the title would allow players to dive underwater just about anywhere in the open world. This also means that there will be an entirely new set of secrets for players to discover, including entirely new shipwrecks.

Markkanen has also confirmed that Black Flag Resynced will feature an evolution of the combat system we saw with the most recent entry in the franchise – Assassin’s Creed Shadows.

“We modernized the combat to be more hitbox-based, as modern combat games tend to be, and a little bit more reactive. So, Edward can still use the hidden blades, but as a takedown action in the combat, making the combat more fluid.”

Check out more details about the game’s global release timings. PC players can also take a look at details about its Steam Deck Verified status.

TR-49 Review – Gamecritics.com

TR-49 Review – Gamecritics.com

Don’t Play TH-15 Game On Switch, Please!

HIGH A wonderfully imaginative narrative undergirding the whole experience.

LOW The narrative (and its key concepts) might be a bit too mysterious at times.

WTF The entire central conceit, I suppose.

I think it speaks to how much I enjoyed playing TR-49 that I’m still feeling positive about it, despite the fact that I couldn’t even beat my review copy because it kept crashing!!!

I had to watch a playthrough on YouTube in order to see the ending cutscene, because every time I tried to input my solution to the final puzzle, TR-49 would freeze, the ambient audio continuing to run until I gave up and closed the program. This cheesed me off, but honestly I was used to dealing with TR-49’s performance hiccups by that point.

Throughout my entire playthrough, TR-49 would freeze about every minute or so (returning to the Switch’s homescreen and then immediately resuming would solve this, fortunately). For many this would be an intolerable inconvenience. But again, it speaks to the degree to which I was enchanted by the process of uncovering TR-49’s secrets that my brain almost edited these moments out of my playing experience. I treated them like the tiniest little gnats drifting around my head — something to be unconsciously swatted away as I continued, in a trance, to solve puzzle after puzzle.

TR-49 encourages this kind of dedicated, captivated play, I think, by cultivating a sense of true mystery and ambiguity from minute one. The story begins immediately upon booting up for the first time (a favorite trick of mine) and dropping the player into a mysterious subterranean laboratory filled with 1940s technology. The player quickly realizes they are a woman named Abbi, who has seemingly awoken with no memory of who they are or what they’re supposed to be doing.

Abbi is quickly contacted through a radio by an equally mysterious figure named Liam, who convinces them that they must use the big machine in the center of the lab. Abbi then approaches the TR-49 console and begins interacting with it. After this point, the entirety of TR-49 takes place within this single, fixed perspective.

The console, the player discovers, is a piece of souped-up WWII technology, once a codebreaking machine. Nowadays, as Liam helpfully explains, it is used to… devour (?) texts of all kinds, from in-universe pamphlets to real-world texts like the Bible or Pride and Prejudice, storing them within the system under codes in a [Letter][Letter]-[Number[Number] format.

At the point where the story begins, the few texts the player has access to seem to be garbled and corrupted, with the majority of entries missing their titles. The player is then prompted to use the information in these files to obtain codes for other files, allowing them to navigate to those pages in the database. They also need to find the names for the documents, which they must assign to the correct document in order to restore them to full legibility.

This sounds a bit dry, doesn’t it? I promise though, TR-49 manages to coax a humongous amount of intrigue and momentum out of its simple loop!

For one thing, it’s helped along greatly by its aesthetic and approach to player feedback. Take the music for instance — a series of beautiful, low-key arrangements. The music offers a sonic palette that feels familiar, but it’s remarkable how it sustains, throughout TR-49’s entire runtime, an incredibly mournful, mysterious atmosphere, yet always feels on the verge of bursting into a massive crescendo. The player is left with the sense, as they browse through the computer and uncover TR-49’s backstory, that they are exploring a world of tragedy on a grand scale, despite the fact that they are glued to a single screen for the entire runtime!

Speaking of backstory, the story (and overall tone) further increased the hold TR-49’s simple gameplay had over me. I wouldn’t dare offend the good people at Inkle by attempting to fully summarize the plot, but I can say confidently that the story takes place in a world where, somehow, the written word has the power to reshape reality itself. This is largely framed as a scientific phenomenon, but it’s given a certain magical quality as well. Specifically, the TR-49 machine hosts a good number of occult treatises and journals, illustrating a long lineage of eccentric, often tragic truth-seekers.

The tension between science and the supernatural, sustained over a long period of time, creates the truly wondrous feeling that anything could happen. Truly, every element of TR-49 combines beautifully to coax the player (or me, at least) to keep deliriously filling out their code sheet, desperate to see what happens next. Even the tiniest aesthetic choices, such as how the machine hesitates slightly after the player inputs a correct code before zooming out and scrolling across dozens of files to access the new document, create a sense of anticipation and release.

In the end, does TR-49 live up to its promise? I mean… mostly!

The majority of the plot’s movement is related to the protagonist coming to realizations about past events, making a critical decision towards the end using the information they’ve learned, and an inattentive player might completely miss some of these revelations. There is some active, external plot movement, but it mainly takes place off-screen, overheard on the radio. TR-49 does a decent job of painting the picture of a world gone mad, flourishing just out of frame, but I couldn’t blame anyone for feeling that external events of the story just don’t feel fleshed out enough. That said, it’s about the journey, not the destination!

Regardless of its eventual end state, TR-49 is a wonderful toy to poke and prod at, and it evokes the feeling of strolling through a computerized graveyard, the voices of the dead drifting across the static. 

Score: 7.5 out of 10

Disclosures: this game is developed and published by Inkle. It is currently available on PC, iOS, and Switch. This copy of the game was obtained via publisher and reviewed on the Switch. Approximately 5 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated T and contains Language, Mild Violence. The mild violence mentioned in this description is contained to descriptions of violence inflicted on characters, which entirely occurs off-screen.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles cannot be altered or resized. Subtitles are provided for all dialogue, and all the puzzles are text-related, with no sound cues required for progression. As such, TR-49 is fully accessible.

Remappable Controls: No, this game’s controls are not remappable. Interacting with the machine on Switch is accomplished mainly through holding down ZR, pointing to the letter/number you want to input with the left analog stick, and inputting the value with the A button. L brings up all relevant logs, with R specifically bringing up the list of document titles and possible codes.

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PlayStation to Allow Publishers to Re-Order Discs for Existing Titles After January 2028 – Rumor

PlayStation to Allow Publishers to Re-Order Discs for Existing Titles After January 2028 – Rumor

PlayStation’s recently announced initiative to stop disc production for new games from January 2028 onwards has caused no shortage of controversy and questions. For instance, are publishers on board with this? Besides the likes of Capcom and Take-Two Interactive touting their revenue sources as primarily digital, it’s hard to say.

According to Game File’s Stephen Totilo, however, PlayStation has been in touch with partners and publishers and apparently told them of the consumer “shift” when it came to discs. However, it also allegedly provided reassurance that they would “still be able to place re-orders for existing PlayStation disc games” past January 2028.

Of course, there are plenty of other questions that arise. How long would Sony keep this initiative open, especially following reports that its disc production factory is being repurposed to produce one-tenth of its current volume in the future? What happens to developers whose titles face a sudden delay past the deadline?

The fact that PlayStation didn’t publicly announce this is also somewhat intriguing because you would think it’d generate some goodwill. Not a lot, especially since the bigger concerns are around future preservation of titles, Sony monopolizing its storefront in terms of discounts offered, and so on, but still some.

As always, we’ll only know the longer-term impact of its decision to go fully digital in due time. If there’s any silver lining, it’s that Xbox is still offering discs in boxes, as recently announced for Halo: Campaign Evolved.

NEW: Sony’s private message to publisher/dev partners about discs also cited a consumer “shift” But it included more explicit confirmation that, after Jan 2028, partners “will still be able to place re-orders for existing PlayStation disc games”More in item 2 www.gamefile.news/i/204901261/…

— Stephen Totilo (@stephentotilo.bsky.social) 2026-07-03T19:56:15.339Z

PlayStation Stopping Disc Production in 2028 is a “Fairly Dramatic Decision,” Says Former Executive

PlayStation Stopping Disc Production in 2028 is a “Fairly Dramatic Decision,” Says Former Executive

Days later, PlayStation’s decision to stop manufacturing physical discs for new titles from January 2028 onwards continues to reverberate through the industry. It’s enough to shock professionals like Hideo Kojima and even former executives, including Shawn Layden, who led PlayStation Worldwide Studios before departing in 2019.

Having spent 32 years in the industry, he told Eurogamer that, “I had no idea it was going to happen. I don’t necessarily agree with it, but I don’t work in the business any more. Maybe it’s just too prohibitively expensive to stamp out discs.”

Plans have seemingly been in the works for some time, as a recent report reveals that Sony repurposed its disc factory in Thalgau. While it currently produces about 300,000 discs daily for PlayStation, the plan is to produce only 10 percent by 2028. And despite a sizable portion of consumers still purchasing physical games, Layden believes it’s “a straight spreadsheet decision.”

“What are disc sales compared to digital sales? And I’m old enough to remember when digital sales were like 10 percent – I’m old enough to remember when digital sales were zero percent because we didn’t have a digital market! And that number just grew over time.”

He also noted that while working at Sony, he was questioned about how long the company would continue with discs. “I’ve been asked this question every year for the last 20 years. When are you guys going to just give up on the disc drive? My feeling with that was always: well, when I get to a place where I’m comfortable enough to believe that worldwide, broadband throughput is good enough to support that download experience, good enough to reach the majority of customers.

“Majority does not mean entirety, so there is a point, a tipping point, where if I have 80 percent of the opportunity, which represents 95 percent of the revenue source, what’s my incentive to keep the lights on for the other 20 percent if it’s effectively only 5 percent of the business? See what I’m saying? At some point it just becomes obvious that we can’t keep this whole thing running just for this very small slice of opportunity.”

Of course, Layden argues that the rest of the world may not have the best internet, and, unlike Xbox, Sony has been “pretty good” at taking this into account. “PlayStation had a wider global fanbase, and not just in the numbers, but in the reach, because Sony Corp had reach all over the world.” He cited those on military bases without internet and how “the idea that they could still buy a PlayStation 4 game, throw it in a machine and play was important. You don’t want to leave those people behind.”

At the end of it all, he doesn’t know “what went on in those conversations, but it’s a fairly dramatic decision.” Which is an understatement, considering how much the internet has been dogging Sony ever since, to the point where it’s affecting other social media accounts under the company.

Combined with rumors that the PS6 has a $960 bill of materials, potentially resulting in a $1000 price, the next generation of console gaming is looking dicey. Stay tuned for more details and updates in the meantime.

Crimson Desert Update Adds Boss Armor Sets and Hunter’s Sigil, Opens the Abyss for Other Characters

Crimson Desert Update Adds Boss Armor Sets and Hunter’s Sigil, Opens the Abyss for Other Characters

Pearl Abyss has released a new update for Crimson Desert, and it adds dozens of new armor pieces. For Kliff and Oongka, you can look forward to four brand new armor sets, including the heavily requested (you know the guy) Knight of Carnage armor. That’s on top of 19 separate pieces of equipment, including three new headgear.

Damiane also gets eight new armor pieces alongside two new outfits – Odeck and Dark Marskman – and one piece from the Masked Liberator set. If that wasn’t enough, both Damiane and Oongka can equip Kuku gear like the armor sets, Marni Laser Helm, and more. It’s also possible to craft popular armor sets like the Frostcursed Plate Armor and Scorchflame Plate Armor.

Beyond this, players can now hide the minimap and status UI, equip the new Hunter’s Sigil that enables your pet birds to collect prey in your stead, and even enter the Abyss with Damiane and Oongka. Check out some of the patch notes below and full details here.

Crimson Desert is available on Xbox Series X/S, PS5, and PC with over six million copies sold. Believe it or not, Pearl Abyss isn’t even halfway through its promised roadmap for June to September, with story improvements also coming soon. It’s also working on paid DLC, which will offer a different experience from the updates, though further details remain to be revealed.

Patch Notes Version 1.13.00

Main Improvements

Content

  • Changed certain disguise outfits that could not be dyed so that they can now be dyed.
  • Improved most weapons and secondary weapons so that they can now be dyed.
  • Improved the Iron Eagle and Phoenix so that they can equip the Sigil of Valor.
  • Improved gathering so that up to 3 fireflies can be obtained when gathering from a firefly colony.
  • [Oongka] Improved puzzles so that they can be completed with Scatter Shot.
  • Fixed an issue where the auto-tracked target would switch to another quest in certain situations.
  • Fixed an issue where rowboats would briefly sink underwater when used.
  • Fixed an issue where the wagon would disappear if it was destroyed during the “A Sack of Pepper” quest.
  • Fixed an issue where Moren would disappear when combat started after tracking Moren, the Mistwood Huntmaster.
  • Fixed an issue where crimes using tools could be committed without fines during Memory Fragment playbacks.
  • Improved the Gate to Advancement’s teleporting device to be usable without a Visione equipped.
  • Fixed an issue where, if the player sold furniture that was not being sold at a furniture shop and then repurchased that furniture, all items in the repurchase menu would disappear.
  • Fixed an issue where Duane could not travel on horseback during the “Skilled in Archery” quest.
  • Fixed an issue where Contribution would increase abnormally in certain situations.
  • Changed the Bleed Bandits’ Alchemy Explosive Pack so that its durability decreases each time it summons a bomb.
  • Fixed an issue where, during the “Hand of Deliverance” quest, if the injured soldier was rescued first, the previous sub-quest would not be completed.
  • Fixed an issue where certain attacks of Antumbra’s Spear would activate from an abnormal position.

Palworld 1.0 Includes Offshore Base Building, Revamped Raid Mechanics, and Much More

Palworld 1.0 Includes Offshore Base Building, Revamped Raid Mechanics, and Much More

With Palworld 1.0 right around the corner and Pocketpair’s publishing director touting around 27 pages of patch notes in its current state, there’s a lot to look forward to beyond the new region and finale. According to a new tweet, players can expect new base structures, parts and even the option to build offshore, bringing their beach base aspirations to life.

And while the prospect of overhauled raid mechanics is nice, that’s only a small part of what players can expect. According to previous tweets, a “series of story-driven missions” will take you through new areas while existing locations have seen improvements to “feel more alive.” Sanctuaries now have unique ecosystems, from dome barriers to drones, and offer distinct materials.

You’ll also happen upon rare Pals, but be warned – “powerful bosses” lie in wait. Speaking of which, the iconic towers and their bosses have also been reworked to be more “dynamic and engaging.” It’s a lot to take in, and once again, that’s on top of the new Pals (including one that transforms into a two-handed sword), firearms and equipment, including the new Wing Suit for flying around unassisted.

Palworld 1.0 goes live on July 10th, marking the title’s exit from early access after 2.5 years, and will be available for Xbox One, Xbox Series X/S, PS5 and PC. Stay tuned for more details and teases as the countdown to launch continues.

6 days to Palworld 1.0, launching on July 10th!

New base structures, furniture, building parts, and… offshore building!

Raid mechanics also overhauled!

Show off your bases in the replies 👀 pic.twitter.com/UbUMDT99yD

— Palworld (@Palworld_EN) July 4, 2026

🚨 Revamped World & Story!
Unravel the island’s mysteries through a series of story-driven missions!

Vast new areas to explore, and existing areas improved to make them feel more alive!
Get ready for a fresh new adventure on Palpagos!

Palworld 1.0 arrives July 10! pic.twitter.com/NVCzmr6Sk8

— Palworld (@Palworld_EN) June 29, 2026

🚨Wildlife Sanctuary Overhaul!

Sanctuaries have changed, and each has their own unique ecosystem!

Strange barriers and drones have also been spotted…

• Unique landscapes with rare Pals
• Unique materials
• Powerful bosses stalk these areas…

Palworld 1.0 arrives July 10! pic.twitter.com/KrSnk0oPcH

— Palworld (@Palworld_EN) June 28, 2026

🚨 Tower Boss Overhaul!

Bosses and their towers have been reworked and are now much more dynamic and engaging!

To claim victory, you’ll need to completely change up your strategy.

That is not all… even more unseen bosses still await…

Palworld 1.0 arrives July 10! pic.twitter.com/FcOC7N2KWf

— Palworld (@Palworld_EN) June 27, 2026

The Blood of Dawnwalker Director on How It Prevents Fail States: “We Don’t.”

The Blood of Dawnwalker Director on How It Prevents Fail States: “We Don’t.”

Aside from the admittedly low-energy investigative gameplay at the start, Rebel Wolves’ The Blood of Dawnwalker is a pretty choice-heavy game. Each choice ripples out in different ways, whether you’re helping the rebels deal with Brencis and his crew, or going on your own feeding frenzy at night. But what if the player ends up in an unwinnable situation?

How does the development team prevent you from entering a so-called fail state by, say, killing all the NPCs? As director Konrad Tomaszkiewicz succinctly explained to Game Informer, “We don’t. The game – this is a role-playing game. It’s about player role. If you want to play like this or if it happens, you decide if you want to reload the game or go with the flow and see what happens.”

While most games would like to keep you along a specific path, Tomaszkiewicz believes that these kinds of results are “really interesting.” “They are changing your experience – you cannot predict them, and if they happen, you need to adjust, to adapt to what happens and to change your strategy to finish the game, and I think that it’s really funny to observe how people play it.”

He also enjoys hearing how people compare their “emotions and experiences” and argue about “what is the best way you know to complete something.” The studio’s goal is to deliver “so many different experiences for people that they can go back, replay it again and have an almost different game than what they think.”

Whether you’re in for a single playthrough or going back to check alternate routes, The Blood of Dawnwalker is a pretty hefty game, requiring around 50 hours on average to complete. It’s also worth noting that the story doesn’t immediately end when the 30 in-game days are up, with Rebel Wolves teasing that the circumstances “will change.”

Launching on September 3rd, The Blood of Dawnwalker will be available for Xbox Series X/S, PS5, and PC. The development team also has plans for “smaller, free add-ons”, though further details and a roadmap remain to be revealed.

PlayStation Leadership Discusses Potential Price Hikes for PS Plus Subscriptions

PlayStation Leadership Discusses Potential Price Hikes for PS Plus Subscriptions

In light of console hardware getting more and more expensive, Sony wants to boost PlayStation revenue through the services it offers. In a recent Q&A from a company meeting, Sony Interactive Entertainment president and CEO Hideaki Nishino, along with Studio Business CEO Hermen Hulst and senior vice president of Finance and Corporate Development Lynn Azar, spoke about what this might mean for the PlayStation Plus subscription service in the future.

The three were asked about the potential for price increases of PlayStation Plus subscriptions. In response, they said that the service already makes use of its tiered subscription service that can help it balance value with cost. They noted that the higher tiers account for around 40 percent of all subscribers to the service.

“PS Plus offers strong value to players, and we continually balance that value against customer cost,” they said. “We are using multiple levers to improve profitability, including pricing, tier mix, and content acquisition efficiency. Higher tiers now account for 40% of subscribers, which reflects strong demand for the service. PS Plus remains a key driver of profitability, and we achieved record-high PS Plus profitability in FY2025.”

In the same Q&A, they had also spoken about needing to expand their server infrastructure to make cloud gaming services available in more markets. When asked about how the costs incurred by the move would be recovered, they said, “We expect to recover the costs associated with investments and operations through revenue generated from PS Plus, which provides the streaming service.”

PlayStation Plus price increases wouldn’t be a new move for Sony. The company has raised the service’s prices in the past. Back in January 2025, Nishino had noted that the service had seen growth despite prices having been raised. At the time, he noted that subscribers were opting for the more expensive tiers.

“Subscribers are increasingly choosing our Premium and Extra tiers, which now represent approximately 38% of total subscribers,” said Nishino.

He went on to discuss the value proposition of a PlayStation Plus subscription. At its most basic, it allows players to access online multiplayer features of many games. Even the most basic tier gives players access to new games on a regular basis. Higher tiers, on the other hand, open up new libraries for players, with the highest tier even including a classic games catalogue featuring titles from PS1 and PS2, among others.

“PlayStation Plus is highly valued by our players and continues to drive engagement,” he said. “We’ve already seen a trend toward the option of higher tiers within our service, as evidenced by the subscriber mix we achieved in FY2024, where approximately 38% of players are now subscribed to PlayStation Plus Premium or Extra tiers.”

Vice president of Global Services at PlayStation, Nick Maguire, had also spoken about how the company plans to further build on the value offered by PlayStation Plus’ Premium and Extra tiers. He also went on to reiterate that engagement with the service has been higher than it was in the past.

Omen of Cthulhu – 15 Things Horror Fans Need to Know

Omen of Cthulhu – 15 Things Horror Fans Need to Know

Extraction shooters have carved out a niche in recent years, but few attempt to fuse their high-stakes loop with outright psychological horror, but that’s exactly what The Mound sets out to do. Developed by ACE Team, this co-op PvE experience blends scavenging, survival, and tense extractions with the creeping dread of Lovecraftian cosmic horror, where the environment itself feels as dangerous as any enemy. With shifting realities, unreliable senses, and teamwork pushed to its limits, it’s shaping up to be a very different kind of jungle expedition. Here are 15 things you should know before you buy.

A Lovecraft-Inspired, Co-op PvE Extraction Shooter

Drawing inspiration from H.P. Lovecraft’s novella of the same name, The Mound plunges you deep into uncharted jungle with up to three fellow explorers in search of artefacts and riches. Except, there’s unknowable danger lurking beneath the canopy. While the extraction genre’s familiar nuts-and-bolts drive the action here – loadout stations, deploying to hostile lands, scavenging loot, and surviving long enough to hightail it outta there – The Mound leans into Lovecraftian cosmic horror to warp the very fabric of reality, testing the trust of your team.

Each Expedition is a Descent Into Madness

Replicating a key theme in Lovecraft’s novella, in The Mound the further you trek into the forest, the more susceptible you become to madness, paranoia, and hallucination. The game presents traps and distractions, making you question what you see and hear. From sensory illusions – footsteps unknown in the undergrowth, to shifting colours and distortion – to unpredictable threats like imaginary trinkets materialising over spike-filled pits, laying invisible to your gaze. Each player perceives reality differently too, so whilst you’re unaware of the doom in front of you, your teammates can step in.

Communication is Crucial

And this brings us neatly onto the next thing you need to know: in The Mound, communication with your teammates is crucial to survival. The game uses spatialised voice chat, where the volume and direction of your comrade’s voice adjusts depending on their proximity to you. This isn’t just for realism and immersion, but deep inside the jungle there will be times when the figure you’re seeing may-or-may-not be your ally. In these moments, detecting their location through sound might be the only lifeline you’ve got.

Gameplay Follows Established Extraction Formula

Once your expedition begins in earnest, the gameplay loop involves scavenging for riches, food, weapons, and other resources, including mysterious metal ephemera that signals the location of high-value loot with a clang. You’ll also encounter indigenous stragglers and marooned survivors, the latter you may be asked to rescue. Abandoned forts of failed expeditions yield valuable intel, while an overarching objective is to locate the titular Mound. Here, as Lovecraft’s novella explains, is the gateway to a subterranean underworld filled with striking architecture, and abhorrent monsters. Whether the game treads the same narrative path remains to be seen, but the sentiment is that the Mound is an epicentre for wealth and prosperity – hence, your captain and overseer demands you find it.

Your Captain Outfits Your Squad Before Each Run

Before embarking on a treasure hunt, however, you’ll spend time aboard the Tempestad, your home galleon which serves as a base of operations. Across its creaking decks, and amongst its dimly-lit enclaves, you can speak to the ship’s cook who’ll advise on the best foodstuffs to retrieve on-land, request a tune from the resident lute player, and pet the ship’s sleepy dog. As far as hubworlds go, the Tempestad is rife with noxious atmosphere, but it’s the Captain whom you’ll need to address before departing for the coast. He’ll offer a pre-run contract for you to sign, usually revolving around finding specific items or locations, and returning with a minimum loot value. In exchange for your services, he provides weapons, gear, and resources.

Inventory Space is Limited

From the outset at least, you’ll have just six slots in your inventory. That’s room for a flintlock pistol, a machete, some gunpowder, perhaps an item of food, and two spare for whatever you pick up on the mainland. There is, however, an ox cart which trails your expedition’s progress, and there is room in its trunk for collected items plus anything surplus on deck. But, here’s the thing: that pistol? The machete? The Captain doesn’t give you one each. Together with your team, you’ll need to strategise before setting off, deciding who takes the rifle and who gets the sailor’s knife.

Guns Don’t Work in the Rain

And, actually, it rains quite a lot in the jungle. So, if you’ve got a flintlock or matchlock firearm, be prepared for it to malfunction once the heavens open. Balancing firepower with blunt force teamwide is set to be the dominant strategy then, not least because ammo and gunpowder are scarce. What’s more, intense moisture and condensation makes oil lamps flicker nervously, making it harder to see structures through the dense mire. If it wasn’t clear by now, this jungle is not your friend.

Excess Noise Can Wake the Forest

Here’s the other problem with guns: they’re loud. Popping the head off some eldritch stalker might seem like the fastest way to clear the forest’s immediate threat, but it’s a surefire way to cause more trouble for yourself and your team. See, the jungle doesn’t want you there, but the intimation is that it lies dormant unless disturbed. If it’s awoken, a gauntlet of hostile enemies will converge on your location. And, it isn’t just firearms: the clink of sprinting armour, the splash of a river crossing, the echoing horn of a lost ox-cart, these are trade-offs you’ll need to assess moment-to-moment. Sometimes, sneaky, stealthy approaches are the most viable strategies.

The Jungle is a Character

If it wasn’t clear by now, The Mound’s jungle is as fleshed out of an assailant as any of its tentacled zombies. Heck, it’s arguably more characterful than the archetypes you choose to command back on the Tempestad – more on those four next. See, ACE Team has leaned heavily into art direction, atmosphere, and sound design: mist blankets, envelops, and evolves; the rot of mushroom-sprouting wood moans in the breeze; birdcall specific to the region of Chile you’re exploring pierces through the inky-black night. You could go as far to say that the jungle’s aesthetic design grows into mechanical resistance; it has a personality of its own.

Four Character Archetypes

Yep, there are four distinct archetypes which you can choose before entering the fray: Alonso de la Torre is a pacifistic, somewhat nihilistic former soldier who is unmoved by war or riches – he sees wealth, simply, as freedom. Leonor is a fugitive, having fled Spain after a remorseless murder. Don Rodrigo de Medina is a nobleman jaded by war like Alonso. He seeks honour in truth. How their stories pan out remains to be seen, but one thing you need to know is that these archetypes are cosmetic only. They don’t have unique skills or abilities.

Progression Earned is Shared

Completing the Captain’s contract objectives yields currency of your own, plus XP for levelling up, and story progression, and it’s this latter element that is confirmed to be shared across each player across the team. The jungle forces you to work together regardless, but advancing the story together too further incentivises teamwork.

Can Be Played Solo

The Mound can be played solo, with computer-controlled allies joining you on your expeditions. However, ACE Team has deliberately designed the game around co-op, thus venturing into the wilds on your own isn’t just inadvisable but grows increasingly unviable long-term. Contracts reflect the number of human players, though, so if you must set forth solo you’ll be rewarded accordingly.

Release Date, Platforms, and Price

The Mound is scheduled for release on July 15th, with PlayStation 5, Xbox Series X|S, and PC via Steam the confirmed platforms. Pricewise, you’re looking at $29.99 for the standard Digital Edition, and $39.99 for the Deluxe. For console players, there is currently a 10% pre-order discount running until launch date. If you’re on PC and fancy giving the game a go before committing to a purchase, there is a free demo available on the game’s Steam page.

Deluxe Edition Overview

Alongside the base game and the Lost Explorers’ Sword Pack, The Mound’s Deluxe Edition includes the Abyssal Gear Pack and Fortune Hunters Character Pack. That’s extra cosmetics, two-more characters, and a dangerous new area to explore for a tenner more.

PC Requirements

As detailed on the game’s Steam page, to run The Mound at a minimum your PC needs to be outfitted with an Intel Core i7-8700k or AMD Ryzen 5 1600x CPU. Graphics-wise, you’ll need a GTX 1660 SUPER 6GB, and AMD Radeon RX 5600 XT 6GB, or Intel Arc A7700 16GB. Recommended settings list an Intel Core i7-11700k or AMD Ryzen 5 5500 CPU, and an RTX 3070 8GB or AMD Radeon RX 6750 XT 12GB GPU. 16GB RAM is the baseline memory whatever your hardware. Also, as noted on the Steam page, this information is subject to change – it’ll be worth keeping your eye on the details in the lead up to launch.

Star Fox Review – A Stunning, Faithful Revival

Star Fox Review – A Stunning, Faithful Revival

Nintendo deserves a lot of credit for never quite letting their major IP fall by the wayside. Over time, any IP that they have is fair game for a brand new release. Which is how, in the year 2026, we find ourselves with a new Star Fox release, as a headlining game for the Switch 2. Ten years after the catastrophic last entry, no one expected the IP to ever show signs of life – and yet, here it is, back in style, the missteps and fumbles of Star Fox Zero firmly in the rear view mirror.

“Brand new” is a bit of a misleading adjective for this release. You see, in an attempt to wipe the board clean off the decades of baggage of poorly conceived experiments and entries that never quite resonated with the market, the new Star Fox is pitched as a reboot of the series. And in an attempt to be a reboot, it goes back to the beginning – Star Fox 64, the series’ high watermark, which represents the “first” entry in the chronology (it itself having been a retelling of the SNES Star Fox game).

“Personally, I was never attached enough to the original look of the characters enough to be against a redesign.”

Star Fox on the Nintendo Switch 2, then, is a remake of Star Fox 64 (and in turn, Star Fox on the SNES). Counting Star Fox 64 3D, which was an earlier remake of the game for Nintendo’s 3DS handheld, and Star Fox Zero on the Wii U, which was a retelling of the same story in a new continuity, this represents the fifth time this story has been told by Nintendo in a major game.

But honestly, it works. The story of Star Fox 64 is straightforward, but allows for a lot of great and frenetic arcade action. It has some great character moments, iconic moments and lines, and enough lore to keep a lot of players busy trying to uncover it all.

But ultimately, no one plays Star Fox for the story. Barely anyone is even playing Star Fox for a straightforward “completion”, in fact. You see, Star Fox is an arcade game. I don’t mean that in the way that the adjective is used today – I mean that it is literally an arcade game, as in, it is designed with the sensibilities that a game played at a physical arcade would be. The game, which is a rail shooter, sees players running quick levels, with the goal being not completion, but maximizing your score. The game, and each level, is designed around being replayed – there are secret routes through many levels, for example, which can unlock new paths through the campaign for you in the form of alternate levels and paths that you can take.

There are sub-objectives and secrets to find, which re usually reserved for players who have a thorough mastery of the level – mastery that comes, mind you, by replaying those levels repeatedly, until you know what enemies, hazards, and impudences to expect, when, where, and how. Running through Star Fox start to finish once takes very little time – probably 2-3 hours for most players – but the game is designed around that not being the point, and instead players continuing to play and replay levels. It works well, and lends itself remarkably well to the Switch’s pick up and play nature, while also allowing for hectic and frenetic longer sessions.

“The game, and each level, is designed around being replayed”

As a remake of Star Fox 64, Star Fox on the Nintendo Switch 2 is extremely faithful – the changes are all visual and to the storytelling (which we’ll get to in a bit). The actual layout of each level, its structure, encounters, and progression, is pretty much the same as it was in the N64 game. Those visual changes, however, are comprehensive – the game looks nothing like the 64-bit skeleton that it is built on. Developed by Velan Studios, on their in house VIPER Engine, there is actually a convincing case to be made that Star Fox is the best looking game on the Nintendo Switch 2 so far.

In terms of the rendering technologies underlying it, from the lighting, the physics based rendering pipeline, the asset streaming, and the number of stunning transparencies and alpha effects, this is decidedly the most modern a Nintendo game has looked. Most of Nintendo’s games have looked great on the Switch 2, but every single one of them is based on tech and rendering stacks that started out on the original Nintendo Switch, and use their strong art style to compensate. Star Fox is the first time on the Switch 2 that a Nintendo game looks like it is visually a generation apart from what Nintendo was doing on the original Switch.

A lot has been said about the art style this remake uses. The extremely photorealistic look was initially divisive – while it means the environments look gorgeous, the interpretation of the classic and beloved Star Fox cast as realistic looking animals was a big enough departure from the expected aesthetic that there was a bit of a pushback when the game was originally revealed.

Personally, I was never attached enough to the original look of the characters enough to be against a redesign, and the redesign itself seemed, while not necessarily better than the classic designs, still good enough, and fitting with the game’s overall look enough, that I didn’t mind. And certainly, once you are actually playing the game, your screen filled with explosions and particles effects as you try to save the Lylat System from Andross’ evil machinations, those redesigns cease to even register.

Other than the graphics, the other big change over the original game that Star Fox on the Nintendo Switch 2 brings is the expanded storytelling. Yes, really – the cutscenes and storytelling are a major part of the pitch for this game, and they’re actually really good.

Expanding on the CODEC style conversations of the original game, these cutscenes are now fully animated and fully voiced, expanding upon not just the story of the game, but also some of the lore and backstory behind it, and perhaps best of all for a lot of fans, the inter team dynamics of the various members of the Star Fox team. Getting, for example, an opportunity to see more banter between Fox and Falco, is excellent, and exactly the sort of thing that long time fans of these characters will appreciate (while doing a good job at endearing these characters to any potential new fans).

“The other big change over the original game that Star Fox on the Nintendo Switch 2 brings is the expanded storytelling.”

These cutscenes are very impressive – not only are they fully voiced, it appears as though they are fully voiced in every language the game supports. Not just that, but the cutscenes (all real-time) also adjust to reflect your path through the story – if, for example, one of your team members was downed in a mission, and is not going to be available to fly for the upcoming one, the cutscenes reflect that. This is the sort of reactivity in storytelling that we have seen go down in games as they have embraced voiced dialog, so it is nice to see Star Fox retain all of it, while expanding on the storytelling in the process.

A big concern people may have with this game is the content to cost ratio. The value it could provide, in other words. It’s far too easy to see the “game can be beaten in 3 hours” number and be scared off. And to be honest, if you are only going to play through it once and then move on, you should probably not buy Star Fox, because it will not be worth the price to you.

But for everyone else, Star Fox more than justifies the cost – the amount of value, across all the replays of a campaign, the secret and alternate paths, the sub-objectives, the new achievements system, the brand new multiplayer mode (which, mercifully, supports online and voice chat – not something that is a given for a new Nintendo game, sadly, but it holds true here), the new cutscenes, new gimmicks such as support for mouse mode, and its overall high production value, certainly make it worth it. It helps, too, that the game is very cheap, which also helps it seem like a better proposition.

While another remake of Star Fox 64 may seem unnecessary, Star Fox on the Nintendo Switch 2 gets a lot of mileage out of the premise. Between the improvements to controls, UI, QoL, storytelling, new multiplayer mode, and of course, the graphics, this is decidedly the definitive edition of this classic tale and game so far. Now let’s hope that this represents a true new beginning, and a new era, for the franchise. If future Star Fox games on the Switch 2 end up being as well done as this one is, fans, both veterans and newcomers alike, are in for a treat.

This game was reviewed on Nintendo Switch 2.

Campaign Evolved Studio Confirms Physical Release Will Include Disc in the Box

Campaign Evolved Studio Confirms Physical Release Will Include Disc in the Box

Following Rockstar Games’ confirmation that it will won’t include discs in the physical release of Grand Theft Auto 6, Microsoft has now started marketing Halo: Campaign Evolved by noting that its physical release will come with a disc. Through a social media post, the company presented a list of the game’s features that were revealed through a recently published Q&A, chief among them being the presence of physical discs.

The presence of the disc is the first fact addressed by the Q&A itself. “Yes! Buying the Xbox or PlayStation version of Halo: Campaign Evolved at your local retailer will result in getting the physical game case and disc so that you have tangible items to add to your collections,” it says.

The timing for this confirmation by Xbox and Halo Studios also comes shortly after Rockstar Games started facing some controversy for its decision to not include a disc with the physical release of Grand Theft Auto 6. While there were some rumors that a disc launch is planned for later, more recent reports indicate that there are no such plans in place.

Despite the criticism from fans, however, Circana’s Mat Piscatella even expressed the belief that the lack of an included disc won’t ultimately have any major effect on sales figures for the highly anticipated title. Among other factors, he pointed to the popularity of consoles without disc drives – the PS5 Digital Edition and the Xbox Series S.

The rest of the Q&A goes into detail about various other features of Halo: Campaign Evolved, like the Machinima mode. The mode will essentially allow players to start a free-floating camera that can then be controlled. In this mode, players can also lower their weapons to make it look like a real cutscene, while also maintaining full control of their character regardless of the camera’s position.

“Machinima mode is available to all players just by using input combos and does not need to be unlocked by finding a Skull,” explained Halo Studios. “If you’re looking to create great content, you can leverage Machinima mode, in combination with the Acrophobia & Blind Skulls, and even various personal settings such as disabling your HUD UI, to capture unique videos and screenshots.”

Interestingly, it looks like this Machinima mode is slated to be a replacement for what would have otherwise been a Photo mode. Halo Studios had previously confirmed that, rather than including a Photo mode by itself, such a mode’s features would instead be spread across the game through various skulls. The Blind Skull, for instance, can hide the HUD and UI. The Acrophobia skull, on the other hand, allows players to take flight.

The developer has also confirmed that Halo: Campaign Evolved will have full support for handheld systems. Halo Studios has noted that the title has the Handheld Optimized rating on Windows and the Verified rating on Steam Deck, both of which are the highest ratings on the respective operating systems and hardware.

Halo: Campaign Evolved is coming to PC, PS5, and Xbox Series X/S on July 28th.

Kill the Justice League Developers Thought About Leaving the Industry

Kill the Justice League Developers Thought About Leaving the Industry

While Suicide Squad: Kill the Justice League faced quite a bit of criticism following its release, its development wasn’t exactly a walk in the park either. In an interview with Bloomberg, two developers who worked on the title – Axel Rydby and Johnny Armstrong – have spoken about the tumultuous time. They noted that things got bad enough that they considered leaving the games industry altogether.

The duo has also confirmed that many of the game design decisions that went into Suicide Squad: Kill the Justice League essentially came down to executives telling the developers how much money could be made from the title. Rydby, who would go on to become the director of the project, mentioned frequent meetings with executives where questions like “How many players can we reach with this feature?” or “How can we twist this design into something that can be more replayable?” were asked. This, he noted, was when he stopped feeling like he was making a game.

“That’s when I started feeling like I wasn’t making games anymore,” he said. “I was following a spreadsheet, some elusive marketing-analysis spreadsheet that no one could present clearly. I kind of felt like this isn’t the gaming industry I wanted to work in.”

Armstrong described a feeling of relief at Rocksteady that the studio wasn’t going to work on yet another Batman game. However, this relief wouldn’t last long.

“There was definitely a sense when we first moved on to it — arrogance is the wrong word, but a confidence,” he said. “We’re coming back off hit after hit. Of course we’ll be able to do this.”

Rocksteady’s lack of experience with multiplayer games also played a major role. Armstrong described a feeling of the team needing “to run to stand still” due to a lack of noticeable improvement in the game despite plenty of hours being spent on it. The number of delays didn’t help either, since they were relatively short-term delays that combined into a longer one. This meant that the developers couldn’t make any plans for introducing major overhauls to Suicide Squad: Kill the Justice League that could actually improve it.

“Six months isn’t enough to do any fundamental changes,” Rydby said. “That’s just enough to just fix as many bugs as you can and see if you can squeeze in a bit of feature tweaks here and there.”

With the release of Suicide Squad: Kill the Justice League and its subsequent negative reception, Warner Bros. ultimately decided to abandon the title. Armstrong noted that this was the moment when he felt “everything drained” from him. “I said, ‘I can’t do this again. I don’t know if I’m done with the industry, but I’m done.’ I could feel myself coming apart at the seams.”

Rydby and Armstrong would ultimately leave Rocksteady, and while catching up with each other, would ultimately decide to make a new game together. This led to the development of a prototype that would then go on to become the Kickstarter project Secret of Circadia. The experience with Suicide Squad as a whole has left a sour taste in Rydby’s mouth, however.

“I think as an industry we are severely losing our way,” Rydby said. “It used to be passion projects that you loved and hoped other people loved too. When they did, it was such an amazing feeling. It became less and less of that. It became: ‘Let’s hope it sells. Let’s hope we get money from it.’”

Steam Machine Early Adopter Reports Hardware Failure With Blinking Red LED

Steam Machine Early Adopter Reports Hardware Failure With Blinking Red LED

Steam Machines have started shipping out to those who managed to pre-order before the pre-built PC went out of stock. However, the excitement some may have felt when unboxing their new Linux-based gaming system has been dampened quite a bit due to potential hardware issues. As caught by Digital Foundry, buyers have taken to Reddit to discuss the Steam Machine, with one user reporting that their system has essentially stopped working altogether.

A problem was indicated on the Steam Machine itself with a red light on the LED line in the chassis. It is currently unknown whether this is simply a software problem that can be fixed by flashing the system with a fresh install of SteamOS, or if it’s a hardware failure that would require the user to send it back to Valve. It is also currently unknown whether this is a widespread problem or if it is isolated to just a few users.

The Steam Machine makes use of its LED line to reveal to the user whenever it faces problems. The entire bar being red, for example, means that the system is overheating. According to Steam’s support website, the error seen by the Reddit user – a red LED on the second half of the line – indicates a GPU failure. The support website also notes other possible fault codes: a blinking red LED in the fourth quadrant means that the system isn’t detecting RAM, and a blinking LED in the second quadrant indicates that it isn’t detecting an SSD.

The user was apparently playing No Man’s Sky for a bit on their Steam Machine. After playing, they noted that a firmware update was available. The issue has seemingly persisted since then, with the Steam Machine being entirely unusable.

Users on Reddit have begun referring to the indicator as the “red line of death”. The title is a reference to the infamous red ring of death suffered by early Xbox 360 consoles. The name came about due to the console’s use of four blinking lights around the power button that would indicate hardware problems if they started blinking red. When three of the four red lights were blinking, the console was essentially reporting a “general hardware failure”. The name itself was, in turn, a reference to Windows’ “Blue Screen of Death”.

In the meantime, the Steam Machine has been faced with plenty of criticism concerning its price. Valve revealed just last month that the base model, which comes with only 512 GB of storage, is priced at $1,049. The best model available costs $1,349 and comes with 2 TB of storage.

While some industry insiders had noted that the prices are too high even with the current state of the market, with component shortages going around. Valve has since confirmed that it lacked any real bargaining power when it came to making deals with memory companies.

“Look, there’s no contract; there’s nothing,” explained engineer Pierre-Loup Griffais. “Like, those guys… they give us a price every month, or something, and they say, ‘You can buy that many, and it’s yes or no.’ And if we say no, then they never talk to us again.”

The Fighting Game – 15 Things Every Fan Should Know

The Fighting Game – 15 Things Every Fan Should Know

While fighting games thrive on strong mechanics, distinct characters, and competitive depth, Avatar Legends: The Fighting Game also looks to style the genre’s regular staples with exhilarating, movement-based action. Blending elemental bending straight outta the anime series with the nuts and bolts of traditional fighting games, studio Gameplay Group International promise a mix of accessibility and depth for both newcomers and veterans alike. Without further ado, here’s fifteen things you need to know before you buy.

A 2D Fighter With Characters From the Avatar Legends Franchise

Set within the storied anime franchise Avatar Legends, where nations are characterised by a certain element – fire, earth, water, air – this upcoming 1v1 2D fighter is hand-drawn, styled to mirror the expressive animation of the series. Set specifically between shows’ The Last Airbender and The Legend of Korra, Avatar Legends: The Fighting Game mixes classic mechanics with fluid movement and modern control schemes in an experience the devs say is designed for both newcomers, Avatar fans, and fighting game veterans alike.

Combat Revolves Around a Flow Mechanic

At the core of Avatar Legends: The Fighting Game’s combat is the Flow Mechanic, a system designed to showcase your character’s agility through a suite of evasive and defensive counters. So, alongside inputs for light, medium, and heavy, the dedicated Flow button brings a wide range of movement options: from auto guards and auto parries, to extended dashes across the ground and through the air. Character-specific manoeuvres can be chained together with basic inputs, encouraging you to master each fighter’s individual moveset.

Manage Chi to Maximise Flow

So, as you’ll probably have guessed: Flow isn’t an infinite resource – you’ll need to spend Chi to execute its varied manoeuvres, defensive capabilities, and combo extensions. But, unlike other fighting games, Chi doesn’t charge when you deal or take damage. In fact, you’ll begin every round with your Chi meter fully charged, with it regenerating passively throughout each bout. With guarding and evading integral to Flow, the idea with Chi, it seems, is to always make sure you have some in reserve. You don’t want to get caught Chi-less, else you’ll enter an “unbalanced” state whereby you’ll be locked out of Flow Mechanics.

Auto-Combos Welcome Beginners

Flow’s universal auto-parry isn’t the only automatic mechanic available to you, but auto-combos are built into the default four-button control scheme enabling beginners to get to grips with stringing multiple attacks together easily. Fighting game veterans will want to chain combos together manually, as auto-combo damage output is scaled significantly, meaning they deal far less damage than traditional combo chaining. Still, baseline damage is respectable, making auto-combos a worthwhile learning tool.

Twelve Characters in Launch Roster

Yes, on launch, Avatar Legends: The Fighting Game features twelve playable characters, each bringing unique bending abilities, personalities, stances, variations, and playstyles – ensuring they feel distinct not just in visuals but in how they control. The devs have poured their knowledge of the franchise into each character’s moveset, basing much of their fighting prowess on their in-show background. Whether you pick your favourite character from the franchise as your main, or you opt to experiment, you’re sure to find a style that suits you.

Certain Characters Bring Multiple Fight Modes

Some fighters add an extra layer of depth through stance or mode switching during bouts. Azula, for instance, can transition between a precise, calculated Focused Mode and a more aggressive Firelord Mode, while Zuko can swap between his specialised firebending and a dual broadsword style. One on hand, these shifts are emblematic of character backgrounds, but in-game they can dramatically change your options for movement, delivering pressure, and strategy.

Primary Fighters Bring a Support Character

Alongside your chosen fighter, you’ll also choose a support character from a pool of three who’ll influence your main’s fighting style whilst also granting distinct special moves. Aang’s support character Gyatso, for instance, offers better Air Scooter speed control, while Korra’s support Raava grants longer Avatar States. These allies, effectively, let you customise your playstyle beyond your chosen character, adding a layer of team synergy without turning the game into a tag fighter.

Benders and Non-Benders Alike Are Balanced

To keep the roster balanced, the dev team imbues non-bending characters with unique skills. Instead of spiritual, elemental abilities, they’re outfitted with weapons, traps, and other tools, as well as specialised “Chakra Arts” that’ll give them distinct advantages over their bending counterparts. Faster Chi recovery is another boon for non-benders, allowing them access the benefits of Flow State more readily, to continue adding pressure while offsetting the power of elemental bending.

Story and Arcade Modes Available

Avatar Legends: The Fighting Game ships with a solid range of modes. A narrative-driven Story Mode sits alongside the more traditional Arcade ladder. Elsewhere, a versus option covers both online and offline play. Training and spectator modes round out your options, ensuring there’s something here whether you’re learning the ropes or just watching high-level matches play out.

Online Supported By Rollback Netcode

It’s a given with modern fighting game standards that online functionality is supported by rollback netcode, and Avatar Legends: The Fighting Game is no different. Rollback netcode will keep matches responsive, even across long distances. Meanwhile, full cross-play means you can play against anyone, regardless of platform. Finally, both ranked and casual matches are available, catering to competitive grinders as much as those after a more laid-back brawling session.

Robust Training Mode Included

For both newcomers and those looking to dig deeper, Avatar Legends: The Fighting Game ships with a robust training mode which offers a comprehensive suite of practice tools, including visible hitboxes, detailed frame data, and the ability to save set states. Precise practice sessions and experimentation are catered for alike, making it easier to learn and perfect character dynamics, optimise combos, and understand the game’s finer mechanics beyond surface level ease.

An Art Gallery is Also Included

Signalling a deep affiliation with the source material, Avatar Legends: The Fighting Game also includes an Art Gallery, celebrating the legacy of the Avatar universe. Featuring original artwork from the show, it offers a more relaxed way for series novices and fandom alike to engage with the world and its characters.

Release Date, Platforms, and Price

After a string of delays and reschedules, Avatar Legends: The Fighting Game is set to release on July 23rd, with PlayStation 5, Xbox Series X/S, and PC the official launch platforms. Nintendo Switch and Switch 2 are incoming at a later date. The game’s Standard Edition is priced at $29.99, with a Deluxe Edition retailing at $49.99.

Deluxe Edition and Pre-Order Bonuses Overview

Expanding on the Standard experience, Avatar Legends: The Fighting Game’s Deluxe Edition includes a full digital artbook, a digital copy of the soundtrack, and the Year 1 Pass which adds an additional five playable characters at a later date. If you pre-order the game, you’ll receive an exclusive Samurai Appa character skin, exclusive colour variants for a handful of characters, and the offer to vote on which DLC character you’d like to see appear in Year 1.

PC Requirements

To play Avatar Legends: The Fighting Game to a suitable level on your PC, you’ll need the following hardware: an Intel Core i5-7500 or AMD Ryzen 2600 CPU, and an Nvidia GTX 970 or Radeon RX 570 GPU.

Sony Has Begun Repurposing its PlayStation Disc Production Facilities in Thalgau

Sony Has Begun Repurposing its PlayStation Disc Production Facilities in Thalgau

Less than a week after announcing that it is ending the concept of physical game releases on PlayStation from January 2028 onwards, Sony has already begun repurposing the factories where physical game releases were produced. As caught by The Verge, the head of Sony DADC (the company’s disc-making operations), Dietmar Tanzer, told Austrian publication ORF Salzburg that Sony’s Thalgau plant will now only produce 10 percent of its previous volume in 2028.

The plant currently produces 600,000 discs on a daily basis, half of which are for PlayStation games. With the rest of the factory getting repurposed over time, the 300 employees working at the plant will be retrained to instead work on the production of microlenses.

While far from a surprising move, the report also confirms that Sony has been working on this strategy for quite some time. Decisions like this, which have major implications for essentially the entire industry, aren’t often made overnight, after all.

Thalgau is also noted as being the base of operations for Sony’s disc production. While the company previously manufactured discs for US release in facilities set up in Terre Haute, Indiana, operations were eventually moved to Thalgau in 2022. The company also had another plant in New Jersey, which was shuttered in 2011. Owing to the long life of the Indiana-based facility, which now works on packaging and assembling automobile parts like headlights, it helped produce 23 billion of the 26.4 billion discs produced by Sony.

In its announcement, Sony had said that the move to entirely digital game releases from 2028 onwards is a response to the industry generally shifting to prefer digital releases over physical copies. The company noted that this has been the case for the entertainment industry as a whole and hasn’t just been limited to games.

“This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” said the company. “This transition will enable us to align more closely with how most of our community prefers to access and play games today.”

The announcement was seen as a good thing by the Tokyo Stock Exchange, leading to Sony’s stock price going up by around 3.2 percent earlier this week. This rise in stock price was considered especially noteworthy since the market as a whole has been quite “challenging”, with the technology stocks in the Nikkei 225 index falling by 1 percent.

Ampere’s Piers Harding-Rolls believes that this move to an all-digital future gives us a sneak peak at Sony’s plans for its next-gen console hardware. It is likely that the company will be looking forward to cutting costs associated with including a disc drive with the PS6. He also noted that this indicates a 2028 release window for the PS6.

“Almost certainly guarantees that the PS6 won’t arrive until 2028 at the earliest. Ampere’s current expectation is a launch at the end of 2028,” he wrote. “At a minimum, the standard version of a PS6 will not include a physical media disc drive.”

Thick as Thieves Studio Hit With More Layoffs, Left With “Fewer Than 10” Employees

Thick as Thieves Studio Hit With More Layoffs, Left With “Fewer Than 10” Employees

Following layoffs affecting 17 employees just last month, developer OtherSide Entertainment has revealed that it has gone through a new round of layoffs. Speaking to Game Developer, a spokesperson from the studio has revealed that it is now made up of “fewer than 10” employees who are working on maintaining co-op stealth title Thick as Thieves.

The spokesperson has confirmed that this new headcount has been quite devastating for OtherSide Entertainment’s future, since there are “currently no plans for the studio to work on any future games.”

The previous layoffs came in light of the studio’s other project, codenamed Argos, getting cancelled. A spokesperson had noted that the project would have been “a huge success in normal times.” However, the current landscape of the industry being “brutally challenging” made Argos “unviable for now.”

“After the cancellation of a game under development, codenamed Argos, OtherSide Entertainment had to sadly say goodbye to 17 team members, effective end of May,” they said.

The layoffs had come after OtherSide Entertainment decided to reduce the scope of Thick as Thieves. The title was originally going to be a PvPvE game that would feature immersive sim elements. However, the studio made the decision to turn it into a smaller-scale co-op game instead, featuring only two maps and priced at $5. In a statement, an OtherSide spokesperson said that the studio in its current shape is “no longer a commercially viable path.”

“OtherSide’s DNA is built on immersive sim games that have lengthy development cycles,” they said. “This, unfortunately, has been an increasingly challenging space to occupy in recent years. Despite the encouraging response to the launch of Thick as Thieves‘ introductory campaign, it has become clear that the continuation of the studio in its current shape is no longer a commercially viable path.”

“We are deeply grateful to the team for their superb work and regret this outcome, having pursued every alternative to find a preferable solution.”

Thick as Thieves was released on PC back in May, launching with two maps – Constables’ Guildhall and Elway Manor. The title placed quite a bit of emphasis on its immersive sim trappings, thanks in large part to its development team, which included industry veterans who had previously worked on classic games like Thief.

Despite being low on content, director Jeff Hickman said that the studio didn’t really want to go with an Early Access release since that would end up putting quite a few constraints on what the studio could do with it in terms of future updates.

“We want to be able to pivot wherever we need to,” Hickman explained. “Do players just love solo and co-op play? Okay, great: no PvP for the future. Do players love solo and co-op, but are screaming about PvP? Oh, maybe we should do PvP. Like, we have a whole bunch of baseline plans, but none of them are set in stone.”

For more details about Thick as Thieves, take a look at our review, where we gave it a score of 7 out of 10 thanks to its compelling gameplay and intricate level design, but criticized its general lack of content.

Rockstar workers hit back and PlayStation kills physical discs

Rockstar workers hit back and PlayStation kills physical discs

Thirty years of hurt. Never stopped me dreaming. 

There appears to be a near 1:1 overlap between supporting England during a major football tournament and working in games. Both require a delusional sense of optimism in the face of historic disappointment and disaster. An almost unshakable ability to dream of the impossible during periods of bleak, unrelenting crisis. Despair to euphoria and then back again. 

Sounds familiar, doesn’t it?

As the industry collectively holds its breath ahead of what is widely expected to be another brutal round of layoffs at Xbox next week, it’s worth remembering why I suspect many of you reading this ventured into video games in the first place. To craft something truly special and imbue the world with meaning. To leave your mark on those players who genuinely adore the artform. To find your community and build lifelong friendships. 

I suspect those words will feel hollow in a week’s time—perhaps they already do—but I implore anybody reading this to cling on to what you love about this space. Rally together. Support your peers. Dare to hope. Maybe one day, video games will come home again.

Related:Union workers establish hardship fund to support devs impacted by layoffs

via Game Developer // Direct-join union UVW-CWA has launched the Game Worker Hardship Fund to provide financial aid to developers struggling in the wake of mass layoffs. It will be possible to request up to $5,000 through the initiative, which aims to help with everything from medical bills and groceries to rent and work expenses.

via Game Developer // Ubisoft continues to make notable hires at the top of its revamped studio ecosystem—or, at least, what’s left of it following massive cuts. This time, the French publisher has recruited former 2K president and Amazon Games boss Christoph Hartmann to lead ‘Creative House 2,’ a new(ish) division that will oversee franchises such as The Division, Ghost Recon, and Splinter Cell.

via Game Developer // Hold your discs close, because they aren’t long for this world. Yes, as you might have heard, Sony is preparing to completely ditch physical media on PlayStation in January 2028 in response to shifting “consumer trends.” That move has gone down as well as you’d expect.

via Law360 // A federal lawsuit filed in California has accused Samsung, SK Hynix, and Micron of coordinating an exit from the “conventional” RAM market to focus on producing high-bandwidth memory (HBM) for data centers, driving up the price of components in the process. Coordinated price fixing or simply a sign of the times? We’re about to find out.

Related:Ubisoft taps former 2K president Christoph Hartmann to oversee Tom Clancy franchise

via Bloomberg // Suicide Squad: Kill the Justice League designer Johnny Armstrong and director Axel Rydby have spoken candidly about their experience attempting to drag the ill-fated live service shooter out of a gruelling seven-year production cycle. “I was following a spreadsheet, some elusive marketing-analysis spreadsheet that no one could present clearly. I kind of felt like this isn’t the gaming industry I wanted to work in,” said Rydby. It’s hard to imagine anybody dreams of becoming a game developer to acquaint themselves with Excel. Dire stuff.

via Game Developer // Grand Theft Auto VI is poised to become one of the biggest entertainment products in history when it arrives in November, but how is developer Rockstar treating those responsible for crafting the hotly anticipated title? According to multiple employees based in the UK, their reward has been a struggle against pay inequity, bonuses that can be withheld without obvious cause, and in some instances relentless crunch.

Related:Godot to ban (almost all) AI coding contributions

via The Verge // Microsoft is reportedly about to follow in the footsteps of Sony and drop support for physical software on Xbox. To soften the blow, the company is purportedly working on a disc-to-digital feature that will allow Xbox owners to digitize their physical video game collection. It’s claimed, however, that the feature will only be compatible with Xbox One and Xbox Series X | S releases.

via Bloomberg // A protracted legal dispute between the founders of Subnautica 2 developer Unknown Worlds and publisher Krafton has been laid to rest. Krafton has agreed to pay bonuses to the entire Unknown Worlds team after reaching a settlement with studio leaders that will also result in the departure of CEO Ted Gill. The bonuses will be paid in three annual instalments and result in the Subnautica 2 team receiving “significantly more” compensation than first agreed. 

Schrodinger’s Cat Burglar Review – Gamecritics.com

Schrodinger’s Cat Burglar Review – Gamecritics.com

Quantum Meowchanics

HIGH A cute hedgehog ranting about the worthlessness of AI.

LOW Too many cosmetics, somehow.

WTF Why is there so much lore in the codex entries?

A secretive corporation doing some kind of nefarious research while a mysterious quantum ghost cat urges the protagonist forward, and there’s plenty of pseudo-science technobabble to explain how one cat can become two.

The world of Schrodinger’s Cat Burglar is as eccentric as its punny name would imply. It’s got talking animals, cutesy design aesthetics and goofy jokes, all exemplified in the constant exchanges between protagonist Mittens, a literal cat burglar, and her “guy in the chair,” the adorable hedgehog Lazy Susan. 

Mittens finds herself trapped in a giant underground research laboratory filled with robots, a malicious AI and many, many security systems to contend with. Luckily she’s just gained the power to split into two selves after an accident with the “Dual Event Synthesizer.” Therefore we have Schrodinger’s Cat — inspiration for the game’s titular joke and central mechanic.

It’s a third-person puzzle experience first and foremost. Although Schrodinger’s Cat Burglar clearly aligns itself in the tradition of Portal, tight controls and movement are not on offer. Controlling the Mittens (plural) is a methodical affair but for a few extra challenge sections that require timing — players will be wracking their brains here, rather than giving their thumbs a workout. However, the puzzles are engaging and challenging without ever crossing into frustration, many often capable of being completed within 5-10 minutes.

An early puzzle, for instance, requires the player to have one cat hop atop a cart stacked with boxes while the other one pushes it across the room, enabling the cat riding the cart to jump to a higher platform. From there the cat has to move onto another, even more stacked cart to once again be pushed across the room to the prize. Simple enough, right?

But like the best entries in its genre, the puzzles add increasing complexity as the player progresses. First it’s just splitting the cat(s) to press down buttons and open doors, but the devs gradually add more systems like weights, levers, and batteries to keep things interesting. These additions are well-paced, and I never hit a moment where the complexity felt overwhelming.

Schrodinger’s Cat Burglar can also be played solo or co-op. With two players, each player takes control of one cat when Mittens splits up. I played solo and found it easy enough to maneuver the two cats on each of the thumbsticks of my controller and I never encountered any significant platforming difficulty doing so.

As Mittens makes her way through the facility, she’ll pick up money, data chips and quantum fragments. Earning some less-common currency requires taking on more challenging puzzles, but all of it can be used to buy cosmetic upgrades with more sought-after currencies unlocking the bigger and better items. Ultimately, the player can have two very different-looking cats when mittens splits. Developer Abandoned Sheep clearly loves felines and has put a lot of time into crafting customization that’s on par with some RPG character creators. Hats, collars, fur length, fur color, and eyes each have a bevy of options to unlock. If anything, there may be too many cosmetics — it may have been nice if those different currencies opened up some other form of reward.

Schrodinger’s Cat Burglar doesn’t revolutionize the puzzle genre or offer a story of such depth to touch some deep philosophical truth, but its playful personality and well-implemented central mechanic makes it a worthwhile pickup for folks who like a good brain teaser.

Score: 8 out of 10 

Disclosures: This game is developed and published by Abandoned Sheep. It is currently available on PC. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 7 hours of play were devoted to the single-player mode, and the main storyline was not completed. There is a co-op mode that was not played for this review.

Parents: This game has not been rated by the ESRB. However, it does not contain any adult material and could be played by children without supervision.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: Game information is communicated purely through text. (See examples above.) There are no audio cues or effects necessary to play. The game is fully accessible.

Controls: The game’s controls are remappable while using either controllers or keyboard and mouse.

Stephen Cook is a Canadian journalist moonlighting as a video games critic. He grew up as the pixel gave way to the polygon and has a long, jaded view of industry fads and failures since. But more than just a grumpy old man, Stephen has a special love for indies, underdogs, and passion projects — games that remind us of the aspirations and possibilities within the medium. He started writing for GameCritics.com in 2021.

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Attack on Titan 3 Gets New Gameplay Trailer And Winter Release Window

Attack on Titan 3 Gets New Gameplay Trailer And Winter Release Window

Developer Omega Force and publisher Koei Tecmo have released a new trailer for Attack on Titan 3 and have confirmed that the title is coming to PC, PS5, Xbox Series X/S, and Nintendo Switch 2 this winter. The trailer, which you can check out below, clocks in at over 3 minutes in length and showcases how players can use the Survey Corps’ gear to maneuver around titans to get at their weak points.

In the gameplay shown off, the player is able to explore the world of Attack on Titan and even make use of environmental hazards to slow titans down. Along with this, players will also have to strategize with their allies and craft better gear. There also seems to be a buff system in the title that revolves around the kinds of food you eat before setting off on a mission.

Among the highlights of Attack on Titan 3 is the inclusion of Exterior Scouting Missions, where players can freely explore the world outside of the city’s walls. In these missions, players will have to construct supply bases and take on dangerous titans and, in the process, expand humanity’s domain. Exterior Scouting Missions will also have an emphasis on resource management, since players will have to deal with running out of ODM (omni-directional mobility gear) fuel and blades.

Attack on Titan 3 was unveiled in early June with a trailer, and Koei Tecmo has described the title as being a conclusion to its trilogy. Taking on the role of a Scout Regiment member, players will get to experience the major historical events that end up shaping the world of Attack on Titan. Along the way, players will also deal with allied members of the regiment, each of whom has their own unique skills that can help you out in crucial battles.

As a treat for fans of the original Attack on Titan anime, MAPPA – the studio behind the anime’s final season – will be producing a unique opening animation for Attack on Titan 3. This means that action scene animator, storyboard artist, and key animator Arifumi Imai will also be involved in the creation of the opening. More details about the opening animation will be revealed as we get closer to the title’s release.

Koei Tecmo’s series of Attack on Titan adaptations began back in 2016 with the release of the first game. Covering the first season of the anime, the title also included story elements from future episodes that hadn’t yet been aired. It was originally released for PS4, PS3, and PS Vita. A follow-up – Attack on Titan 2 – was released in 2018 and focused on the events of the first two seasons of the anime. It also got an expansion pack, dubbed Final Battle, that brought in events from season 3.

Neither Koei Tecmo nor Omega Force has revealed any details about the story of Attack on Titan 3. However, considering the fact that it is going to conclude the trilogy of games, it will likely involve the events of the anime’s finale.

Expedition 33 Studio Lead Doesn’t Care if Next Project Flops

Expedition 33 Studio Lead Doesn’t Care if Next Project Flops

Sandfall Interactive may have begun work on its next project. However, studio co-founder and Clair Obscur: Expedition 33 director Guillaume Broche doesn’t really care if the next project doesn’t do as well as the studio’s debut outing. In an interview with Video Game Club on the Konbini YouTube channel, which you can check out below, Broche spoke about being generally excited to work on a new project. “We’re just going to do what we love again,” he said.

“I don’t really care,” he said about the potential of this new project being a flop. He continued, “It’s weird to say, but we didn’t make the first game to please anyone. And I think that’s why it worked.” This also means that the studio isn’t chasing market appeal, and it might end up making “some drastic decisions too, and maybe people won’t like it. That’s life.”

“Whether people follow us or not is their decision. But that’s how we see the future,” he explained.

This, Broche believes, is a healthier way for developers to approach new projects, especially since it would help them avoid getting “crushed under the pressure” of living up to their previous releases. However, he is still realistic about the outcome and doesn’t want to end up selling zero copies. “Of course, if we sell zero copies, we’ll still have problems. But normally, it’ll be fine.”

Broche had previously spoken about how the runaway success seen by the studio with the release of Clair Obscur: Expedition 33 won’t really end up changing much at Sandfall Interactive. In an interview from back in December, he noted that the studio wants to continue working on games with “stories that move people”.

“I feel like dramatic changes don’t necessarily mean that we have to change dramatically as human beings,” said Broche. “What we want to do is exactly what we wanted to do when we started the game. It’s just [to] make games that are really honest and true, and write stories that move people and really connect people emotionally, and that’s what we are going to keep doing moving forward.”

When asked about whether this means that Sandfall Interactive might start growing its workforce, Broche confirmed that there are no such plans for the time being. “We don’t want to grow too much as a company,” he said. “We work well as we are now, as a small team, and we want to stay like that, because we are very happy, and why change?”

This matches Broche’s thoughts on the team’s size. Back in May 2025, he had noted that Clair Obscur: Expedition 33 would have taken much longer to develop if it were being made by a big company.

Projects like these—with new IPs, original stories, completely original characters—are super hard to push through in a big company,” he explained. “There are a lot of approval steps, and in general, in big structures, you already have to have proven yourself and be pretty high up in the hierarchy just to have a chance at pitching this kind of project.”

Clair Obscur: Expedition 33 is available on PC, PS5, and Xbox Series X/S. For more details, check out our review.

Nintendo is Unlikely to Follow in Sony’s Footsteps to End Physical Game Production, Says Analyst

Nintendo is Unlikely to Follow in Sony’s Footsteps to End Physical Game Production, Says Analyst

Sony’s decision to go fully digital by the start of 2028 by ending physical releases on PlayStation altogether might have a major impact on the gaming industry. However, Circana’s Mat Piscatella doesn’t believe that Nintendo will follow in Sony’s footsteps. In an interview with VideoGamesChronicle, he said that Sony’s decision was an inevitability thanks to general market trends that seem to favor digital releases over physical copies.

With Sony’s announcement, as well as reports of Microsoft looking into a way to turn physical game ownership into digital ownership, Piscatella also believes that the PS6 and Project Helix will both end up being digital-only consoles.

“Through a combination of consumer preference and manufacturer strategic decisions, we are now seeing Sony announce it will cease production of physical discs in January 2028,” Piscatella explained. “This will result in lower sales of video game software at retail (although publishers will still certainly sell code in box or special editions in physical boxes at retail for as long as it makes sense to do so), and it is now safe to assume that both PlayStation 6 and Project Helix will be digital-only devices.”

Despite these trends, however, Piscatella believes that Nintendo will be the last console manufacturer that still focuses on releasing physical media, at least until the end of the Nintendo Switch 2 console cycle. Nintendo is “going to be Nintendo,” said Piscatella.

“My gut says Nintendo does what Nintendo wants to do, and I don’t see them changing anything in their plans based on what Sony or Microsoft do on anything, really,” he said. “Nintendo is going to be Nintendo, for better and/or worse.”

Part of this may also be the fact that retail outlets have been relying on Nintendo to a greater degree over the last few years, likely thanks to the company’s strong share of software and hardware sales. The Nintendo Switch 2, in particular, is noted for seeing great sales since its launch.

“It’s not like boxes on shelves will go away entirely with this change,” he said. “There will be more codes in box, more merch, maybe more special editions with swag included, that kind of thing. But the change should also result in the continued decline in physical game retail spend.”

When it comes to long-term effects, even Piscatella doesn’t quite know what is going to happen. Sony’s announcement came just this week, and the industry might see more upheaval in the coming days.

“But yeah, we’re kind of in dartboard territory when it comes to things,” he concluded. “The day is young (in the US at least). Anything could still happen today, tomorrow, surely Monday. It’s madness.”

Sony’s announcement has worked out quite well for the company, at least for now, with its stock price having risen by around 3.2 percent on the Tokyo Stock Exchange. On the other hand, even prolific game creator Hideo Kojima has expressed his fears about media going completely digital. Analysts have also noted that this move gives us a look at Sony’s next-generation console plans.

Death Stranding Director is Afraid of the World Going Fully Digital After PlayStation’s Announcement

Death Stranding Director is Afraid of the World Going Fully Digital After PlayStation’s Announcement

Sony’s recent announcement about essentially ending the idea of physical game releases on PlayStation starting from January 2028 has led to Metal Gear and Death Stranding creator Hideo Kojima talking about his own fears about the idea of ownership of data. In a couple of social media posts, Kojima spoke about how Sony’s decision will lead to even digital data to be owned by corporations, rather than by individuals.

He also brings up the idea that, in case of a major catastrophe, access to the digital data can instantly be blocked for users.

“Eventually, even digital data will no longer be owned by individuals on their own initiative,” he wrote. “Whenever there is a major change or accident in the world, in a country, in a government, in an idea, in a trend, access to it may suddenly be cut off. We will not be able to freely access the movies, books, and music that we have loved. I would be a have-not. That’s what I’m afraid of. This is not greed.”

Aside from allusions to potential class-based inequity that this might intensify, Kojima is no stranger to his work essentially disappearing due to the fact that it was digital in nature. One just has to look at P.T., which was released on PS4 back in 2014. Meant to be a demo for the then-in-development Silent Hills when Kojima was still working at Konami, the demo was not only delisted from the PlayStation Store. It was also removed from servers entirely, which meant that not even PS4 users who already had the game could re-download it.

It is also worth noting that Kojima’s works have had a tendency to predict major world-changing events well before they actually happened. An infamous codec conversation from Metal Gear Solid 2: Sons of Liberty, for example, predicted how the growth of Internet usage would eventually lead to users being stuck in their own small communities with a lack of new ideas forming. We can see this in action with social media platforms today. Similarly, Death Stranding was able to predict the importance of couriers just a few months before a worldwide pandemic would keep everyone locked indoors, forcing them to rely on couriers of their own for essential supplies.

While we never really got to see the Silent Hills that was teased by P.T., Kojima has decided to return to the horror genre with the development of OD at Kojima Productions. While few details about the project have been revealed aside from the Knock trailer, Kojima has spoken about having an in-game system to aid players who might be too scared to continue.

“I wanted to go beyond the limit of the ‘scariness’ that other games had reached,” he said about OD. “It’s a single-player game, and I wanted to make it as scary as possible. But for those that might stop playing when it gets too scary, I have thought of a system that will allow them to keep going. I can’t say much more, because it’ll give too much of a hint on the system, and I could get in trouble for saying too much!”

OD is being developed for PC and Xbox Series X/S. While the industry at large braces for major layoffs, studio closures, and project cancellations at Xbox, rumors indicate that work on OD will remain unaffected.

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We will not be able to freely access the movies, books, and music that we have loved. I would be a have-not. That’s what I’m afraid of. This is not greed.

— HIDEO_KOJIMA (@HIDEO_KOJIMA_EN) August 5, 2021

Are these the 100 most influential games of all time?

Are these the 100 most influential games of all time?

This week, Kitfox Games founder and CEO Tanya Short swings by the studio to unveil the latest output from game design retreat Polaris: an expert-led list of the 100 most influential video games of all time.

Any such list is purely subjective, but unlike those made by sites like IGN, this one is assembled from the perspective of professional game designers like Brenda Romero, Derek Yu, Soren Johnson, and more. Today Short discusses the process of assembling the list, the influence of each game on the list, and Polaris’ mission to document the ethereal truths and processes of designing games.

Speaking of those ethereal truths, Short set out to explain how these games are a great tool for designers to improve their craft and grow to make influential games of their own.

For your convenience, read the full list below:

Process & Errata

Ties are listed chronologically (oldest first).

Some typos were corrected (there is no such game as Super Smash Bros 64 or Mario 64).

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

When games were released multi-platform in the same year, they were counted as the same entry (for example, Catherine for PS3 or Xbox).

If someone wrote ‘series’, it was included in the most-populated entry in that series. If an exact entry couldn’t be discerned, it was combined with its most populated version (for example, Spelunky was assumed to be the most-populated, Spelunky (2008)).

In cases where there were ties between two entries in a series as ‘most-populated’, the oldest version ‘won’ the tie (this only happened once).

Pokemon Red, Blue, and Yellow were counted as a single entry.

Despite only videogames being allowed, 6 people wrote in Magic: The Gathering, so we interpreted that as Magic: The Gathering Online.

About the Game Developer Podcast

The Game Developer podcast is a bi-weekly podcast chronicling the triumphs, catastrophes, and everything in-between of game development, sharing lessons and strategies fellow developers can use to hone their craft. The Game Developer Podcast is hosted by Bryant Francis, edited by Pierre Landriau, and features music by Mike Meehan.

Follow Game Developer on Bluesky or on LinkedIn.

Final Fantasy 7 Revelation May Get Post-Launch DLC That Continues the Story – Rumor

Final Fantasy 7 Revelation May Get Post-Launch DLC That Continues the Story – Rumor

It looks like Square Enix may have accidentally revealed its plans for the post-launch support of Final Fantasy 7 Revelation. Database updates to the Epic Games Store (via EpicDB) indicate that the title will be getting plenty of DLCs, with up to seven releases seemingly being planned.

Some of the DLC likely corresponds with in-game items that will likely be part of a supposed Premium Plus Edition of the title. Interestingly, there are also mentions of a Story Expansion Pass, which indicates that some of the DLC will continue the story of Final Fantasy 7 Revelation.

While the scale of these DLCs remains unknown – many of them are likely to essentially be extra gear or costume options – there might also be plans for an expansion that is similar in scale to Episode INTERmission for Final Fantasy 7 Remake, which essentially added an entirely new story to the game, introducing the Remake trilogy audience to the character of Yuffie and her unique combat style.

Since director Naoki Hamaguchi has previously spoken about wanting to integrate stories, characters, and content from Final Fantasy 7’s various spin-offs and follow-ups, we might even see versions of Dirge of Cerberus or Advent Children recreated in Final Fantasy 7 Revelation in some form.

Hamaguchi had spoken about this during a Q&A in Shanghai. At the time, he was responding to a question about whether Crisis Core: Final Fantasy 7 character Cissnei would be showing up in Revelation following her appearance in Rebirth.

“Well, at this time it’s best not to say whether Cissnei will appear or not, but there is one thing I can tell you,” said Hamaguchi. “This Final Fantasy 7 Remake series is not simply a recreation of the original work, but rather, our goal is to create a single, new Final Fantasy 7 that incorporates the settings and concepts of all the previous spin-off titles, such as Advent Children, Dirge of Cerberus, and Crisis Core. Therefore, the appearance of Cissnei and the inclusion of Dirge of Cerberus Soldiers in the DLC, all have that meaning.”

“So, since that concept will of course carry over into Revelation as well, not limited to Cissnei, for the last entry, there will be characters that have appeared in the various FF7 compilation games that I think will be there, and each of these characters has a large and dedicated fanbase, so we want to create a work that can satisfy the feelings of those people.”

It is worth noting that the Final Fantasy 7 Remake trilogy has done an admirable job of introducing characters and story concepts from games that were previously only spin-offs. A notable example of this is the inclusion of Leslie Kyle in Final Fantasy 7 Remake. The character was previously only mentioned in Final Fantasy VII The Kids Are Alright: A Turks Side Story. Similarly, the title also included references to Dirge of Cerberus in the form of its antagonists – Wiess and Nero – being available as VR mission boss fights in Episode INTERmission.

Final Fantasy 7 Revelation is being developed for PC, PS5, Xbox Series X/S, and Nintendo Switch 2, and is slated for a Spring 2027 release.

A $1,000 PS6 or Xbox Would Repeat Gaming’s Biggest Pricing Mistake

A $1,000 PS6 or Xbox Would Repeat Gaming’s Biggest Pricing Mistake

Well, it’s the end of a wait that’s felt longer than it has been in reality, but the Steam Machine is finally on the shelves. It’s quite an interesting machine (pun intended), to be sure. It plugs into your TV, plays a massive library of games, has an SD card slot out front for easy switching from your Steam Deck to your living room, and functions well as a SteamOS-based console even though it could be considered quite the opposite.

However, its price tag puts it at a premium over even the PS5 Pro, and that’s a cause for concern. At $1049 for a 512GB variant that functions on par with the base PS5 and Xbox Series X, it’s made our thoughts wander to what the next generation of gaming hardware could bring to the table and has us wondering what such offerings could cost. As always, there’s more to the issue than meets the eye, and we’re going to come at this from multiple angles. Let’s get started.

Leaving Traditions Behind

The old console model is the first thing that comes to mind, as it’s what the Steam Machine aimed to tackle before component shortages and the subsequent increase in prices forced Valve to pass on additional costs to its players. When you put that against how consoles have often absorbed losses they take on expensive hardware only to earn that back via game sales, subscriptions, peripherals, and platform fees, the Steam Machine’s disruptive potential becomes a little clearer.

However, that isn’t the only variable to consider. The PlayStation and Xbox have traditionally been closed-off ecosystems, with both Sony and Microsoft using all the factors we’ve mentioned above to try to surge ahead of their rivals. Throw in other gaming systems like the Switch into the mix, and the pattern becomes clearer. Big brands have used exclusivity and their unique USPs to ensure consumer loyalty and recoup the losses from discounted entry points over the duration of a console generation.

That means it can be hard for gamers to switch over to a rival, considering that they’ve had around seven years to build a library of games that would then become redundant if they were to give another system a try. Valve’s arguing against that route with the Steam Machine, bringing a PC/console hybrid that’s about as open-ended as they come thanks to a Linux-based operating system with a SteamOS overlay.

Yes, you’re paying a premium, but you also get the flexibility of a PC in a machine that gels pretty well with your living room setup thanks to its compact size and an approach to heat management that we must tip our hat to. That’s a more open-ended alternative to the PS5 or Xbox that could also run as a reasonably powerful PC if the need arises, since you could even run Windows on it and plug in a keyboard and mouse to get some work done from the comfort of your couch.

There’s value in both approaches, no arguments there, but there is the pressing concern that both Sony and Microsoft must now think long and hard about what they’re going to do about pricing their next-gen offerings. Absorbing hardware costs heavily in the interest of subsidization, both companies risk losing out on profit margins. Not doing so could raise prices, which isn’t going to make a lot of console gamers happy. It’s a frying pan and fire kind of situation that needs careful navigation if the next generation of consoles is to sustain the value that they offer to gamers.

The Rising Tide Of Prices

It’s probably a good idea to think about the price hikes on Sony’s PS5 lineup at this point. As of March 2026, the PS5 Disc Edition now sits at $649.99, while the PS5 Digital is at $599.99, and the PS5 Pro is pushing dangerously close to the thousand-dollar mark, with its retail price at $899.99. While it’s all well and good to support Sony, a manufacturer known for its quality gaming hardware over many years, and say that there was no choice but to hike up prices, that still doesn’t address worries about what the PS6’s price could be when it comes out.

Things are equally troubling with the Xbox Series. The Xbox Series S is now $100 dearer if you’re looking at a 512GB model, while the 1TB versions of both the S and X are now $150 more expensive. What’s worse, the 2TB models are now discontinued. Heck, even Lenovo has stated that memory prices may never return to normalcy.

Microsoft might be facing a tricky situation, all things considered, as Project Helix seems to be shaping up quite well, although it’s deep in development. However, as it’s being built to play both Xbox and PC games, that could put its value proposition quite close to what the Steam Machine is currently offering, and that’s without considering the promise of “leading performance” from the brand’s upcoming next-gen powerhouse.

With plans to ship out alpha hardware to developers in early 2027, it’s clearly getting closer to its final launch, as is the PS6. In the case of Project Helix, the PC/console hybrid angle could likely be a very justifiable reason for a higher price, especially for enthusiasts, but we’re concerned that such a situation could affect the mass-market relevance that it so clearly needs if it’s to take on the PS6. Exclusive games are a great way to get that going, but are they going to be enough to justify paying a high price for them? That’s something that remains to be seen. Either way, it’s a possibility that Project Helix’s goals may come into conflict with each other and be an obstacle to its success.

We’re aware that all of this is a tad speculative at this stage, but the Steam Machine has given us valid reasons for our concerns thanks to its price. But what could be done about them?

A Smart Way Forward

Well, you might not like what’s on our mind, but allow us to explain. We think delaying both the PS6 and Project Helix could be a smart choice for Sony and Microsoft. It isn’t because we think none of us are ready for a generational leap that could make modern gaming even better than it is today, not in the slightest. But at this point, with hardware prices and supply being what they are, it’s going to be a tall order to match retail prices with the value that’s on offer.

Both the PS6 and Project Helix need to come in at a time when a higher price tag is justified by an undeniable value proposition. Without it, we don’t see too many people looking to buy new consoles since their PS5s and Series X consoles, along with handhelds, the Switch 2, cloud gaming and other libraries, let them enjoy the best of whatever gaming is offering, albeit at a slightly lower performance that still works just fine since it’s what they’re already used to.

It’s going to be very easy to just wait out an upgrade, forcing Sony and Microsoft to either lower prices or weather low demand for new consoles. For the past few generations of consoles, upgrading to whatever next-gen offerings were available was a matter of better graphics, improved loading times, better frame rates, ray tracing in the case of the PS5 and Xbox Series, and bigger, more ambitious worlds that pushed the boundaries of what a modern gaming experience could achieve.

That’s the way it should be if you ask us, with each iteration of the PlayStation and Xbox working to give gamers a solid reason for an upgrade that goes past being an enthusiast, for whom a new console is a must-have, day-one purchase. Nothing wrong with that per se, but there’s a risk of alienating gamers who would like nothing more than a shiny new console but are priced out of joining in on the fun when the PS6 and Project Helix come along.

The Steam Machine has shed light on a facet of gaming hardware that console owners aren’t fully aware of yet, but the current situation has shown us all what those hidden bills look like. It brought the question of price and affordability to next-gen consoles, and we worry that launching either or both models too soon runs the risk of turning console gaming into a luxury purchase instead of a convenient, mass-market solution. It isn’t going to be entirely on the manufacturers, given the current cost-component environment, but it’s sure as hell going to be a factor if the prices are too high for the average gamer to make the leap to next-gen consoles.

We’re hoping to tell you that we were wrong to worry at some point, but all the evidence now points to a late 2027 to early 2028 launch for the PS6 and Project Helix. And while it’s certainly going to be interesting to see how Sony and Microsoft try to offset price increases, it’s going to be pretty saddening to know that so many of us won’t be playing the best games of the next few years in the best possible ways that they’re meant to be enjoyed.

And that would definitely be a disappointment all around.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organizati

Echoes of Aincrad – Everything You Need to Kno

Echoes of Aincrad – Everything You Need to Kno

Sword Art Online: Echoes of Aincrad invites you, for the first time, into its world away from the narrative beats of series protagonist Kirito. The ARPG blends real-time combat with party-driven synergy, with layered progression evolving with every new corner of the colossal, sprawling castle. Promising a new take on the Sword Art Online formula, here are fifteen key things you need to know about Echoes of Aincrad.

Experience Your Own Sword Art Online Season

Unlike earlier SAO games, in Echoes of Aincrad you won’t take command of series mainstay Kirito but one of the other ten-thousand souls trapped inside the massive virtual reality castle. It’s a fantasy satiating many Sword Art Online fans: the chance to forge your own destiny and survive the brutal digital world away from the main narrative. An expansive avatar customisation system gives you tools to tailor your hero, then you’re thrust into the game’s chaotic early moments, after you realise you’ve been locked in. From there, your own story runs parallel to Sword Art Online’s original Aincrad death game arc.

Aincrad Castle is Sprawling

On par with Sword Art Online, Aincrad Castle is a sprawling collective of biomes and open zones, replete with splendour and beauty that fans of the anime series will be expecting. The game won’t span all one-hundred of the floating castle’s floors; just a mere two stories, although mere is used here in jest. The game is still a massive undertaking, where each floor contains urban centres, wilderness, caves, dungeons, and more, each loaded with quests, challenges, and narrative beats to fulfil.

Sword Art Online Knowledge Isn’t Required

As vast and complex as SAO lore is, newcomers to the franchise won’t need to brush up on characters or terminology before donning their Nerve Gear headset. Echoes of Aincrad, instead, offers a prologue before beginning the story proper; a generic, tutorial level – a “Beta”, admittedly in keeping with the series’ narrative but not something you necessarily need to be aware of – where you can freely explore, engage with NPCs, and practice specific manoeuvres and motions. Pre-knowledge won’t hinder the experience, of course, but whether you’re in need of a refresher or if you’re a complete series unfaithful, the prologue’s training will be useful.

Action Mixes Real-Time Combat with Party Synergy

Combat in Echoes of Aincrad unfolds in real-time, with a heavy reliance on an AI-controlled companion system. Success, in fact, hinges on how well you coordinate with your two-character party, weaving together attacks, consistently re-positioning, and maintaining pressure. Combat here is more Soulslike than hack n’ slash, and you can command your partner to divert attention, utilise their healing abilities and defensive barriers, and combine your skills to unleash high-damage dual-special manoeuvres.

Stamina and SP are Interlocked Resources

Every strike, dodge, and guard in Echoes of Aincrad’s combat drains your Stamina, limiting how long you can stay on the offensive. Meanwhile, powerful, weapon-specific Sword Skills consumes SP, which is a meter charged by attacking and parrying. Managing both resources simultaneously is crucial; burning through Stamina quickly leaves you exposed, whereas maximising SP relies on finding that balance between maintaining the front foot without finding yourself exposed.

Six Weapon Types Define Your Playstyle

From agile short swords, to defensive maces and heavy-hitting, two-handed axes, Echoes of Aincrad brings six distinct weapon types to the fray, each with their own criteria, identity, and utility upon which you can anchor your playstyle. What’s more, attack speed, range, combo potential, and defensive prowess all vary, encouraging experimentation. Whether you want a weapon which allows you to equip a shield, or you want to sacrifice protection for gung-ho power, your weapon choice will fundamentally shape how you approach each combat encounter.

Your Character Evolves With Your Build

In Echoes of Aincrad, your character’s progression isn’t locked from the outset. Instead, your avatar can be continually reshaped through equipment choices, stat scaling, and skill collection offering a degree of flexibility in how you adapt to new challenges and refine your preferred playstyle. Much like your weapon choice, there’s scope for experimentation here, with increasing proficiency unlocking unique Sword Skills as you utilise each weapon type. Only three Sword Skills can be equipped at a time, encouraging you to synergise specific skills, skewing them toward a defined combat style.

Your Partner is Crucial for Progression

As already alluded, you won’t be fighting through Aincrad Castle alone. Your AI-controlled partner plays a central role in both combat encounters and overall progression. See, each companion brings their own tactics, Support Skills, and Combination Skills, meaning synergy is essential. Learning how your partner operates, and how to complement their strengths and offset their weakness, will turn difficult battles into manageable encounters.

Switch Mode and Free Mode Changes Combat Flow

Echoes of Aincrad brings two distinct combat approaches: Switch Mode and Free Mode. The first, Switch Mode, emphasises synchronicity, where your partner matches your manoeuvres to focus together on a single target. Well-timed dodges will also “switch” an enemy’s attention to your partner, freeing you up to counter. And Free Mode, instead, eschews coordination by giving your partner free-reign on their own combat encounters, enabling you both to tackle enemies independently.

Boss Battles are Inescapable Encounters

In Echoes of Aincrad, boss battles are treated as major milestones, and once they begin there’s no backing out. So, to succeed, you’ll need to be prepared, thereby it’d be wise to restock supplies, upgrade gear, and all-together recover fully before stepping into the arena. Echoes of Aincrad designs boss battles as tests of your build as much as your ability to work in sync with your partner.

Each Floor Offers Its Own Story and Challenges

If it wasn’t clear by now, Aincrad isn’t just a backdrop; the castle is a living, layered world, where each floor introduces its own narrative arc, unique quests, enemies, and boss encounters. This structure ensures progression always feels fresh and meaningful, as every new zone introduces different themes, mechanical demands, and challenges to overcome.

Towns Act as Progression Hubs

Acting as relatively safe communes, Aincrad’s towns and urban areas also serve as progression hubs where you can strengthen your character between expeditions. Inside city walls, Growth Points – earned from levelling up – can be spent to strengthen and enhance your stats.

Col Fuels the In-Game Economy

Echoes of Aincrad’s in-game currency Col can be spent at item sellers to purchase potions and numerous other essential items. While collecting Col is integral, the game also includes a crafting system which allows you to create your own supplies. Meanwhile, blacksmiths can forge upgrades for your weapons, enabling your gear to keep pace as difficulty increases.

EX-MODS Enable Build Customisation

While blacksmiths grow your weapon’s baseline stats, EX-MODs give you opportunity to fine-tune your loadout. See, these randomised modifiers, including unique perks which minimise stamina cost, increase attack speed, and more, can be fused to your weaponry. Furthermore, they can be transferred and combined at blacksmiths, opening the door to highly specialised builds that work harmoniously with your character’s stat build.

A Demo is Available

If you’re unsure about committing, a free demo is currently available across PC, PS5, and Xbox Series X|S. What’s more, if you decide you want to experience the full game then your demo progression will carry over, making it a risk-free way to get a feel for the game’s combat, systems, synergy potential, and open zone structure before diving in for real.

Ubisoft hires former 2K president Christoph Hartmann

Ubisoft hires former 2K president Christoph Hartmann

Ubisoft has appointed former 2K president and co-founder Christoph Hartmann to lead its internal, shooter-centric division ‘Creative House 2.’

The French publisher restructured around five internal ‘Creative Houses’ earlier this year, each of which is dedicated to a unique collection of franchises and studios. 

Creative House 2 is primarily focused on competitive and cooperative shooter experiences and oversees notable brands including The Division, Ghost Recon, and Splinter Cell. It also houses internal studios such as Massive Entertainment, Ubisoft Montreal, Ubisoft Paris, and Ubisoft Toronto. 

Hartmann represents an experienced external hire for Ubisoft, with the veteran exec having previously served as Amazon Games vice president and Take-Two Interactive vice president of international marketing.

“For nearly four decades, Ubisoft has created some of the industry’s most iconic franchises and earned a reputation for building ambitious AAA experiences that have entertained millions of players around the world. It has long been a company I’ve admired for its creativity, the strength of its franchises, and, above all, the talented people behind them,” said Hartmann in a post on LinkedIn.

Related:Union workers establish hardship fund to support devs impacted by layoffs

“I’m looking forward to working with the teams across Creative House 2, supporting an incredible portfolio of AAA tactical, competitive, and multiplayer experiences, including Tom Clancy’s The Division, Ghost Recon, Splinter Cell, and March of Giants. My goal is simple: create an environment where talented teams can do their best work and continue building games that players love.”

Ubisoft’s decision to restructure its entire studio ecosystem has come at a significant cost. When announcing the move in January 2026, the publisher said it expects to make €200 million in cuts over the next two years. 

Since then, Ubisoft has proposed 200 voluntary redundancies at its headquarters in France, closed its studios in Winnipeg and Belgrade, eliminated roles at its studio in Barcelona, made further cuts within its global publishing team, and made over 100 employees redundant at Ubisoft Red Storm.

Those layoffs followed a sizeable investment from Chinese conglomerate Tencent, which sunk €1.16 billion into Creative House 1—known as Vantage Studios—to secure a 26 percent stake in the division. 

Union creates hardship fund to help devs impacted by layoffs

Union creates hardship fund to help devs impacted by layoffs

Union members at United Videogame Workers-CWA (UVW-CWA) have established the Game Worker Hardship Fund to provide a financial lifeline to struggling developers impacted by layoffs.

The fund will support game workers across the United States and Canada who have lost their jobs (or been impacted in other ways) as a result of the wave of job cuts that has swept across the video game industry in recent years.

Eligible applicants can request either a small cash sum of up to $1,000 or a larger amount ranging from $1,000 to $5,000. Funds can be requested for a range of reasons, including for basic life expenses such as groceries, medical bills, and rent.

UVW-CWA stressed that applicants do not need to be a member of the union to seek financial assistance through the fund. Those who wish to support the initiative financially must join the union, however, as the fund is being financed via membership dues.

Related:Ubisoft taps former 2K president Christoph Hartmann to oversee Tom Clancy franchise

Proceeds from an itch.io charity bundle being organized by Demonschool developer Necrosoft Games will also be used to bolster the hardship fund.

“In order to apply for this fund, fill out the application form. A team of volunteers from UVW-CWA will review your application and prioritize it based on need. If an application requires further clarification, we will reach out to you,” reads a post on the UVW-CWA website, explaining how to request support. 

“You may be asked to provide additional supporting evidence and to chat with an application reviewer. You will receive an email confirming whether or not you have been approved for funds. After receiving funds, we will reach out in order to document your experiences for an impact report we will make public towards the end of the year.”

UVW-CWA intends to reply to applicants based on the urgency of their request, but cannot guarantee that any individual application will be approved. You can find out more about the initiative, including how to apply, on the UVW-CWA website

Former 2K Games President Joins Ubisoft’s Creative House 2 as Its New General Manager

Former 2K Games President Joins Ubisoft’s Creative House 2 as Its New General Manager

It’s been a while since Ubisoft shook things up with its restructuring efforts, and it seems like things are beginning to stabilize for the publisher. In a bit of good news, Christoph Hartmann, the co-founder and former president of 2K Games, has joined its Creative House 2 as its general manager and is slated to oversee Tom Clancy-based franchises like The Division, Ghost Recon, and Splinter Cell.

Hartmann’s impressive track record speaks for itself, with his involvement in hit franchises like Borderlands, Bioshock, and Mafia allowing him to make a name for himself in modern gaming. Ubisoft is thrilled about his decision to take over one of its Creative Houses, with CEO Yves Guillemot issuing a statement commending his past work while expressing excitement for a new chapter.

“Christoph is exactly the kind of leader we needed for Creative House 2 – a passionate gamer with a proven ability to bring out the best in creative teams and build franchises that last.”

Hartmann is similarly excited to be a part of Creative House 2, giving us a glimpse of his plans to take everything the studio is working on forward.

“The talented teams at March of Giants, Massive, Ubisoft Montreal, Ubisoft Paris, and Ubisoft Toronto have always known how to create worlds that players lose themselves in. With Creative House 2, we are giving them the structure, support, and vision to go further, to build the kind of intense, unforgettable experiences that remind players why they fell in love with games in the first place. That is what great games have always been about, and that is what we are here to make.”

It might be an uphill climb for Ubisoft (especially when projects like Splinter Cell Remake have seemingly stalled), but things could definitely improve with Hartmann’s leadership. Of course, there’s also the potential success of Assassin’s Creed Black Flag Resynced setting up the embattled publisher for a comeback when it launches on July 9th for Xbox Series X/S, PS5, and PC.

Assassin’s Creed Black Flag Resynced Builds on Shadows’ Combat, But It’s More “Skill-Based”

Assassin’s Creed Black Flag Resynced Builds on Shadows’ Combat, But It’s More “Skill-Based”

It’s no secret that Assassin’s Creed Black Flag Resynced, Ubisoft Singapore’s long-awaited remake of the 2013 classic, reinvents as much as it updates. Nowhere is that more obvious than with the combat, which focuses on reading your enemies, correctly timing parries and then taking them down in spectacular style.

It’s also more fluid, especially when transitioning between different tools, like pistols, swords, the rope dart and more. As tech director Jussi Markkanen told GamesRadar, “We modernized the combat to be more hitbox-based, as modern combat games tend to be, and a little bit more reactive. So, Edward can still use the hidden blades, but as a takedown action in the combat, making the combat more fluid.” As previously confirmed, you can’t equip the Hidden Blades as a separate weapon in the remake – a facet which bummed out most players.

But on the bright side, despite using Assassin’s Creed Shadows’ combat as its base, the development team opted for more action-heavy fights. “We have a parry system now, so you time your parries, but it’s free movement and hitbox, so it’s still physically based and built on top of the fight system we had on Shadows. But instead of doing what Shadows did in the skill-tree-based or RPG-style fights, we went more to the action-oriented fights,” said Markkanen.

So while it’s technically “reimagining” the original’s combat, it still maintains that swashbuckling flow and mastery that lets Edward capably take on crowds of foes while emerging unscathed. “Skill-based in a way that it’s skills in your hands. How do you move? How do you position yourself? How do you use your tools that you have?” Based on everything we’ve seen so far, Resynced will offer plenty of unique options to find your flow.

It launches on July 9th for Xbox Series X/S, PS5, and PC. Aside from the combat, there have been several other changes and new additions, including freshly recorded lines by actor Matt Ryan and the Observe mechanic. Head here for all the latest and learn more about how it runs on base PS5 and PS5 Pro here.

PlayStation Ending Physical Games in 2028 Hints at PS6’s Features, Says Analyst

PlayStation Ending Physical Games in 2028 Hints at PS6’s Features, Says Analyst

Sony’s recent announcement that it is essentially ending the concept of physical PlayStation game releases in 2028 will undoubtedly have larger ripple effects in the gaming industry. Analysts also believe that this gives us a good indicator of what we can expect from the PS6.

Among these is Ampere’s Piers Harding-Rolls, who believes that the January 2028 window indicates that Sony won’t be releasing its next-gen console until that year. Along with this, he also believes that the console won’t feature a disc drive for physical media.

“Almost certainly guarantees that the PS6 won’t arrive until 2028 at the earliest. Ampere’s current expectation is a launch at the end of 2028,” he wrote. “At a minimum, the standard version of a PS6 will not include a physical media disc drive.”

In a lengthier blog post, Harding-Rolls has discussed how Sony might be doing this in order to further cut down on the PS6’s manufacturing costs. Disc drives, while not individually expensive, also come with other costs, like licensing for Blu-ray capabilities. He doesn’t, however, discount the idea of a separate disc drive being sold that could plug into the PS6. This way, the company can still offer assurances to PS4 and PS5 users who have plenty of physical copies of games collected that the next-generation console will also support their pre-existing libraries.

“Sony will be looking for all the ways it can reduce the cost of its next-gen console, and this is an easy win,” he wrote. “It’s possible that an add-on disc drive could be made available to play older PS4 and PS5 games on disc. Removing the drive will upset some gamers that don’t want to pay for an add-on disc drive (if available) and that want to access their game collections on disc. It may be too impractical or too complex, but some process of transferral for older physical media to a digital license could alleviate some of these issues.”

Along with cutting down on its own costs, Sony might also be looking for ways in which publishers have to spend less money to release their games on its consoles. Right now, third-party publishers that want to release physical copies of their games have to pay Sony the associated licensing costs to certify their titles for PlayStation, as well as fees for the production of physical copies, which include costs for the disc itself, the case, and the cover.

“These costs are normally bundled into a single charge,” Harding-Rolls explained. “Under this model, publishers have a significant amount of financial risk in terms of paying for production and the royalty fee before any payments are received for sales into retailers.”

“Removing the costs associated with the production of physical media reduces publishers’ exposure to this inventory risk but also enables them to potentially realise better margins on sales of games through retail.”

In light of Harding-Rolls’ belief that the launch of the PS6 might be getting pushed back to 2028, it is worth noting that rumors have indicated that Sony is already working with AMD to validate the chips powering the next-gen console. There have also been reports about the PS6’s bill of materials costs having gone up by $200.

Think this tells us quite a lot about the PS6

Almost certainly guarantees that the PS6 won’t arrive until 2028 at the earliest. Ampere’s current expectation is a launch at the end of 2028

– At a minimum, the standard version of a PS6 will not include a physical media disc drive https://t.co/4yRjrB81qP

— Piers Harding-Rolls (@PiersHR) July 1, 2026

Subnautica 2 Studio CEO Departs Again as Krafton Caves to Paying Promised Bonuses

Subnautica 2 Studio CEO Departs Again as Krafton Caves to Paying Promised Bonuses

After a winding controversy that went to court, Unknown Worlds Entertainment will finally receive its promised bonuses from parent company Krafton following the success of Subnautica 2. In the midst of this, studio CEO Ted Gill will be stepping down as part of this settlement, Bloomberg reports.

“We mutually agreed to part ways. New leadership is the best way for the studio to move forward,” he said, with both entities seeking a replacement from the outside.

Krafton subsequently told IGN that, “Krafton, Inc., Unknown Worlds Entertainment and Ted Gill, Charlie Cleveland, and Max McGuire have reached a mutual settlement and agreed to dismiss all pending legal proceedings. Unknown Worlds and Krafton are focused on supporting Subnautica 2, its Early Access journey to the full 1.0 release and the global community that has made the franchise so special. Unknown Worlds will continue leading development, with Krafton providing support for the success of the game.”

The bonuses, amounting over $250 million, were decided when Krafton acquired Unknown Worlds in 2001 for $500 million. However, following delays to Subnautica 2, the company suddenly fired Gill (alongside co-founders Charlie Cleveland and Max McGuire). The case went to court, and the judge ruled in Gill’s favor, reinstating him as CEO while upholding Krafton’s commitment to bonuses.

The best part is that all employees will receive compensation rather than just the top brass and those working at the studio since 2021. While doled out over three annual installments, Gill noted that the studio will be “compensated significantly more” alongside “further incentives.”

After all, Subnautica 2 crossed four million copies sold within five days of its early access launch in May. That total is likely to be even higher now, especially as Unknown Worlds continues releasing updates.

What can players expect in the future? The ability to sprint for one alongside a storage cache, voice chat, player trading, additional slots for passive Biomods, and more. You can also expect improvements to Blight Encounters, wrecks, pinned recipes, the PDA databank and more.

It’s even listening to player requests for additional means to deal with hostile sea-life, though you shouldn’t expect to slay them, Sons of the Forest-style, anytime soon. Stay tuned for more details and check out our review for early access here.

More Expensive Consoles Don’t Result in Better Games, Says Former Naughty Dog Artist

More Expensive Consoles Don’t Result in Better Games, Says Former Naughty Dog Artist

With fears that the next generation of consoles from Sony and Microsoft might end up being quite expensive, with some even expecting $1,000 price tags, a developer has spoken out against the idea. In a social media post, former artist and art director at Naughty Dog and Rocksteady, Del Walker, has said that making more expensive consoles won’t necessarily result in better games.

He brought up a variety of problems facing the gaming industry these days, including ballooning budgets thanks to additional complexity and development time required to develop for modern gaming hardware. He then questioned whether these recent advances in hardware have led to games being more enjoyable.

“The next generation of consoles will cause more bloodshed. The cost of game development has never gone down when a new console arises; it always just adds complexity, cost, and dev time, but are the games truly more enjoyable? Debatable,” he wrote.

Walker also brought up the idea that artistic endeavors like game development tend to thrive when there are plenty of constraints placed on the artists. This also leads to development teams working more efficiently in order to reduce wasted effort and hardware resources. As things currently stand, game development budgets will likely go even higher, and when a game doesn’t sell well enough to justify its costs, layoffs are inevitable.

“Limitations are where the best magic happens when making a game, and less of it causes waste. When costs go up, you get less winners and more layoffs. I genuinely, with all my heart, wished the PS6 and Xbox Project Helix never steps foot into this decade,” he concluded.

In the replies, he then brought up an interesting point about the stagnation of game design in recent times. Since big-budget games need to hit as wide an audience as possible, Walker believes that this has led to games even simplifying their puzzles, with sidekicks giving players the solutions.

Walker’s statement comes just a couple of days after rumors indicated that the PS6’s bill of materials has gone up by around $200 since March. Back then, it was already at around $760. This new bill of materials might lead to Sony needing to charge over $1,000 if it wants to make a profit on the console. The previous costs would have allowed the company to absorb a bit of the cost and price the console at around $699.

Whether Sony will actually eat some of the costs in favor of a more reasonable price tag remains to be seen. Earlier this week, Sony Interactive Entertainment president and CEO Hideaki Nishino spoke about how it was “not realistic” for the company to absorb prices in light of growing component costs.

“As for pricing, it is not realistic for us to absorb all component cost increases, and we have already implemented some price increases outside Japan,” he said. “At present, however, sales are proceeding as planned, and we do not believe this has led to a decline in customer demand.”

As for Project Helix, Microsoft is apparently rethinking its approach when it comes to console hardware thanks to its high expected price tag.

The next generation of consoles will cause more bloodshed. The cost of game development has never gone down when a new console arises, it always just adds complexity, cost, and dev time, but are the games truly more enjoyable? Debatable.

Limitations are where the best magic… https://t.co/0WmHPHcEIy

— Del (@TheCartelDel) June 29, 2026

Exactly. I made a whole YouTube video that came to same conclusion. If your meal must cater to everyone, it cannot be spicy, it cannot be sweet, it can only be “inoffensive”. We can’t even have puzzles without a sidekick character blurting out the answers now because of this.

— Del (@TheCartelDel) June 29, 2026

PS3 and PS Vita digital stores are closing starting August 2026

PS3 and PS Vita digital stores are closing starting August 2026

PlayStation has announced it will be closing the PlayStation Store on PlayStation 3 and Vita starting this year.

In a blog post published today, Sid Shuman, senior director of Sony Interactive Entertainment content communications says the PlayStation Store on PS3 will close starting August 2026 for select markets: Mexico, Honduras, and Nicaragua.

Then, “additional Latin American and Middle Eastern countries” will follow suit starting late 2026. In all other countries, PlayStation Store on both PS3 and PS Vita will close in July 2027.

As Shuman notes, new content purchases will no longer be possible once the store closes. “To ease the transition, players will still be able to download previously purchased content after the closing date for the foreseeable future,” he adds.

As for the reason behind the decision, the senior director says that as the PlayStation Store continues to “evolve to support modern commerce systems,” including updated payment processing standards, the PS3 and PS Vita are “no longer able to support these updates at the level required.”

Related:Godot to ban (almost all) AI coding contributions

Looking ahead, Shuman says PlayStation needs to “focus more resources” on newer devices that most of its users are playing on today.

“We know this news may be disappointing to PS3 and PS Vita players who hold a special place in their hearts for this generation of gaming,” he says. “PS3 and PS Vita represent an important era in our PlayStation history, so this was not an easy decision for us to make.”

Accompanying the news was the announcement that Sony will no longer be releasing PlayStation software on physical discs from January 2028.

The pivot, according to the post on the PlayStation Blog, will mark an end to physical disc production for “all new games releasing on PlayStation consoles.”

The decision reflects changing consumer preferences and a broader entertainment industry shift away from physical software, Sony says.

“This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs. This transition will enable us to align more closely with how most of our community prefers to access and play games today.”

It’s a rare occasion to see a studio simultaneously announce an end to physical media while promising support for digital stores, to simultaneously then announce the closure of digital stores.

The Dark Ages – Revelations – 15 Things You Need to Know Before Buying

The Dark Ages – Revelations – 15 Things You Need to Know Before Buying

We say it every year, in some form or fashion, but 2025 was absolutely jam-packed with releases. So packed, in fact, that some were bound to be forgotten, like id Software’s DOOM: The Dark Ages. But if the more grounded combat with slower movement and focus on parrying didn’t quite feed into your personal Slayer power fantasy, good news – Revelations aims to up the ante in many ways.

Launching on July 7th for $19.99 on Xbox Series X/S, PS5, and PC, it’s absolutely massive in scope. Even if you’re not here for the story or how the once and future Slayer manages to escape this latest predicament, there’s no denying that a lot of work has gone into Revelations. Here are 15 new things we learned, starting with…

Playtime and Size

Remember the two DOOM Eternal DLCs? Two parts of a single cohesive story that you had to wait for? It was ultimately worth it, but Revelations is like both combined. Director Hugo Martin confirmed that it’s about 10 to 12 hours long depending on the difficulty. Considering that the base game’s story took about 14 hours to complete on average, this expansion is a pretty sizable addition, especially considering the price.

A Year’s Worth of Polish

Of course, the one question that’s bound to be on every player’s mind, sooner or later, is, “Why did it take so long?” Besides the free updates and improvements to the base game, id Software actually spent a year polishing Revelations. Everything you see – the encounters, bosses, secrets, and yes, even the new weapon – has been finely honed. Whether that’s up to everyone’s standards remains to be seen, but the development team clearly wanted to get it right, especially when it comes to…

Higher Difficulty

The Dark Ages wasn’t necessarily the most difficult experience in the Slayer trilogy, especially for those fresh off Eternal’s high-speed gauntlet of horrors. So you’ll be pleased to learn that Revelations’ difficulty is higher than the base game, even though id worked to ensure it remains balanced. If it still proves too easy, you can still play around with the difficulty sliders to tweak the challenge to your preference.

The Chain Spear

Without a doubt, the star of the show is the new Chain Spear. It packs a whole array of movement options, from dashing to grappling, and much of the expansion’s progression revolves around it. In fact, you’ll require the entire campaign to fully upgrade it and truly unlock some of the more “meta” tactics. The Shield Saw is still here, though, and quick-swapping between it and the Spear lends to some pretty combinations.

Slam, Stab, Throw, and Much More

Dashing, grappling, and stabbing are just a few of the Chain Spear’s unique properties. There are multiple abilities with dedicated upgrade trees, whether you want to hone in on the Sentinel Hammer-like ground slam, throw it like a projectile or play ring around the rosie with the grappling hook. It’s also aces for slashing through weaker enemies, breaking armor, and parrying melee strikes and projectiles. The goal of the Chain Spear is to elevate the amount of counters available, not unlike DOOM Eternal’s gameplay loop. Unfortunately, that does come at a cost…

Unchanged Guns and Repairing Your Armor

That’s right – no new guns (at least none that id is revealing at this time), and those from the base game remain largely the same. You’ll also need to upgrade the Slayer’s armor from scratch, increasing the max armor, health and ammo, one node at a time. It makes sense in the story, but if your skills are rusty, you might need to work that much harder to survive.

New, Returning and Upgraded Enemies

Thankfully, there are new enemies to tackle, like the Wizard, who buffs his allies and evades, which means using the Chain Spear’s enhanced mobility to catch up and put it down before things get out of hand. The Arch-Vile and Pain Elemental from Eternal also return, while the Whiplash Spectre has upgraded AI. The Hell Knights are also worth keeping an eye on, as they pack a purple glow and can detonate to deal massive damage. Managing all of these threats while staying on the move will be key, and the new bosses, including a dual-sword-wielding warrior, should prove a worthy challenge.

Maze-Like Levels That Are id’s “Best Work Yet”

In terms of level design, Revelations has a pretty impressive slate, from towering structures to desolate battlegrounds comprised of bones big and small. Id describes these as its “best work yet”, with every level offering maze-like layouts housing numerous secrets and upgrades. But don’t think you’ll just be going from one level to the next and then rolling credits.

A Brand New Structure

Revelations represents something new for the developer and Slayer trilogy as a whole. Instead of a simple campaign with optional side content and secrets, it’s divided into two separate overlays: Base Game and End Game. The former encompasses 60 percent of the total experience, including the story, but the latter makes up the rest and is where you go for a greater challenge.

End Game Activities and Challenges

And make no mistake – you’ll be challenged in all kinds of ways. When selecting the End Game overlay, levels offer new original paths, puzzles and end game resources. You’ll have to tackle challenges at Master difficulty, and new activities open up, like Praetor Suit Encounters, which involve competing in unique “extra-hard” arenas. If you’re looking for something more arcade-like, there are Slayer Trials, which have some scoring mechanics, thus challenging you to optimize your killing for the best result.

Classic Levels

You may have spotted this briefly in the reveal trailer, but progress enough through the end-game, and you’ll discover Classic levels. These are revamped versions of levels from classic titles, with vastly upgraded visuals. Not quite the retro aesthetic that such levels offered from DOOM (2016), but it’s a welcome twist all the same.

Uber Boss and Master Arenas

Once you’ve cleared the other end-game activities, you’ll receive the Astral Key, which allows you to face an Uber Boss, one of the greatest challenges in the game yet. We say “one of” because defeating it grants the Master Arena Key. This will unlock four “super-intense” Master Arenas that serve as the pinnacle of the game’s combat challenge. Complete these, and you’ll have well and truly mastered Revelations.

New Ripatorium Arenas, Enemies and More

But don’t worry – there’s still more, because finishing the Master Arenas will unlock three new arenas (including one that calls back to the classic Doom aesthetic) in the Ripatorium. All the enemies also carry over alongside the fully upgraded Chain Spear. Considering how much id Software has updated and built upon it over the past year and change, we’re excited to see how these options will change up the community-made presets.

Slayer Hub

Last but certainly not least is the new Slayer Hub. If you’re reminded of the Fortress of Doom from Eternal, id actually describe that as a “stepping stone” for this new hub. Packed with puzzles, hidden corridors, and of course, new lore, it’s a great way to decompress and explore. The campaign also offers plenty of lore and collectibles that shine more light on what’s going on, providing even more incentive to revisit levels.

Godot to ban (almost all) AI coding contributions

Godot to ban (almost all) AI coding contributions

The Godot Foundation has announced a series of upcoming contribution policy updates regarding the use of generative AI (genAI) on the free, open-source engine Godot, banning almost all use cases for code contributions, also known as pull requests (PR).

In a blog post published yesterday, the Godot Foundation recognizes a recent increase in AI-generated contributions, both by AI agents and by humans submitting AI-generated code. “AI contributions have the added pain of being demoralizing,” the post reads, referring to the maintainers who are fielding the PRs.

Godot’s policy updates come amidst studios continuing to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry.

As for the engine, the foundation’s focus will be on ensuring all contributions “are made by humans who can take responsibility for their code,” and be able and willing to fix it when needed.

Related:Krafton and Unknown Worlds founders settle Subnautica 2 legal dispute

“AI cannot take responsibility, and we can’t trust heavy users of AI to understand their code enough to fix it,” the foundation says.

Looking ahead, the foundation wants to amend Godot’s contributing policy to band autonomous AI agent use or “vibe coding,” use of AI to generate substantial pieces of code, and AI-generated text in human-to-human communication.

However, the foundation outlines some exceptions. While it requires all code to be human authored, AI should “should be limited to menial things,” including code completion, regex, or find and replace. If someone uses AI in some capacity to author code, the person must disclose it in the PR discussion.

Regarding communication, the foundation says that maintainers volunteer their time to review a user’s issue, PR, or proposal they do not want to talk to a machine. “This is a basic principle of respect,” the post reads. Yet, machine translations “are still acceptable” as long as the original content was written by a human.

The announcement of upcoming policy updates comes weeks after Godot confirmed that it tolerates “some AI assistance,” while also rejecting the “vibe coded” tag. Back in February, Godot veteran Rémi Verschelde expressed dismay at the number of “AI slop” PRs being generated for the engine.

“Things change every day with respect to the current suite of AI tools available. We will continue taking a conservative approach in our policies towards them, but we will re-evaluate as things evolve,” the announcement by the Godot Foundation concludes.

Related:OtherSide Entertainment lays off 18 from Thick as Thieves team

EA SPORTS College Football 27 vs EA SPORTS College Football 26 – What’s New?

EA SPORTS College Football 27 vs EA SPORTS College Football 26 – What’s New?

College Football 27 doesn’t reinvent the series outright, but it does introduce plenty of meaningful improvements across almost every facet of the experience. Whether you’re building a dynasty, creating your dream athlete, or soaking up the pageantry and atmosphere on game day, this year’s entry authentically pushes beyond last year’s offering with confidence. Here are fifteen of the biggest differences EA Sports College Football 27 is bringing over last year.

Dynasty Places Greater Emphasis on Coach’s Role

Like last year’s iteration, Dynasty Mode remains built around your coaching decisions, but College Football 27 asks you to mould your program around each school’s expectations and values. See, each school now has a clearer identity, shaped by organisational priorities, how much patience the board has for your process, and what the fans believe is important – winning a championship or getting one-over on your rivals, for instance. Your role as the coach is still central, yet College Football 27 brings new levels of external pressure.

Expectations Evolve as Your Program Progresses

And, your chosen school’s expectations aren’t set in stone. No, as your program progresses, so does their expectation of you, with evolutions determined by both the fanbase and the Athletic Director. Of course, if you’re doing well, projections rise, but if you’re underperforming then patience wanes. Yet, College Football 27 brings more nuance than a simple, binary up-or-down. Each success becomes a new baseline, yes, but each school’s demeanor dictates how responsive they are to success or failure too. For example, priorities can shift from winning championships to becoming a class-leader in recruitment. Furthermore, you can forge an elite team, but if you keep losing to your state rivals the fans will demand change.

All-New Dynasty Blueprints Finetune Program Control

While the Athletic Director’s expectations shape what success means at your school, College Football 27 introduces Dynasty Blueprints to put you in greater control of how you achieve this success. Here, Dynasty Points can be spent across three areas: coaching staff, school facilities, and Name, Image, Likeness (NIL). Investing in backroom staff streamlines your program’s efficiency, while spending on facilities supports long-term player development. Focusing on NIL gives you greater leverage to compete for the strongest talent, but no-two schools are the same. Blueprints are part of a wider program-building puzzle, but taken in isolation they highlight obstacles standing between your program and the Athletic Director’s expectations.

Scholarships No Longer Available in Pre-Season

As NIL has grown into a more significant roster-building, decision-making process with this year’s iteration, scholarships can no longer be offered during pre-season. See, real-life College Football has seen a rise in prospects who understand the terms they can command even before arriving on campus, with anticipated NIL influenced by star rating, position, school prestige, and so on. Mirroring this in-game, NIL is more of a long-term commitment, with scholarships now tied to your program’s ever-shifting expectations. For this reason, pre-season is now entirely focused on scouting, with the aim being for you to better identify targets that fit your program and then shaping NIL around your budgets and expectations.

My School Sees Expansion

Like last year, My School grades in College Football 27 continue to define your program’s potential, impacting recruitment, player management, and more. However, this year’s iteration expands and updates several My School grades in three key areas: Brand Exposure now tracks a school’s progress over a rolling five-year timeframe, while Championship Contender assesses your rank and rating to outline how likely you are to reach the championship finals in your present guise. Proximity to Home better calculates a precise distance between a recruit’s home and your school, giving you a major recruitment advantage for home-state players.

Weekly Practice Plans Bring Finer Control Over Wear and Tear

While College Football 26 allows you to test out plays and evaluate squad depth via Free Practice, College Football 27 brings more structured control to managing your roster. Weekly Practice Plans govern recovery times and practice limits, and can be customised player-by-player. And because you can adjust each individual player’s practice plan, College Football 27 allows you to carefully manage wear and tear, reducing the risk of injury.

Two New Coaching Archetypes

Coaching in earlier College Football games was built around the premise that no coach can be great at everything. And, while that philosophy still underpins your program’s progress in College Football 27, this year’s version introduces two new coaching archetypes: Visionary and Rainmaker. Available with pre-orders of College Football 27 or Madden NFL 27, Visionary tracks long-term career growth and professional potential through exclusive abilities that let you maximise practice sessions through deeper control over players preparation, recovery, and development. Rainmaker, available to MVP+ Members, hones in on Dynasty Blueprints, focusing on NIL, Dynasty Points, and making the most from your school’s resources.

College Football 27 Introduces Major Presentation Overhauls

As we mentioned in our already published “15 Things to Know” feature, one of the overarching improvements EA Sports is focusing on is more authenticity. This year, they’re ramping up the pageantry, atmosphere, and pre-match traditions, embellishing the individual personality of each school. Unique entrances, mascots, lighting, runout pyros, band tunnels, detailed traditions, crowd chants – College Football 27 brings plentiful updates to game-day atmosphere, ensuring that the presentation is more authentic and immersive compared to last year.

Rivalries Have Been Enhanced

College Football 27 understands that big games hold a certain gravitas, and a school playing against their rival is one-such event. This year, the energy, the tension, and the atmosphere of a rivalry matchup has been intensified: commentary describes their history, rival trophies become available for winning a big game, and more aggressive, tempestuous animations support the rival games’ greater emotional weight.

Road to Glory Brings a New Presentation Style

A standout addition to College Football 27’s Road to Glory mode is an all-new presentation style which gives you a player’s eye-view of the action direct from the sideline. You’ll still experience the runout, the pageantry, traditions, and fan atmosphere, but for those moments you’re on the sideline you can observe the play, adjusting camera angles to get as immersive a view of the game as possible.

College Football 27 Features a New Broadcast Package

To make College Football 27’s TV broadcast match a real-life telecast, this year’s version features an all-new package. New visuals, banners, action shots, and playcall panels offer new ways to support the game’s emerging stories, while halftime show overhauls, commentary support, and refined camera framing boost authenticity. The broadcast team now includes ESPN sideline reporter Holly Rowe, who’ll provide updates on injuries, weather, individual performances, and more. Elsewhere, Joel Klatt joins the commentary team, with the booth on-the-whole bringing a stronger awareness of the on-field action.

Max Potential Redefines Custom Athlete Growth

In College Football 26, Player Potential was divided into three tiers – low, medium, and high – with each determining your player’s long-term ceiling. This year, that system has been replaced by Max Potential, giving you direct control over how high each of your custom athlete’s attributes can realistically develop. Working in tandem with Physique customisation, your chosen physical attributes establish a theoretical upper limit while Max Potential determines how much of that limit your player can eventually reach. Because raising attributes consumes a limited pool of points – and elite ratings become increasingly expensive to obtain – you’ll need to make meaningful trade-offs when shaping your build, creating a far more flexible and personalised progression system compared to last year. However, the real innovation over College Football 26’s more rigid archetype structure is Max Potential allows your player’s identity to emerge naturally from your investment decisions rather than being locked in from the outset.

Legends Templates are New Preset Player Builders

Yet, if you want to hit the ground running with an established foundation for your custom athlete, you can select an all-new Legend Template. These are preset player builds derived from the physical traits, archetypes, playstyles, and attributes of real-life College Football icons. Each Legend Template outlines a Max Potential allocation, so the long-term development strategies born out of wholly custom athletes are still replicated. In other words: you can shape a legendary athlete into the type of player you want them to become.

Mental Abilities Now Tied to Off-Field Decisions

College Football 26’s mental abilities functioned as fixed gameplay perks, remaining static throughout a career. College Football 27 now ties mental abilities to off-field activities, making the decisions you make during the week far more impactful on gameday. They’re upgradeable too, beginning at bronze tier, all the way through to platinum, with you progressing through each level by completing gameplay goals and objectives.

Coach Mode is a New Way to Play

An altogether different type of simulation, College Football 27’s new Coach Mode allows you to experience the action from the perspective of the person managing on the sideline. When enabled, the CPU handles the post-snap gameplay, leaving you to focus on the pre-snap decisions real coaches make and experience the pressure that goes with it. It’s a mode that places far less emphasis on stick skill and more about planning, strategising, and sequencing your squad, and it’s a mode EA Sports is looking to support post-release with new camera angles and immersive tools.

Krafton and Subnautica 2 dev have reached a mutual settlement

Krafton and Subnautica 2 dev have reached a mutual settlement

Krafton has reached a legal settlement over the long running dispute with subsidiary Unknown Worlds Entertainment, best known for the Subnautica series.

“Krafton, Inc., Unknown Worlds Entertainment, and Ted Gill, Charlie Cleveland, and Max McGuire have reached a mutual settlement and agreed to dismiss all pending legal proceedings,” reads a statement from Krafton sent to Game Developer.

Unknown Worlds will continue to lead development on Subnautica 2, while Krafton is set to provide support “for the success of the game.”

The executives Gill, Cleveland, and McGuire have been in a legal dispute with Krafton since July 2025. Back then, the group alleged the parent company intentionally delayed Subnautica 2, as well as other misdeeds, to avoid an extra $250 million payout.

Krafton disputed the claim, filing its own countersuit and claiming the Unknown Worlds leader ship had abandoned the game and stole Subnautica 2 materials and documents.

Related:OtherSide Entertainment lays off 18 from Thick as Thieves team

This led to an ever increasing back-and-forth conflict that had seemingly come to an end in March when Krafton lost the lawsuit and was ordered to reinstate Gill after being ousted. It wasn’t until today, after Subnautica 2 went on to sale more than four million copies, that both parties reached a settlement.

According to Bloomberg’s interview with Gill, Krafton has agreed to pay bonuses to the entire Subnautica 2 staff.

Meanwhile, the CEO has mutually agreed to part ways. “New leadership is the best way for the studio to move forward,” he told the publication.

Gill said the developers of Subnautica 2 will be “compensated significantly more” than called for under the original acquisition agreement. Moreover, the staff is set to receive “further incentives” as the game continues to be updated.

Initially, the bonus was meant to compensate the aforementioned three top executives, as well as staff who were at the company during the 2021 acquisition. Now, Gill says everyone at the studio will receive a payout, including those who joined more recently. Said bonuses will be paid in three annual installments.

Now, Krafton and Unknown Worlds will search for a new CEO for the studio from outside of both companies, Gill said.

“We’re all super excited about Subnautica 2 and its tremendous success.”

Pragmata Developers Reveal Harsh Internal Criticism During Early Stages of Development

Pragmata Developers Reveal Harsh Internal Criticism During Early Stages of Development

While Pragmata might be Capcom’s latest hit, its development wasn’t all fun and games. As caught by Automaton Media, the game’s developers revealed some of the scathing feedback they got during its early development during a recent Japanese livestream. Work on the project started all the way back in 2019, with Capcom Development Division 1 boss Jun Takeuchi wanting the company’s younger developers to make “a game on the Moon.”

This early period was marked with quite a few problems, however, including pitches and concepts that didn’t end up going anywhere. Eventually, we would get an official announcement trailer in 2020. Despite this, the developers were facing quite a bit of criticism for the test stages that they had developed, each one getting rejected.

According to the developers, they got internal feedback noting that they were “unable to make compelling puzzles” and “unable to make compelling action”, which meant that they were “incompetent at level design.” This feedback would then lead to the creation of Pragmata’s signature hacking system, which led to its own variety of problems.

Some of the negative reviews they got during testing included the game logic being “completely broken”. One review said that the developers should “Give me back the 2 months I lost working alongside the team. Is this what you’re trying to entertain your players with?” Another believed that the hacking system “has fundamentally worsened the game.” Yet another said that it “feels like you’re just aimlessly moving forward – so boring.”

Despite the harsh nature of this feedback, the development team would then rush to make a new build of Pragmata that could be presented to the company’s upper management, with the goal of the meeting being to decide whether the project is worth taking forward or if it should be cancelled. In a fortunate turn of events, Capcom decided to go ahead with it, giving the team the chance to restart development.

Interestingly, director Yonghee Cho has expressed some regret at having unveiled Pragmata so early. While the title was originally slated for a 2022 release, Capcom had to push it back several times before it finally came out earlier this year on PC, PS5, Xbox Series X/S, and Nintendo Switch 2.

“When we made that initial announcement trailer, we honestly did not expect user interest to be as high as it was,” said Cho. “Of course, the dev team wanted to make a good, fun game. But when we saw the player reaction and expectations, we realized making just a good game is now no longer enough. We have to make something that’s even better than we initially imagined.”

Thanks to its overall success, with more than 2 million copies being sold in just 16 days of release, Capcom has expressed some interest in a potential sequel to Pragmata. In its recent earnings report, the company said that the project worked out well thanks to its younger developers working alongside more experienced ones. “Based on this strong start, we will continue our analysis and consider the possibility of developing it into a series,” noted the company.

For more on Pragmata, take a look at our review.

Ubisoft Barcelona strikes over proposed layoffs

Ubisoft Barcelona strikes over proposed layoffs

Ubisoft Barcelona initiated strikes yesterday, which are set to last until July 17, running on Tuesday and Thursday afternoons, over the proposed layoffs that could affect 51 workers at the studio.

The news comes from a bulletin sent to local media such as Hobby Consolas, penned by Spanish union Confederación General del Trabajo, which is organizing the strikes. (The original source is in Spanish, but Insider Gaming has published the info in English.)

The layoffs were proposed by Ubisoft earlier in the month as it shuttered its Winnipeg and Belgrade subsidiaries. A source familiar with the situation told Game Developer the company was taking action to reduce costs and focus on new strategic priorities. At the time, the layoffs were pending consultation.

Unlike Winnipeg and Belgrade, Ubisoft Barcelona is expected to remain open but will be restructured to focus solely on the Rainbow Six franchise.

Related:OtherSide Entertainment lays off 18 from Thick as Thieves team

Starting yesterday, June 30, staff at the Barcelona branch is beginning its series of strikes, demanding continuity through a binding negotiation for a new studio mandate that ensures the 51 staff are retained.

The workers are also demanding a firm commitment to shield the workforce against future collective dismissal processes for a minimum of five years, strict and immediate compliance with agreed-upon internal promotions (which were “unilaterally paralyzed by the company”), and the unblocking and formal review of the salary improvement plan, as well as the workforce’s social benefits package.

The staff is also demanding an unconditional return to the remote work model with 60 percent monthly working from home to ensure effective work-life balance. This is in reference of a widespread return-to-office mandate instated in the restructuring program announced early in the year, making it so all teams are required to work on-site five days a week.

The initiative, poised as a cost-reduction decision, was announced shortly after the company secured a $1.25 billion investment from Tencent, which acquired a stake in Vantage Studios, one of Ubisoft’s new creative houses. Then, a number of French unions that include Ubisoft workers responded to the news by staging an international strike in February.

Since then, Ubisoft Toronto laid off 40 employees, Ubisoft subsidiary Red Storm ended game development and laid off 105 workers, and 93 roles in the San Francisco branch have been on the chopping block. The company also reported its net bookings were down 54 percent year-on-year in May.

Related:PlayStation ending production of physical software in January 2028

SVG REVIEW Sumerian Six – Gamecritics.com

SVG REVIEW Sumerian Six – Gamecritics.com

This is a transcript excerpt covering the score awarded to Sumerian Six on the So Videogames Podcast, Episode 494.

BRAD: It’s been a pretty light week for me in terms of games, but most of my game time this week has gone into Sumerian six. I’ve talked about this before and this will be the final time I talk about it on the show until the end of the year. You can be sure you’ll hear about it again in December, but for right now I just rolled credits on it. And this is going to be the official SVG review, so I’ve got to talk about it one more time.

For those of you who might have missed it before. Sumerian six is a… I don’t even know what this genre is called. It’s like top down, quasi turn based, quasi real time action where you take a group of six operatives and each one has special abilities, and you go to fight the Nazis in World War Two. They are trying to resurrect an ancient demon. And so you’ve got to stop them from helping Hitler win. Win the war through sorcery and black magic. Cool idea. Cool theme. Like it. seen from the top down or isometric perspective. And you can take turns with your character. So like, what happens basically is you go into this map and all the maps are fucking gargantuan.

There’s like a million enemies on each map, lots of buildings, elevation changes, all sorts of stuff. You’ve got objectives on every map. kill certain people, get an item, get to a place. And sometimes you have like multiple levels of objectives, a lot of things you got to check out first before you can do your real objective.

And so the map is populated with enemies. Enemies are just walking around in real time on their own. They all have routines. They all have their paths. They’re walking. They’re all covering each other, keeping sight lines on each other. It’s all very complicated and layered. So you’re in this map where people are just walking around in real time. You’ve got your your team of six. You can move any of them at once. You can move them as a group. And then the trick to this is you can also assign them actions that happen when you kick them off. So let’s say for example, you’ve got, uh, your main operative who is kind of like he can dash, he’s got a gun, he’s got a couple other things you want him to go like attack a guy on the left, but he can’t attack that guy because his guy watching him on the right. If you kill the guy on the left, the guy on the right is going to sound the alarm. The whole thing’s going to go south. So then you have another guy, maybe the guy. There’s one guy that turns into a werebear, uh, and he also has a submachine gun. Submachine gun. Werebear. I mean, that sounds pretty impressive to me. You send that guy over to the right. And so you can key things in a certain way. You can assign actions before they happen. So you can say, okay, guy on the left, I want you to kill this guy. When I push triangle guy on the right, I want you to kill that guy when I push triangle, and then you get everything ready, you get the pieces in place, you make sure everybody’s where they need to be. And then once you’re ready to go, you hit triangle. Everybody does their thing at the same time. And then you can accomplish really challenging tasks. Uh, that would be impossible to just have one person doing at once. And sometimes you can have like three, four, five, even six people doing six different things at the same time. As long as you have planned it out ahead of time, put people in a position and told them what to do. It all goes down. Very nuanced, very, very entertaining. If this all sounds familiar, that’s because this is a literal carbon copy of the formula that was mastered by Mimimi studios who I will eternally be a fan of.

Now, I’ve heard some people say, and I cannot confirm this, but I will be able to, but I’ve heard some people say that a game series called commandos did this before, or at least did kind of part of it before. Mimimi did. I didn’t have any experience with commandos. It was PC only for a really long time, which is probably why I never got around to it. It is on console now and I bought it for PlayStation, I believe. There’s like commandos, there’s a re remake and some DLC. So I’m going to crack into that soon, maybe even this afternoon. And I’ll find out what’s what, because commandos was certainly the earlier game, the first game. But I don’t know how similar it is to what made me me was doing and how similar it is to Sumerian Six. But we’ll find out.

But regardless, um, I think my first experience with this exact kind of gameplay was mimimi’s first one. Um, gosh, what is it? Shadow. No. Shadow of the. Oh, Jesus. Okay. Hold on. I gotta look it up. This is I can’t I can’t misquote it because I love that game. Shadow tactics is what it was. And that had a group of samurai and ninja. That was great game. Loved it. They went on to do Desperados three, which was the same formula but with Cowboys. Loved it. And then they went on to do Shadow Gambit, which was the same formula but with Pirates.

Loved it. Shadow gambit. It’s like the best. It is fucking amazing. In fact, I need to go back and do the DLC. So mimimi did these three games, which are… they’re all like banging masterpieces. If you like this type of gameplay, they are like the absolute tops. They are the best. I love all these games. And then they dissolve their studio. They said making these games is really hard. And they were tired and they needed a break and they quit and they just walked away. I still can’t get over that. I still it still breaks my brain. Take a vacation. Y’all make a different game for a while. come back in six months or something. But like, nope, they bounced. Um, and I don’t blame them. Kind of because making a game like this is really difficult. As we saw with Sumerian six.

I got this game in… I think I got Sumerian six in like February and I liked it a lot. I instantly recognized it as, and I’m literally not even joking, A carbon copy of the mimimi formula. Everything about it is basically essentially the same. I don’t know if anybody from mimimi is on this team. I tried to find out. I put in some requests with PR, but like the results were inconclusive. I don’t know whether they don’t know or didn’t want to say, but if there were people from the mimimi team on Sumerian six, that wouldn’t surprise me a bit because it seems like exactly that. Literally. I’m not even joking. I’m not. It’s exactly same controls, same UI, same systems, same color coding, literally everything same. But since mimimi doesn’t exist anymore, I can’t get mad about it because I love these games and I’m glad that somebody is picking up the torch. So I’m, I’m not going to get mad about it in this case.

Anyway, when I got this game in February, it was pretty buggy, like a lot of animation problems. Um, I had some weird, weird things happening, but more than that, I had a couple of game breaking bugs where some of the abilities of the characters were not able to be used. And if you can’t use the character abilities, then you just really can’t play the game because you need them to do all sorts of things. specifically, there was one part where I would walk into like a power dampening field that was set up by the Nazis to protect their base, and it fucked up the whole game. And I couldn’t keep playing after that. And there’s this other part where, uh, one of the ladies has a bomb that’s really useful because you can take out a bunch of guys at once, you can take out a whole group. And something about the game, like disabled her bomb. I could not activate it.

And so I was down a character and that didn’t work for me. So I put it aside for a while and then PR said they patched it. They weren’t able to like fully reproduce the bug that I had, but they think that it was, I don’t know, something to do something. They figured it out partially and I went back to it like I think a couple weeks ago and it was fixed. It was fixed, the bomb worked. I got the powers back. I could go through the dampening field, no problem. Again, it was all great. So I jump back in. I have now finished the game, rolled credits this morning and I gotta say it’s just Excellent. It is just excellent. I think the mimimi formula is fully intact. And if you’re going to steal, steal from the best and mimimi was the best. and stealing is part and parcel is totally fine because the studio is not there. And I think this kind of gameplay is awesome. I really enjoy it. The levels are huge. It’s really detailed and slow and methodical, but it’s super rewarding when you do pull it off. Like when you see something that looks impossible. Multiple guards covering, multiple guards, covering multiple guards, monsters on the field. Everybody’s looking every way.

How the fuck are you going to get through this? You just don’t know. And then you see an opening. You have an idea. You put your team together, you get the timing right. You pull it off. It just feels amazing. love that feeling. You’re going to have a lot of failures, that is for sure. Um, luckily they have implemented the same fast, quick save system that mimimi had. And if it wasn’t for that system, I think this game would be unplayable because you die so often and you make so many little mistakes. And sometimes it’s just the matter of one pixel or even a fraction of a second. And if you’re off, the whole thing goes down. and so being able to quick save and reload quickly, it just really makes the whole game playable. It makes the experience happen. And I’m glad that they did that. I’ve seen some people who try to get away from the quick saving, and I think it’s a real, real mistake. Uh, the most notable example in my mind is Stone of madness, which I, I, I really am fascinated and intrigued and drawn to the Stone of madness. it’s about a bunch of insane asylum prisoners who are trying to break out of the asylum. And it’s this large level where you have to, like, do these multi-stage escape maneuvers with various things. So I got to play it. I got to play it, I got to get back to it. But they have gotten rid of the quick save on principle. And it just it makes the game so unplayable at times. It makes it so hard to get through and so frustrating. I think they really made a mistake and they did themselves a disservice by getting rid of the quick save. Because if you don’t want to Kwik Save, then don’t. Nothing’s making you do it. But if you want to, if you need it to manage your blood pressure, then I think it’s a good thing. So I’ll come back to the Stone of madness. That’s one of my white whales, I think. Um, but it’s just so fucking frustrating to play.

but again, I think having the Kwik Save here makes it super playable so you can die, retry, die, retry, die retry, and just try many, many different iterations of things. And it really works well. Like the characters, the writing is pretty good, keeps it going. Like this little tale of like World War Two intrigue. I think the characters are fun. I like the Werebear. You have a Laura Croft type character who can fully turn invisible. There is a mad scientist lady who can paralyze people and dissolve their bodies. You’ve got a guy who uses electricity and he can stun whole groups of people. You’ve got a guy who has a arrow that he can fire infinitely, and he can also astral project to, like, confuse people or take control of their minds.

And with all these people together, this wide range of abilities, wide range of powers and wide range of scenarios, it’s a really, really, really rewarding experience. If you like this kind of like incredibly dense, incredibly slow, incredibly methodical and large and difficult process, even on the easiest difficulty, still incredibly hard. Um, but I like it. I think it’s really rewarding. I think it works well and I’m really super happy that they patched it and that I was able to come back to it and finish it. I felt like it was a great experience. I really enjoyed playing it and I just really couldn’t stop once it was in functioning order. So very good stuff.

So time for the review now. Absolutely a recommendation. I think if you like the mimimi formula, you like this type of real time, turn based kind of, I don’t even know actiony blend of stuff. There’s really nothing else quite like it out on the market. So I think it’s good. Um, it still is a little bit buggy. I will say I had a few problems. Nothing game breaking, nothing nearly as bad as as it was before, but it’s a little bit a little bit buggy. But again, these games are incredibly hard to produce, more so than other types of games, I believe because of all the moving parts and all the things you need to take care of here.

So I I’m going to give them some slack. So considering they have really nailed the mimimi formula, which I consider to be pretty close to perfection, they’ve nailed the level of content, they’ve nailed the interesting team dynamics, the writing, the subject, the themes. It’s all pretty great stuff. Sumerian Six doesn’t reinvent the wheel and essentially copies the top-of-class Mimimi formula. However, don’t fix it if it isn’t broken, and the devs do offer some off-the-hook, crazy strong powers. These are a big plus, and I had a ton of fun using them to destroy Nazis. So that’s not a minus to me at all. While it’s not really new in concept or execution, Sumerian Six is done exceptionally well and I had a great time with it — it brings the heat where it needs to bring it, and fans of the genre can consider it a must-play. I’m going to give it an 8.5 with that representing itself as like basically like a high point of its genre.

Sumerian Six is an excellent example of its genre. It is what it wants to be, it does what it needs to do, and it does everything it attempts quite well. It’s a fantastic experience. So for me, a very rock solid 8.5 out of ten for Sumerian six.

Rating: 8.5 out of 10

Disclosures: This game is developed by Artificer and published by Devolver Digital. It is currently available on PC, PS and XB. This copy of the game was obtained via publisher and reviewed on the PS5. Approximately 20 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated M and contains Blood, Language, Use of Drugs, and Violence. The player will inevitably kill hundreds of literal Nazis during the game, but the characters are generally quite small and seen from an overhead perspective, so there’s not much detail or gore. There is some salty language, but as far as I can tell, the only drug use that I noticed was when the scientist, Rosa, uses an ability to stun enemies with an injected chemical. In my view the “M” seems a bit harsh — I’d probably slot it for teens and above.

Colorblind Modes: There are no colorblind modes available in the options.

Deaf & Hard of Hearing Gamers: This game has voice acting but also offers subtitles for all dialogue. Subs can be adjusted and resized. There are no audio cues needed for gameplay, so this title is fully accessible.

Remappable Controls: No, this game’s controls are not remappable. The controls require a bit more finger gymnastics than usual. the L1 brings up the ability selection menu, while the R1 brings up the character selection menu. The d-pad sees heavy use, with each direction handling important functions such as toggling enemy view cones, assigning actions, using the map and — crucially — toggling camera view modes. Otherwise, abilities are triggered with the face buttons. Camera is mapped to the R stick and character movemement is on the L stick. To make a long story short, basically every button on the PS controller is used and some have multiple functions, so there’s a lot to manage.

Senior Editor of GameCritics.com and host of the So Videogames Podcast.
Transformers fan. MOTU stan. Black Lives Matter, pro-LGBTQIA. Anti-fascist.

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PlayStation Games Will Go Fully Digital From January 2028 Onwards

PlayStation Games Will Go Fully Digital From January 2028 Onwards

Sony has announced that, starting in 2028, PS5 games will only be sold digitally through retailers and PlayStation Store. In a statement, the company said that this decision was made after taking into account the recent changes in consumer preferences as well as trends in the overall entertainment industry.

In the year and a half leading up to the January 2028 cutoff date, however, we will continue seeing PS5 games coming to discs, depending on publishers. After the date, however, even retail copies will just be codes sold in boxes rather than including any disc.

“This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” said the company. “This transition will enable us to align more closely with how most of our community prefers to access and play games today.”

This might also end up being an indicator that future PlayStation consoles might not feature disc drives at all. While the rumored PS6 handheld would likely have no physical room for a disc drive, next-generation home consoles in the future will likely only be available in SKUs similar to the PS5’s Digital Edition.

Sony’s announcement comes just days after Rockstar Games’ controversial decision not to include any discs with the physical release of Grand Theft Auto 6. While there have been rumors that the company might end up releasing a disc version at a later date, more recent reports have indicated that this may not be the plan. Citing a “source with knowledge of the plans, The Hollywood Reporter has claimed that no disc-based physical release is planned in the “following months” after the game’s release.

In light of this, Circana’s Mat Piscatella has said that the decision won’t really lead to any major effect on Grand Theft Auto 6’s sales. He pointed to the popularity of modern consoles without disc drives, like the PS5 Digital Edition and the Xbox Series S, along with a number of retailers that don’t deal in used games.

“Anyways, devil’s advocate here, but given the % of PS5/XBS consoles out there without a disc drive, one could argue code in box may provide a better opportunity for retailers, particularly those that don’t sell used,” he wrote. “In any case, can’t say this changes anything regarding total sales expectations.”

Rockstar Games opened up pre-orders for Grand Theft Auto 6 just last week, and while we haven’t yet seen any official numbers about how many copies may have already been sold, a glance at the PlayStation Store’s “All games” section reveals that it has been topping sales charts across all regions, be it the US, UK, Canada, or even Japan and South Korea.

Interestingly, the best-selling version of Grand Theft Auto 6 right now seems to be the $100 Ultimate Edition, rather than its $80 standard edition. The Ultimate Edition includes an “exclusive collection of premium vehicles, weapons, apparel, and action around every corner.” Some of the included customization options will be available through unique in-game shops, like Sara’s Unisex Salon, Rideout Customs, and Electric Fang Tattoo.

Grand Theft Auto 6 is being developed for PS5 and Xbox Series X/S, and is slated for a November 19th release.

Rockstar accused of ignoring pay inequity and mandating crunch

Rockstar accused of ignoring pay inequity and mandating crunch

Multiple Rockstar developers have accused the company of failing to address gender-based pay inequity, actively striving to facilitate crunch in the United Kingdom, and weaponizing bonus payments against employees.

In a wide-ranging interview with Game Developer, three members of the Rockstar Game Workers Union (RGWU)—who chose to remain anonymous for fear of reprisal—claimed the studio is failing the people responsible for crafting Grand Theft Auto VI, which is expected become one of the most lucrative video games in history when it launches in November 2026. 

Those who spoke with Game Developer are not part of the cohort of fired workers currently embroiled in a legal dispute with the Take-Two Interactive subsidiary over allegations of union busting. They are, however, all union members (currently seeking voluntary recognition) who feel Rockstar is letting them down. 

Discussing the state of compensation at the company, they explained how a lack of transparency around pay and bonuses can leave staff in the lurch. They claimed that, as it stands, a considerable portion of most employees’ compensation package comes in the form of bonuses that fluctuate wildly, often without obvious justification. 

Related:Grand Theft Auto developers seek union recognition at Rockstar

They claimed that lack of consistency often means the compensation received by Rockstar workers falls below the market rate when compared with adjacent industry work. 

“When the bonus is particularly good, it can be a windfall, but often the bonus is disappointing and one can end up being paid considerably less than expected for the year. The reasoning given for this is often nebulous, inconsistent between departments, even inconsistent between team members within the same department, and sometimes hinges on completely subjective or retroactive criticisms,” said one source. 

Game Developer was also told that promotions are difficult to secure at Rockstar because the studio regularly shifts the goalposts when career progression is discussed. 

“The main problem is that [bonuses and progression are] all completely discretionary for the company, and they are under no obligation to show their working,” continued one source. “Employees want good pay, and if literally anything they do that year could affect it, they will naturally feel they have to be as pliable as possible to their boss’s whims. Imagine [how you might feel if] a fifth of your salary could be withheld without any justification or based on a single surprise factor.”

On the subject of compensation, we were told the gap between median wages for different genders has actually widened at Rockstar and that initiatives aimed to address that imbalance have been scrapped. It was also claimed that nightshift workers no longer receive any extra benefits to offset their unsociable hours. 

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

Union workers at the company said all of the above has coalesced to create a sense of imbalance and injustice within the studio. They feel some Rockstar employees are not being adequately compensated for their role in building a industry-leading title in Grand Theft Auto VI, which Take-Two boss Strauss Zelnick recently described as “arguably the most anticipated entertainment property of all time.” 

“There are those [within Rockstar and Take-Two] with hundreds of millions of pounds, there are those receiving excellent pay for their work and are grateful, and there are certainly those that are woefully underpaid for their effort and the incredible profits gained. Especially when you consider that the company gets hundreds of millions in tax breaks for their UK workers,” added one source. 

“It seems the company thinks that offering specific and limited compensation as an incentive for overtime means it no longer qualifies as crunch.”

Notably, we were informed that Rockstar attempts to normalize crunch—the widely-criticized practice of forcing employees work extraordinary amounts of overtime to bring a video game to market—by essentially baking it into the contracts of UK workers. 

Related:Telltale Games is back, but can it learn from its past mistakes?

“Crunch is prevalent enough that the company built into our contracts, as standard, an opt out of the Working Time Regulations [a UK employment right that can be vountairly relinquished by employees] that stops your employer being able to ask you to do more than about 10 hours extra each week,” explained one source. 

“The union successfully ran a campaign to inform people they could opt back in to the regulations at any time, which resulted in Rockstar management simplifying the process and removing the obligation to meet with HR.  Part of the problem with crunch is that there is not an agreed definition, and now it seems the company thinks that offering specific and limited compensation as an incentive for overtime means it no longer qualifies as crunch.”

Game Developer was told that while there are teams within Rockstar that never crunch, there are also departments that “seem to never get out of it—and often colleagues do not realize the opposite group exists.” It’s an accusation the studio has faced before.

A lack of remote working provisions is another point of contention for union members, who claim the ability to work flexibly between their homes and the office—introduced in response to the COVID-19 pandemic—enabled staff (and especially those with families) to strike a better work-life balance. Sources told Game Developer that Rockstar had “promised” full-time office work would not return, before reneging on that pledge in order to “stimulate collaboration.” 

Despite that pivot, we were informed company leaders are still able to work flexibility if they wish. Of course, the rub here is that it’s now up to those same Rockstar and Take-Two leaders accused of cultivating a sense of disparity to liaise with union members to help create better, more equitable working conditions. 

“For us workers, we have no say in who our superiors are. We must try to work with them regardless and hope that they are more interested in engaging with their employees to build some mutual trust moving forward,” explained one source. 

For better or worse, union members feel there will only be meaningful change if Rockstar and Take-Two leaders are willing to accept accountability for their alleged failings—although there’s hope that formally unionizing will perhaps encourage some welcome introspection at the top of the executive totem pole. 

Collective action, we’re told, feels like a small risk that could yield big rewards in the current industry landscape. 

“If it seems like a big risk to unionize, it is worth remembering that plenty of non-union members lose their jobs unfairly every year, the difference is that it happens with no scrutiny. And if you think organizing will not make a difference, it already has,” said one source. 

“Since October, there have been unprecedented average wage increases in represented studios, for the first time ever there is actually some financial incentive for crunch, and several other policies are changing after years of frustration. The timing is not coincidental—organizing works.”

A Take-Two Interactive spokesperson provided the following statement when approached for comment:

“We strive to make the best games possible by giving our talented teams world-class work environments and ongoing career opportunities. We have fostered a culture which is focused on teamwork, excellence, and kindness, and where we support and reward the team across all levels of the business through competitive compensation and benefits policies.  We are proud that as a result, our employee retention is well above the industry standard. We have received a request from a union seeking to discuss voluntary recognition. We value an open and constructive dialogue with all stakeholders and will arrange to meet.”

Three Biggest RAM Makers Sued for Price-Fixing DRAM, Causing Supply Shortage

Three Biggest RAM Makers Sued for Price-Fixing DRAM, Causing Supply Shortage

With memory prices hitting incredibly high levels, the three biggest RAM manufacturers in the world – SK Hynix, Samsung, and Micron – are now being targeted by a class-action lawsuit alleging that they have been engaging in price fixing for components together while also limiting constraints on supply. According to Law360 (via VGC), the lawsuit has been filed by a class of individual and business consumers.

The lawsuit is alleging that the three companies have been working together to lower the supply of DDR3 and DDR4 RAM in the market, which in turn has led to price hikes across those segments as well, with much of the production efforts across the companies focused on HBM (High Bandwidth Memory) modules that are being sold for use in AI data centres.

“The DRAM oligopolists have simultaneously cut production, coordinated a pivot to HBM and exit from DDR3 and DDR4, and otherwise decreased and locked up conventional DRAM supply while prices charged up with mind-blowing scale and rapidity,” alleges the lawsuit.

Despite prices rising, “Samsung, SK Hynix and Micron continued to squeeze conventional DRAM supply, simultaneously and publicly directing their resources toward less-profitable-per-die HBM – or in some cases, simply junking conventional DRAM supply channels altogether.”

The lawsuit notes that these moves by the three companies have led to consumer purchases suffering “the impacts of a distorted market crippled by the behavior of DRAM oligopolists.” Noting that, in a typical market, prices that are climbing at a higher rate would “pull supply toward them,” the lawsuit notes that “That did not happen.”

As for whether a new company can pop up to offer an underserved market, the lawsuit notes that it would be an uphill battle due to Samsung, Micron, and SK Hynix having accumulated “decades” of trade secrets. Global policy, like export controls set by the United States, also hampers the potential for more competition. “The practical consequence is that when the three firms restrict supply, no outsider can expand output to undercut them.”

Interestingly, the lawsuit has pointed to a past instance of the companies being sued for price-fixing DRAM modules, with Samsung pleading guilty to charges in 2005 and paying a $300 million fine. At the time, the US Department of Justice called the action “an international conspiracy to fix prices in the DRAM market.” SK Hynix also pleaded guilty at the time, paying $185 million in fines, while Micron managed to avoid penalties by working with prosecutors.

The skyrocketing prices of memory have led to many consequences in the consumer market. From price hikes for the PS5, Xbox Series X/S, and the Nintendo Switch 2, to the high price tag for the Steam Machine, and even Apple’s lineup of devices getting more expensive, the fault has largely been placed on the price of memory in the current market. More specifically, on the gaming side of things, there have also been reports of Microsoft and Sony potentially delaying the launch of their next-gen consoles – the PlayStation 6 and Project Helix, respectively – in order to avoid high price tags.

Skies Unknown Has Sold 7.5 Million Copies Since Launch

Skies Unknown Has Sold 7.5 Million Copies Since Launch

As publisher Bandai Namco and developer Project Aces get ready for the October 2nd release date for Ace Combat 8: Wings of Theve on PC, PS5, and Xbox Series X/S, through a video on PlayStation Access, the companies have confirmed that the previous game, Ace Combat 7: Skies Unknown, has sold 7.5 million copies since launch.

More detailed charts of Ace Combat 7’s sales have been discovered by social media fan account Ace Combat Fan, giving us a closer look at how well the game has done in the seven years since its release. Having originally come out on PC, PS4, and Xbox One back in 2019, the title took a little over a year to hit the 2 million sales mark, and went on to sell 2.5 million units by the start of 2021. Since then, sales have seemingly been progressing at a steady state.

The 2024 release of the Nintendo Switch port may also have played a large role in selling more copies of Ace Combat 7: Skies Unknown. The title had sold 5.5 million at the time. By the start of 2025, however, it had sold 6 million copies. The 7 million barrier had been reached at the start of this year, and trends indicate that it might even go on to hit 8 million by the time 2026 ends.

Taking a wider look at the franchise as a whole, Ace Combat 7: Skies Unknown is the best-selling game so far, accounting for 34.9 percent of the 21.5 million total franchise sales. The original Ace Combat trilogy on PlayStation sold 4.48 million copies, while the PS2-era trilogy sold 5.232 million.

Ace Combat 8: Wings of Theve was officially unveiled back in December 2025 during The Game Awards. The trailer revealed that the player will take on the role of a pilot on the Endurance – a ship full of refugees from the attack on the Federation of Central Usea. As the eponymous Wings of Theve, the player will partake in epic aerial dogfights to take back the nation from the Republic of Sotoa.

Its release date was announced earlier this month with a brand-new trailer that gave us a deeper look at the story. Among other things, it introduced implications that there might be an imposter pretending to be the Wings of Theve involved in the story, with all of the geopolitical and interpersonal drama that such an event would likely lead to.

More recently, Ace Combat 8: Wings of Theve got a new trailer giving us a look at how it is changing up the gameplay, and how players will get to take on superweapons. These superweapons – incredibly massive aircraft with multiple parts to take down – tend to be boss fights in the Ace Combat franchise. Among the changes introduced in the upcoming title is the fact that the superweapons can also take damage from attacks made to parts that aren’t the typical target boxes. Destroyed enemy aircrafts will also damage nearby targets, giving players more ways to deal with larger squadrons.

Pre-ordering Ace Combat 8: Wings of Theve will reward players with a copy of Ace Combat Zero: The Belkan War, as well as the F-14A to use in-game.

Amsterdam Was Originally Going to be Published by Xbox Before Funding Was Cut

Amsterdam Was Originally Going to be Published by Xbox Before Funding Was Cut

Panache Digital Games unveiled 1666: Amsterdam – a new dark narrative action game – earlier this month. According to Game File’s Stephen Totilo, the title was at some point slated to be published by Xbox. In a social media post, Totilo has reported that Microsoft eventually cut funding for 1666: Amsterdam, leading the studio to go with self-publishing.

“As I reported in Game File, 1666: Amsterdam, the new game led by the lead creator of Assassin’s Creed, was going to be Xbox-published, before [Microsoft] cut funding,” wrote Totilo. He went on to draw comparisons with other projects that were slated to be published by Xbox, like an unnamed project by Romero Games.

“We have some difficult news to share,” posted CEO Brenda Romero last year. “Last night, we learned that our publisher has canceled funding for our game along with several other unannounced projects at other studios. This was a strategic decision made at a high level within the publisher, well above our visibility or control. We deeply wish there had been something, anything, we could have done to prevent this outcome.”

Totilo went on to discuss Kojima Productions’ horror project, OD. While last year’s layoffs at Microsoft had raised questions about whether the title would be going forward, Microsoft confirmed back in August that it was still in the works. Whether or not the latest round of expected layoffs and studio closures will impact the deal signed between Xbox and Kojima Productions remains to be seen.

Director Hideo Kojima has already confirmed that his studio is focusing all of its efforts on the development of OD and espionage game Physint this year. Describing it as the company’s “second phase”, where he would be “staying grounded and laying solid foundations” for future projects by the studio.

“Unlike last year, like I was traveling all over the world, this year will be about staying grounded and laying solid foundations. We will continue development on the horror game ‘OD’ and move forward with preparations for the espionage action title ‘Physint.’ This includes casting actors, scanning, and performance capture shoots,” he explained.

As for 1666: Amsterdam, the project is going to feature dark fantasy aesthetics, with players taking on the role of Noa Brooklyn – a Collector who has been raised by the Zaindaris to drive back malevolent forces working for entities known only as “the Originals”.

“It’s been a long time coming, and I couldn’t be prouder of our team of nearly 70 talented developers in Montreal,” said creative director Patrice Désilets when the game was announced. “For the past six years, we’ve focused on one thing above all else: the game itself. No fake footage, no vertical slices, just a playable experience evolving build after build, day after day.”

More recently, Panache Digital Games also released a brand-new trailer for 1666: Amsterdam, giving us a deeper look at the lore of the game and how the Collector will play into the dynamics between the enigmatic Originals and the Zaindaris tribe.

1666: Amsterdam is being developed for PC, and a free demo is currently available.

As I reported in Game File, 1666: Amsterdam, the new game led by the lead creator of Assassin’s Creed, was going to be Xbox-published, before MS cut fundingThat means, in recent years, Xbox was backing games from him, the Romeros, and Kojma. Not every game pans out, but quite a set of partners

— Stephen Totilo (@stephentotilo.bsky.social) 2026-06-29T15:35:23.433Z

IO Interactive’s Project Fantasy Faces Layoffs After Xbox Ends Partnership

IO Interactive’s Project Fantasy Faces Layoffs After Xbox Ends Partnership

With layoffs around almost every corner in the industry these days, it’s now IO Interactive’s turn to announce the same. But this isn’t the result of 007 First Light failing – on the contrary, it’s due to Project Fantasy and the conclusion of a partnership with an “external partner.”

“This means we have to adapt to this new reality and its short-term consequences, including staffing decisions, which is what is happening as we write this update, and we are fully committed to supporting those affected through this challenging transition,” it said on Twitter.

Project Fantasy is a game, a world, and an IP that we absolutely love and remain 100% committed to, now and in the future. This wonderful universe will see the light of day.”

If you’ll remember, however, leaked documents from the FTC’s case against Microsoft indicated that the latter was the partner in question. In an intriguing twist, it actually confirmed the same to Bloomberg while reassuring that its gaming investment isn’t “reducing.”

“We’re not reducing our overall investment in games. We expect to invest about the same in content as we did last year. What’s changing is where we’re investing and the kinds of projects we’re backing,” a spokesperson told Jason Schreier.

This is far from the first time that Xbox backed out of major projects, causing untold upheaval. Avalanche suspended development on Contraband after the last round of mass layoffs at Microsoft, and the project has effectively been cancelled. Romero Games faced a similar dilemma with its upcoming shooter – although it was saved, it’s since been “completely redesigned.”

For what it’s worth, Project Fantasy – announced in February 2023 as an online fantasy role-playing game – isn’t dead, and IO Interactive remains committed to it. The real question is whether finding a new publisher is necessary for it to “see the light of day.” As always, stay tuned for more updates in the coming days, especially as we near alleged record layoffs at Xbox.

Dear gaming community,

For a good while, it has been all positive news from IO Interactive. We remain humbled and honored by the response to our latest outing with a young, unproven Bond. A bold new story and a take on one of the most famous characters in entertainment, which…

— IO Interactive (@IOInteractive) June 30, 2026

Everything hurts and no one knows when the pain will end

Everything hurts and no one knows when the pain will end

“Do you think things will be better this year?”

It was February 2026, at the DICE Summit in Las Vegas. I was in the Aria hotel lobby, checking a map so I could find a friend on the labyrinthine casino floor. Out of the blue, a tall man—the owner of a small studio—approached me with this question.

This was one of three questions that have dogged at me for the last several months. Three questions that you yourself might be frustrated that you can’t give a satisfying answer to. Three questions that, in such literally unprecedented times, are the best compass I can give you to find your way.

This man seemed to hope that as a journalist, I’d have some useful forecast about the game industry’s financial woes. I didn’t answer right away—instead I racked my brain for any clue that 2026 wouldn’t be another dire year for people who make games.

But nothing came. And as I write this in late June in the shadow of mass layoffs at Destiny 2 and Marathon developer Bungie (with reported major cuts at Xbox looming in the distance), I’m glad that the answer I gave was “I don’t know.”

Related:IO Interactive to lay off employees after Xbox pulls support for untitled fantasy game

Had I said “yes,” that would have been a foolish promise desperately drawn from the conception that surely things couldn’t get any worse. Had I said “no,” that would have been hubris. Pretending I could predict how brutal June would be and how dire things could still get.

The headlines tell us of studio closures and multimillion dollar game sales and tales of how AI will replace labor in the same 24-hour periods. Does this also make your head spin? Does it make you turn the problem over and over in your head, searching for solutions or trying to grasp the doom we all face?

If you do, then stop with me and breathe for a moment. As I said, this was the first of three questions—the brass casing that defines our compass. Help me answer the other two, and we shall have a device that can help us deal with the moment.

So few people have caused so much suffering

“Why is the game industry still struggling?”

This question came from one of my colleagues here at Informa Festivals during a December 2025 offsite. My coworker here was still new to the ins and outs of the game industry. I proceeded to monologue for 10 minutes about inflation, AI-driven memory shortages, boom-or-bust development cycles—all the very-real conditions that have harmed our industry.

But what I wanted to say was “a group of fewer than 1,000 people made a series of horrible decisions, and the whole industry is paying for it.”

Seasoned developers and decently-sourced journalists must hold three truths in their head simultaneously: First, that economic and political factors beyond the industry’s control have created conditions that depress consumer spending and expand risk for large companies.

Related:Memory manufacturers sued in class action suit alleging price and supply fixing

Second, executives and studio higher-ups at Embracer Group, Xbox, PlayStation, EA, Epic Games, Ubisoft, WB Games, and beyond gambled on infinitely increasing player spending and left their companies vulnerable to weak game launches and investor withdrawals.

And third—it’s not just the bad decisions that devastated the industry. It’s their terrible behavior. The tale of the game industry’s hard times is not just one of mismanagement, but allegations of verbal abuse, sexual harassment, fraud, retaliation, and a litany of other abuses of power. Some have made public, but most proliferate in off-the-record conversations, whisper networks, and hushed conversations around industry events.

Not all of those who doomed their companies behaved in this way—but for those who did, the connection is obvious. If you’re in a position of power and have no regard for the people around you, why would you care what happens to the hundreds or thousands of people you’re responsible for?

To hold these truths in your mind is to know sorrow and anger, especially if you’ve lived them firsthand. It’s traumatic for some, and an overdose of information for those not as close to the blast zone.

Related:Report: Xbox considering sale or closure of Arkane, other studios, as layoffs loom

It’s natural to try and escape or overcome this pain, but when it is so relenting, so incessant—what can anyone do to stop it? How can anyone predict when it will end?

That leads us to our final question, one which shall be the glass casing that completes our compass.

We are all struggling to handle the pain

“How do you handle all the bad news?”

This question—posed to me by a developer at a Boston-area game dev meetup—was the most surprising of the three. It’s one each person will have their own way of answering, but I suspect too many struggle to answer this question.

That’s because this years-long crisis has either destroyed the few coping mechanisms developers had for small batches of layoffs or exposed how unprepared we were for this kind of economic destruction. And when you spend your days analyzing how we got to this mess over and over again, you risk losing sight of other people’s pain.

If it helps, I’ll bare my soul a little and share my response. I unconsciously use a visualization technique to assign images to the problems at hand, to make them somewhat tangible and hence, possible to contextualize. Ever since childhood I’ve come to affiliate all sorts of emotions with different visual scenarios in my head.

Even as I write, the rumored impending layoffs conjure the image of thunder rumbling in the distance. Every layoff announcement feels like artillery crashing down around me. And when I try to make sense of all the industry’s problems, the visual of standing around a war table of some sort puts distance between me and the terrors.

Being able to recontextualize the horrors that could otherwise drive me to despair has kept me from giving up all hope.

It is not a universal solution. But as someone professionally required to expose themselves to the unending torrent of bad news, I’ve realized this habit is my personal means—my own compass—of managing my emotions around the industry’s woes. Not everyone has found such a coping mechanism. 

The pain and complexity of our situation has left many in our community wrangling with a situation too complex for any one human mind, driving predictions of doom or manic rants about how the industry can be fixed. 

Everything hurts. No one knows when the pain will end.

I write this not just as a grim admission, but to identify the magnetic force that pulls the needle of our metaphorical compass. 

It is as much a calibration point as it is a destination, a notion that can be navigated even if it can’t be escaped. 

Hopefully acknowledging just how bad the current tides are—and neither bending towards doom nor projecting unearned optimism—can help us avoid making the callous, cruel mistakes that brought us here in the first place. 

Raiders of Sophie Early Access Review – As Rough As Sand

Raiders of Sophie Early Access Review – As Rough As Sand

The extraction shooter has been the genre of choice for developers—large scale and small—that have been looking to tap into the multiplayer market. We’ve seen just about every kind of studio try its hand at it so far, in a variety of different ways, and many of these games tend to bring something new to the genre in the hopes of offering something novel enough to grow its multiplayer audience. Hologryph and TowerHaus have decided to team up to introduce their own twist on the genre: what if instead of you jumping into an expedition to scavenge for resources, you instead had an entire mech?

SAND: Raiders of Sophie is set on a fallen desert-like planet named Sophie. As a scavenger, you, along with your custom-built war machine—referred to in the game as a Trampler—set off on expeditions to the planet in order to get your hands on a variety of resources. These can range from new weapons and ammo to raw materials that can be used to build out your Trampler, and even entire cannons that can then be bolted on to your machine. As is the case with many other games in the genre, your efforts to find loot are made more complicated by the presence of other players in the same map.

While SAND doesn’t really stray much from genre conventions when it comes to its overall structure, the presence of the Trampler introduces a massive wrinkle to the gameplay loop. The Trampler is a loud, bulky machine, and leaving the main engine on constantly emits a black smoke that can be seen by just about anyone that cares to look over at the horizon with their binoculars. This means that players that want to avoid encounters with other players will have to jump through a few hoops to remain hidden, like constantly switching their engines off if they suspect someone’s nearby.

Conceptually, the Trampler feels like a phenomenal idea, and it even ends up giving SAND similar vibes to Sea of Thieves. Since it’s fairly large, it’s difficult to handle the entire thing as a single player. This means that bringing along friends is outright encouraged by the game. This way, all players in a group can take on individual responsibility, from using, maintaining, and reloading weapons, to figuring out navigation, and even driving the Trampler itself. If you can find someone to join you on your expedition, SAND: Raiders of Sophie can end up being a lot of fun.

However, on the flipside, this is where one of its biggest issues becomes clear; SAND simply isn’t built for solo players. Sure, there might be a matchmaking option for it, and with enough time and energy, you can certainly build yourself a solo-able Trampler that doesn’t need you to run around as often for simple maintenance tasks. However, doing so requires more resources than you start out with, which means that you’ll have to head into at least a couple of expeditions with Tramplers that are designed around 3 or more players running around.

The Tramplers are clearly meant to be the core feature that the rest of SAND: Raiders of Sophie has been built around. The menu where you can build out your own Trampler is quite detailed and gives you plenty of options for how and where you might want to place certain components. However, players that don’t find much joy in customizing their machines and would rather just take one of the pre-built Tramplers and jump into a mission might want to look elsewhere. While there are a few Tramplers readily available for your early expeditions, the game feels like it has been designed around the idea that you will be making constant tweaks and adjustments to your machine between expeditions to better match your playing style.

Speaking of expeditions, the ones in SAND: Raiders of Sophie tend to be quite long. Even the very first one I did took almost an entire hour, and while there is an element of exhilaration that can be found when you narrowly manage to extract from the map with plenty of spoils, the general gameplay pacing for SAND doesn’t really support this idea much.

Since Tramplers are theoretically able to cover incredible distances in a short amount of time, especially if you get some engine upgrades, the map in SAND is quite huge. However, vast stretches of this map don’t really have anything interesting. Sure, you might get lucky while traveling between various points of interest and maybe spot a PvP battle taking place in the distance, or you might even find yourself entering one. However, these moments tend to be few and far between. Much of your time is going to be spent either staring at the horizon, looking around with your binoculars to try and spot anything interesting, or staring at a map.

Visually, the mech-based extraction shooter is a mixed bag. While there are certainly some gorgeous visuals to be found, especially with the gigantic planet Jupiter occupying much of the northern skybox, the developers’ decision to make Sophie a desert planet might come back to haunt them later on. There simply isn’t much in the way of variety in the game’s environments, and over the span of a run or two, I came away with the feeling that “if you’ve seen one sand location, you’ve seen them all.”

Polish is also quite lacking across a variety of aspects in SAND, from visuals to gameplay. On the visual side of things, the standard AI enemies you fight, called Upiórs, have janky animations that don’t really evoke the creepiness that a zombie should as much as they just feel shoddy in general. Even on-foot navigation can often feel difficult since you can never really tell whether any given ledge is low enough to jump to. On the gameplay side of things, the weapons never really felt good to shoot, and SAND: Raiders of Sophie even did a poor job of letting me know just how wide the recoil on my guns would be.

Several other issues also popped up quite often. The biggest of these that I noticed was the lack of consistency behind fall damage. I spent much of my time with the game thinking that fall damage doesn’t really exist, since I was able to freely jump off my Trampler, and could even leap off a fort I found. However, one tower was seemingly just too high for me to do this, resulting in a quick and shocking death, since this was the only instance of fall damage I had faced in the game. As for smaller instances of a lack of polish, I could see through the seams of some buildings, and even faced Upiórs that were stuck in the texture of a door in their attempts to get at me.

It is worth noting that SAND: Raiders of Sophie is an Early Access title, and the developers have plenty of content planned for future updates. For the time being, however, the extraction shooter feels shockingly dull, despite its excellent idea of incorporating hulking mechs. Between the technical jank and general lack of polish, the in-game map also suffers from an utter lack of any interesting sights or activities. While piloting a Trampler initially sounds like a good time, the lack of content makes this a difficult game to recommend in its current state.

This game was reviewed on PC.

Memory manufacturers sued due to alleged price and supply fixing

Memory manufacturers sued due to alleged price and supply fixing

Memory manufacturers, namely Samsung, SK Hynix, and Micron, are being sued for allegedly fixing component prices while reducing supply.

As reported by Law360, a federal lawsuit filed last Thursday alleges the chip-making companies have exacerbated the so-called ‘RAMpocalypse’ by fixing memory supply and prices.

For context, the memory crisis has been largely attributed to rampant investment in artificial intelligence data centers (thanks, Reuters). The likes of Valve, Xbox, and Nintendo all increased hardware pricing in recent times, noting the memory shortage as a main or prevalent factor for the hike.

Now, the class, which is represented by antitrust specialist Bathaee Dunne LLP, is alleging the three companies coordinated their exit from DDR3 and DDR4 RAM production, and pivoted to producing high-bandwidth memory (HBM) for data centers.

The claim alleges the trio cut “conventional” RAM in defiance of “all economic and business logic.” Prices have risen by around 700 percent over the last four years. The lawyers particularly point to Micron’s 2025 shutdown of its consumer-facing Crucial business at its “most profitable point in its history.”

Related:Report: Xbox considering sale or closure of Arkane, other studios, as layoffs loom

The lawyers are alleging that—due to the massive amount of capital required to set up RAM fabrication, estimated to be $15 to $20 billion, as well as the time involvement—it’s hard for new competitors to penetrate the market and “discipline” the existing three companies.

Companies (like console manufacturers) are trying to navigate the memory crisis to uneven results. In its latest financial report, Sony said it plans to base FY26 hardware forecasts on the volume of memory it can procure at “reasonable prices” amid an ongoing component shortage.

“Unfortunately, the recent surge in memory and other component prices, and the changes in the market environment, including trends in the foreign exchange market and the price of oil, are all factors that we anticipate will continue over the medium to long term,” Nintendo president Shuntaro Furukawa said during a Q&A session, in which he explained the decision to increase the price of Switch 2 hardware after less than a year on shelves.

“As a result, we felt that the profitability of our hardware would suffer significantly if we maintained our existing pricing, potentially impacting our business operations over this time frame. For the sustained growth of our dedicated video game platform business, it is important to maintain a healthy earnings structure for our overall business.”

007: First Light Review – Gamecritics.com

007: First Light Review – Gamecritics.com

Double O Heaven

HIGH Earning the number.

LOW Some awkward controls.

WTF Is that Lenny Kravitz?

Videogames owe more to James Bond than we often realize.

In August 1997, Rare released GoldenEye 007 for the Nintendo 64. A runaway success, it proved not only that home consoles were viable platforms for first-person shooters, but that Bond could thrive in pixelated form as readily as he did at the pictures. The result was a digital gold rush, as developers and publishers scrambled to capitalize on the license. That momentum produced several more entries based on the franchise until Bond went to ground after 2012’s 007 Legends, a greatest-hits first-person shooter.

Thirteen years later and with new developer IO Interactive in charge – the acclaimed Danish studio behind the Hitman series – expectations couldn’t be higher. Thankfully, after decades spent refining their own elite international operative, they’re arguably better placed than anyone to deliver the definitive Bond game.

007: First Light puts players in the suave and sophisticated shoes of the youngest Bond we’ve seen to date. Following a compelling introduction, players are deployed into the field fresh from training, ready to schmooze, mingle, and manipulate their way through the world as they – and Bond – see fit.

As fans of Io’s World of Assassination will no doubt recognize, missions unfold in dense, puzzle-box environments that reward observation, intuition, and cunning. Unlike Agent 47 though, Bond is not bound by a rigid code of conduct. Where Hitman rarely allows for anything less than the perfect silent assassin, First Light encourages improvisation.

When discovered, the new ‘bluff’ mechanic allows Bond to talk his way out of trouble with a hastily assembled excuse, buying players time to slip back into the thronging masses to plan their next move. While it’s essentially a get-out-of-jail-free card, it’s one that feels perfectly aligned to the character that the player inhabits. More importantly than that, it’s cool as heck.

Of course, when words fail, fists are a viable replacement. First Light’s brutal melee combat lets Bond swiftly overwhelm his accusers with a flurry of savage blows, wince-inducing throws, and more than a few bottles to the head. And when diplomacy and discretion are no longer options, ‘licence to kill’ status grants me carte blanche to eliminate my pursuers with lethal force.

By affording players this hierarchy of responses – from bluffing to brawling to bloodshed – missions feel faster, messier, and more unpredictable than those of Hitman. In other words, it feels more like Bond. But First Light isn’t solely concerned with social stealth and sandbox problem-solving. When the situation calls for it, IO is more than willing to hand over the keys to a full-blown action spectacle, delivering the kind of bombastic set-pieces fans of the films will instantly recognize.

This blend of IO Interactive’s sandbox design and cinematic spectacle feels like a natural fit. Add in the gadgets, glamour, and guile filmgoers will expect, and everything is in place for a 00-fantasy worthy of the number.

It’s all delivered with the utmost confidence, and this extends to the story. Without spoiling anything, I came away genuinely impressed by how deftly IO revitalizes the world of 007 for modern audiences. Familiar faces return, but each has been reimagined in a way that makes them feel grounded, lived-in, and believable.

 That confidence also extends to Bond himself, who is brought to life effortlessly by Patrick Gibson. While certain incarnations of 007 haven’t aged gracefully, First Light presents the character at his most appealing. Gibson’s Bond is charming without feeling antiquated, funny without becoming a caricature, and charismatic enough to win over even the skeptics – no small achievement given that I’ve always found the character to be more than a little bit corny.

First Light also looks every bit the blockbuster. Whether navigating a dingy London nightclub or checking into a lavish Slovakian hotel, the experience is consistently striking, often filling the screen with dense, bustling crowds for players to lose themselves (and their enemies) in. Bond games have long excelled at this kind of digital tourism, but First Light takes it to another level, making each location feel rich and worth lingering in.

If it looks the part, it also sounds it. IO’s commitment to the Bond legacy extends to its audio design, with a score from The Flight and a title track penned by Bond veteran David Arnold and performed by Lana Del Rey. The result is smooth, sultry, and unmistakably cinematic, reinforcing the sense that I wasn’t just playing a game, but inhabiting the role of 007.

My only real criticism lies in the controls. Despite spending time in the settings to tune the gun feel, I could never get things to feel quite right. The default sensitivity is overly loose, often sending my aim drifting off target with even the slightest input.

There’s also the cover system, which never feels quite as dependable as it should. Rather than adopting the rigid stick-and-snap approach of something like Gears of WarFirst Light maps both cover actions to the right bumper — tap it and Bond snaps into cover, hold it and he’ll dash to a new position. When it works, it feels fluid and intuitive. When it doesn’t, it can leave the player exposed at precisely the wrong moment, a flaw which becomes particularly apparent during chaotic late-game encounters. However, these amount to minor quibbles when weighed against the scale of IO’s achievements elsewhere.

For decades, Bond games have lived in the shadow of GoldenEye 007. Some chased its success directly, while others borrowed from the trends of the day. First Light succeeds by going its own way. Through its blend of social stealth, player freedom, blockbuster spectacle, and a genuinely compelling take on the character, IO Interactive has supplanted the 1997 classic as the definitive Bond experience. The thirteen-year wait was more than worth it.

Rating: 8.5 out of 10

— Jack Bray

Disclosures: This game is developed and published by IO Interactive. It is currently available on PC, PS5, and XBX/S. This copy was obtained via paid download and played on PS5. Approximately 12 hours of play were devoted to the game and it was completed.

Parents: 007 First Light is rated T for Teen by the ESRB with Blood, Language, Suggestive Themes, and Violence. Also includes In-Game Purchases. The site reads: This is an action-adventure game in which players assume the role of an international spy (James Bond) during his time as a young recruit. From a third-person perspective, players use pistols, machine guns, rifles, melee attacks, and gadgets (e.g., smoke devices, dart phones, hacking watches) to stun and defeat enemies. During an interrogation sequence, a character is depicted tied to a chair and hit repeatedly. Cutscenes also depict instances of violence and/or blood: characters stabbed and shot; a character stabbed in the eye; a man impaled—blood-splatter effects sometimes accompany these scenes. One cutscene depicts a couple kissing then lowering to a desk surface—the sequence cuts to the woman in bed; one female character wears a somewhat revealing swimsuit (e.g., partially exposed buttocks). The words “sh*t” and “a*shole” appear in the game.

Colorblind modes: This game does not offer colorblind modes.

Deaf & Hard of Hearing Gamers: This game provides subtitles, with options to change size, background opacity, background color, and subtitle text color. There are no audio cues required for successful gameplay. This game is fully accessible.

Remappable Controls: Yes, this game’s controls are remappable.

Helldivers 2 Kicks Off Construction of Terminid Control System 2.0 in Latest Campaign Brief

Helldivers 2 Kicks Off Construction of Terminid Control System 2.0 in Latest Campaign Brief

In a new campaign brief video, developer Arrowhead Game Studios has revealed the new objective for Helldivers 2 players – to take on more Terminids. The narrative for this new war waged against the bugs revolves around the construction of TCS 2.0 – a large wall that will block Terminid advances. The video describes TCS 2.0 as being “bigger, better, and safer than Termicide 1 ever was.”

Successfully aiding in the construction of TCS 2.0 will reward players with a new gun – the R-4 Hyena Marksman Rifle.

“The Ministry of Defense has approved a bold new initiative to make the galaxy safe again,” explains the video’s narrator. “Protecting our citizens from fascism behind an impenetrable barrier of democratic resilience. Construction is already underway on the new TCS 2.0. Bigger. Better. And safer than Termicide 1 ever was.”

Fans of Helldivers 2 will recall the Terminid outbreak during the Second Galactic War, which led to the engagement of the Terminid Control System (TCS) – a bug extermination network revolving around the use of Termicide-dispensing towers across entire planets. At the time, players were tasked with pushing the Terminid advance back to the Umlaut Sector, where the towers would then be built by S.E.A.F. engineers.

The result was the total extermination of every Terminid on planets where TCS was successfully built. Unfortunately, however, the Helldivers weren’t successful at first, with large Terminid swarms forcing a retreat for S.E.A.F. engineers. Eventually, the TCS would be activated, wiping the Terminid forces off those planets.

Interestingly, the original TCS would end up failing, with the same planets seeing new Terminid population surges, with some planets even seeing exponential population growth. In the story, this was linked to Termicide exposure, which seemingly mutated Terminids to bolster their numbers further. TCS would eventually be decommissioned, since the Terminids on those planets were also growing more resistant to it.

This latest story beat follows up on the massive update Helldivers 2 got earlier this month. Among other things, the update brought in a new Galactic Campaigns system that has been described by Arrowhead Game Studios as “the next evolution of Major Orders.” Rather than focusing on single orders, the new system now revolves around campaigns over the course of between 1 and 3 weeks. It also offers players more clarity about their objectives, giving them a better idea of the stakes of the current story and the rewards they will earn for participating.

“We want to make these rewards special because we also think players should earn more than just medals,” explained game director Mikael Eriksson.

The update also introduced a new Control Center terminal in the players’ ships where they could better manage their Galactic Campaign efforts and any Major Orders they were working towards. Along with this, it brought in a new Forest (Fall) biome and a series of balancing changes to weapons, armors, Stratagems, and enemies.

Helldivers 2 is available on PC, PS5, and Xbox Series X/S. Last month, the studio also unveiled its collaboration with Games Workshop to work on a new Legendary Warbond featuring weapons and gear from Warhammer 40,000.

Grand Theft Auto developers seek union recognition at Rockstar

Grand Theft Auto developers seek union recognition at Rockstar

A cohort of UK-based employees at Grand Theft Auto VI developer Rockstar Games have asked the studio to voluntarily recognize their union. 

The Rockstar Game Workers Union (RGWU) was established under the Independent Workers Union of Great Britain (IWGB) earlier this year. 

Workers in the United Kingdom have the right to organize and join a union without interference, but the IWGB has stressed that formal recognition will give members additional protections and rights while opening formal channels for collective bargaining with management.

RGWU intends to bargain over crucial issues including pay transparency, flexible working, and crunch.

The push for recognition comes amid an ongoing legal despite between the IWGB and Rockstar, which has been accused of firing 31 employees in direct retaliation for engaging in trade union activity. Rockstar denies those allegations and claims it fired those workers for leaking confidential information.

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

An IWGB spokesperson told Game Developer that Rockstar now has 10 working days to respond to the union’s request for voluntary recognition. 

If successful, the move would make Rockstar the second UK studio with a recognized union—following in the footsteps of Disco Elysium developer ZA/UM. Rockstar employees have explained they unionized to “protect” the company and its workforce. 

“Rockstar leads the industry in the games we create. We believe it can also lead the industry in how it treats the people who make them,” said Josh Walter, a Senior QA tester at Rockstar’s office in Lincoln.

“There is so much that is special about the studio and the work we put out. We want to protect that. When people are confronted with pay disparities, excessive overtime or a lack of flexibility in arrangements, they are not in the best position to do their best work. We want to sit down with management and build a future where both the games and the conditions of the people who make them are as strong as possible.”

FIRST LOOK VIDEO: T.W.I.R.L. – Gamecritics.com

FIRST LOOK VIDEO: T.W.I.R.L. – Gamecritics.com

With so many games on the market and more coming every day, it’s hard to decide which titles to zero in on. In an effort to get eyes on promising new projects, GameCritics.com is now featuring First Look pieces like this one, which show the opening chunk of a game and share thoughts and impressions on gameplay, narrative, lore, and more.

Want to suggest something for us to check out? Be sure to leave a comment and let us know!

The subject of today’s First Look? T.W.I.R.L.

From the Latin American Games Showcase, T.W.I.R.L. from Genie Boy Games really stood out. From the retro PS1 aesthetic blended with a hand-drawn sketch style and couched in the horror genre, I wanted to take a closer look. This one does have some sensitive topics (childhood trauma, fear, and gender dysphoria) so please view with caution. What we get here feels like a slow burn, as the demo does a lot of setup for the full experience without revealing too much.

Steam: T.W.I.R.L.

Eugene grew up playing other people’s videogames. He didn’t have his own console for some time, and has many memories of playing games his friends owned and beating them. Once he saved up enough money, he finally bought a Sega Genesis secondhand and started a gaming library of his own.

While Sonic and Street Fighter were great places to start, his first love was Final Fantasy X when his dad bought a PS2. Ever since, that love for gaming has evolved — there are a number of game worlds out there, and he intends to explore them all. RPG to horror, platformers to casual and everything in between — if it’s available, he’ll play it.

While his time is short between writing reviews, tabletop gaming, and attempting to start a cheesecake business, he has caught all 806 1025 Pokemon and can speedrun Star Fox 64 in less than 40 minutes. He’s always looking for new things to try and new challenges to conquer. You can find him on X by searching @eugene_sax, or on Bluesky at eugenesax.bsky.social.

Latest posts by Eugene Sax (see all)

Xbox’s Layoffs And Studio Closures to Begin on July 6th, Might Be Biggest Layoffs in Gaming – Rumor

Xbox’s Layoffs And Studio Closures to Begin on July 6th, Might Be Biggest Layoffs in Gaming – Rumor

With Microsoft’s fiscal year ending today, the company is reportedly going ahead with its plans for mass layoffs and studio closures across its Xbox division. According to co-founder of 3D Realms and Apogee, George Broussard, the company is expected to finalize its decisions today, with the job cuts officially kicking off on July 6th.

Lending further credence to the report, Broussard also made note of the fact that Microsoft has done mass layoffs in the past, pointing to company-wide layoffs affecting around 9,000 jobs in July 2025.

In a follow-up post, Broussard has indicated that these new layoffs are going to be massive. Alluding to a list of studio closures that he hasn’t disclosed, he has said that “this will likely be the largest single layoff event in gaming history.” Studios that aren’t getting shut down are also expected to face quite a few job cuts.

“I just got word of a list of Xbox studio closures (no, not posting them),” he wrote. “If it’s even close to true (and it’s from inside), this will likely be the largest single layoff event in gaming history. Xbox is going to be supremely unpopular for a very long time, and the devastation is going to reverberate like the meteor that took out the dinosaurs. On top of all that, there will also be layoffs at the studios that remain.”

Recent reports have indicated that even State of Decay 3 developer Undead Labs wasn’t going to be safe from these closures. Despite having showcased gameplay from the zombie survival title earlier this month, Xbox has seemingly decided that the studio will join others like Compulsion Games, Double Fine, and Ninja Theory on the chopping block.

The report has indicated that there will be around 435 layoffs from across these studios, along with “percentage layoffs” at larger companies under Xbox, like Blizzard Entertainment and Bethesda.

Ahead of these impending layoffs and studio closures, which have been described by some as a “bloodbath”, former Xbox employees have warned those currently still working at the company about potential retaliation from the leadership teams at various studios. Former art director at Halo Studios, Glenn Israel, along with three other former Xbox employees who wished to remain anonymous, noted that Microsoft’s studios have a culture of poor treatment of subordinates by leadership and retaliation against those who speak out against this poor treatment.

“Make yourself aware of state and federal statutes of limitations for reporting such actions to relevant regulatory organizations, which vary from 60 to 300 days by location,” warned Israel. “If you are laid off, consult an attorney before signing anything and, at the very least, secure a document retention agreement.”

Reports have indicated that Compulsion Games, known for We Happy Few and South of Midnight, has already been hit by “mass layoffs”, with many now-former employees taking to LinkedIn to reveal that they had been let go. Industry journalist Jason Schreier, in a video about the state of Xbox, said that the company is essentially punishing its development teams for following orders that were given to them by Microsoft.

Xbox layoffs are imminent?

According to insiders, Microsoft is finalizing its major Xbox layoff decisions by Tuesday (6/30), with cuts set to begin Monday (7/6).

The July timing is not a coincidence. Microsoft’s fiscal year closes June 30, making early July a standard window…

— George Broussard (@georgebsocial) June 29, 2026

jfc, I just got word of a list of Xbox studio closures (no, not posting them). If it’s even close to true (and it’s from inside) this will likely be the largest single layoff event in gaming history.

Xbox is going to be supremely unpopular for a very long time and the… https://t.co/F13yU1Vj2K

— George Broussard (@georgebsocial) June 30, 2026

NBCUniversal could expand into games after Comcast split

NBCUniversal could expand into games after Comcast split

Entertainment conglomerate NBCUniversal is mulling over a move into the video game industry following a proposed spinoff from Comcast.

That’s according to a report from Reuters, which claims the company is contemplating whether a pivot into the game sector could drive growth after its planned separation. 

Michael Cavanagh, who will lead NBCUniversal following the split, told Reuters the company will soon have the freedom to “explore adjacent businesses where we have the right to play.” 

Comcast has already explored partnerships within the video game industry through NBCUniversal, with the company having partnered with Nintendo and Illumination to turn Super Mario Bros. into a lucrative animated movie franchise.

Investors were informed of plans to split Comcast and NBCUniversal into two independent, publicly-traded entities earlier this week. 

Comcast said the move will position NBCUniversal as a dedicated “global media and entertainment company” that includes a growing theme park division, Universal film and television studios, NBC and Telemundo networks, the Peacock streaming platform, and European media business Sky.

Related:nDreams co-founder launches indie game and music studio Atmospheric

“Together, these businesses will be powered by a portfolio of world-class intellectual property, a deep content library, extraordinary content creation capabilities, and exceptional strength across sports, news and entertainment,” reads a press release announcing the move

“With iconic brands, valuable intellectual property, global distribution and leading creative talent, NBCUniversal will be strongly positioned to compete and grow in an evolving media landscape.”

Comcast chairman and co-CEO Brian L. Roberts said the move will “open up a multitude of new opportunities” for each business. Roberts will continue to be actively involved in the leadership of both companies. 

The spinoff is expected to conclude in around one year. Comcast shareholders will own shares in both Comcast and NBCUniversal upon completion.

15 Big Games Launching in July 2026

15 Big Games Launching in July 2026

June may have been rather quiet for new game releases, but after all the showcases, the road to Grand Theft Auto 6 is pretty much set. That means almost every single month leading up to November is jam-packed with releases. So without further ado, let’s dive into the 15 biggest games launching in July, starting with…

Assassin’s Creed Black Flag Resynced

The tale of Edward Kenway, seemingly lost to time (or at least 2013), is reborn at long last. Launching on July 9th, Assassin’s Creed Black Flag Resynced is a remake of the original, maintaining the same story and characters while expanding on everything else. Overhauled visuals, a denser world map, faster combat, expanded naval battles, a deeper end-game – the list goes on and on. Sure, some parts like the modern-day Abstergo segments and equipping the Hidden Blade in combat are absent (alongside the DLC and multiplayer). But it’s otherwise a faithful retelling of our favorite assassin/pirate’s legend with so much more to offer.

EA Sports College Football 27

College Football’s resurgence and success means a new yearly sports franchise for EA, for better or worse. But at least College Football 27 is trying a few new things when it launches on July 9th, starting with a PC debut for the series. Long-time fans can expect Dynasty improvements, new customization options in Road to Glory, and more. Perhaps the most intriguing new addition is Mascot Mashup, where teams of mascots can clash in games.

Echoes of Aincrad

Somehow, Sword Art Online returned, but instead of playing as well-known characters like Kirito or Asuna, you’ll experience the first season’s death game as an original character. Customize their appearance, learn unique skills, venture through dungeons, and try not to die. But for those who want that authentic experience, there’s Death Game Mode, where your save is deleted upon death. Echoes of Aincrad looks the part visually, so we’ll give it a shot, but a revamp of the tutorial certainly wouldn’t hurt before its July 10th launch.

Palworld 1.0

Pocketpair’s creature-collecting, open-world, survival crafting title exploded when early access debuted in 2024, and it’s come a long way since. While storming the World Tree is the end-game, 1.0 is going all out in terms of new gameplay features. A Wing Pack for flying around on your lonesome; a Pal that transforms into a two-handed sword with a unique move-set; and those mysterious floating islands that developers seem to be fans of. Touted as the biggest update for Palworld yet, we can’t wait to see how 1.0 changes the game when it goes live on July 10th.

The Alters: Last Variable

Remember when you left Jan Scientist behind at the end of The Alters? If the answer is, “I didn’t play The Alters,” well…don’t worry about it. All you need to know is that cloning yourself is back on the menu, as you explore new regions, expand a new base underground and learn the truth about something called the Oasis. With cryo-sleep enabling longer-term consequences, Last Variable could feed into the survival drama that helped the base game thrive when it launches on July 13th.

Moss: The Forgotten Relic

PlayStation VR titles have been less common over the years, but thankfully, Xbox Series X/S, PS5, PC, Nintendo Switch, and Switch 2 players will have a chance to experience Polyarc’s Moss series without the need for a headset. Alongside both games and DLC, it promises a new Smart Follow camera and the option to skip combat. There are also new cutscenes to go with the improved performance. So if you’ve never experienced the journey of Quill, a mouse who ventures through the ruins of a kingdom, there’s no better day than July 16th when Moss: The Forgotten Relic launches.

Gothic Classic (PlayStation and Xbox)

With how well-received Gothic 1 Remake has been, PlayStation and Xbox players will finally get the chance to experience the 2001 original on July 28th. And it’s about as untainted as you’d expect, preserving the unforgiving challenge and janky gameplay that made the original such a treat.

Avatar Legends: The Fighting Game

A good Avatar video game is about as rare as an enjoyable live-action adaptation, but Avatar Legends: The Fighting Game could fill those shoes. It’s 1v1, featuring hand-drawn animation and packs 12 playable characters, from Aang and Korra to Azula and Kyoshi. Along with Training and Spectator modes, you have the requisite Versus with rollback netcode and cross-play support. Best of all, single-player fans have Story Mode, which offers an original tale, and Arcade Mode. Avatar Legends: The Fighting Game lands on July 23rd for PlayStation 5, Xbox Series X/S, Nintendo Switch, Switch 2, and PC.

Splatoon Raiders

Instead of competitive modes like its predecessors, Splatoon Raiders leans fully into single-player but with a fresh gameplay loop. As the Mechanic, you’ll explore the Spirhalite Islands with Deep Cut, unearthing relics and fighting the Salmonids. By mining Spirhalite Shards, you can develop Gadgets for additional combat options. With optional local and online co-op, it looks intriguing, if nothing else, and arrives on July 23rd for Nintendo Switch 2.

Halo: Campaign Evolved

The campaign that started it all, but evolved. Halo Studios may not have the most sterling reputation, but we have to admit that its remake of Halo 1 has looked good in recent showings, whether it’s the visuals or revamping levels to facilitate four-player co-op. The prospect of over 40 Skulls, including one that adds a third-person perspective, and a Campaign Remix option means heaps of replay value. Just try not to focus too much on the lack of Theater Mode or post-launch content plans when Halo: Campaign Evolved arrives on July 28th for Xbox Series X/S, PS5, and PC.

Mistfall Hunter

We’ve already seen a Souls-like battle royale-style game in Nightreign, so why not an extraction title in the same vein? Announced in October 2024, Mistfall Hunter will finally launch this month on Xbox Series X/S, PS5 and PC, offering six playable Gyldhunters who venture into the titular mist to take on various monstrosities. And while there’s a very “end of the world” style scenario, it’s still all about finding loot, either solo or in teams of three, and surviving against enemies and other players long enough to extract it. Enjoyable or tedious? We’ll find out on July 29th.

The Relic: First Guardian

Of course, if we’re talking about Souls-likes that have been a long time coming, The Relic: First Guardian is out on July 31st for PS5 and PC after first being announced five years ago. Suffice to say that the setting and prospect of venturing into the ruined world of Arsiltus to help save it is enticing. The fact that you don’t lose stamina from attacking also means a more aggressive playstyle, and while we’ll need to wait and see how the bosses pan out, The Relic could make for a nice diversion.

The Mound: Omen of Cthulhu

If you’re not in the Souls-like mood and just want a more co-op-focused experience with plenty of the same oppression, The Mound: Omen of Cthulhu may be worth playing. The premise is simple – you and up to three other players venture into a jungle in the hopes of finding the Mound. However, there’s the Madness system, similar to the Sanity system from Eternal Darkness, which can mess with your senses in a variety of ways, from making allies appear hostile to creating truly horrific sights. In other words, a fun ol’ time with friends when it launches on July 15th.

Backyard Baseball

The original Backyard Baseball is a classic in many ways, but for those who wanted a more contemporary version, there’s good news. Mega Cat Studios is reimagining it for consoles and PC with completely revamped visuals. The Backyard roster returns in full force with 30 choices, and you can duke it out across 11 stadiums and six modes. With a range of options for both casual and competitive players, it promises to capture the magic of the original – with some modern quality of life – when it launches on July 9th.

Dinoblade

So there’s one more game to look forward to in July, and yes, it’s another Souls-like. The twist? Dinosaurs. In a post-cataclysm, you take up a Great Sword as a Spinosaurus and embark on a journey for…something, taking on all kinds of hostile dinos. These include Alphas who may have their own weapons and skills. As ridiculous as it sounds, there’s no denying how cool it looks. Dinoblade launches on July 23rd for PC.

College Football 27 Might Finally Make Dynasty Mode The Star

College Football 27 Might Finally Make Dynasty Mode The Star

Anybody who’s played College Football over the years knows that Dynasty Mode has always been the living, breathing soul of the franchise over the years. Yes, Road to Glory lets you take a personal journey to fame and fortune while Ultimate Team gives you a nice live-service model to play with and possibly exploit, and there’s always online play if you want to just get together with your buddies and battle it out on the field.

But the fantasy of managing a college football team, which is arguably the crux of a simulator aimed at recreating the real-life experience in a digestible, digital format has always been Dynasty Mode. It’s the home of college football, and we’re quite eager to get started with it in College Football 27. That’s because EA seems to have gone beyond merely recruiting players to play games and then have you simulating seasons.

Things are different this time around, and the latest iteration of Dynasty Mode after two years of tweaks and modifications looks like it’s the real deal, with the entire experience coming close to managing an entire program. That includes managing expectations, dealing with spreading limited resources across the board, staffing challenges, negotiating NIL deals, facing the pressures that a coach would face, trying to retain players who would rather take their talents elsewhere, and establishing a team’s long-term identity one step at a time.

That’s a long list of things to do, but that’s precisely why we think this year’s iteration of Dynasty Mode might be the real main event in this year’s take on College Football. Join us as we take you through what’s made us so optimistic about it.

The Third Time’s The Charm

If CF 25 was the comeback after a very long hiatus for the franchise, CF 26 was a title that brought in a lot of refinements that proved quite popular. Based off of that trajectory and everything we’ve seen of CF 27 so far, it’s certainly looking like a big swing from EA, going past incremental improvements to present a bold, confident take on the sports sim that could easily find fame and glory thanks to what it’s bringing to the table.

EA is positioning College Football 27 as the third step in its rebuilt Dynasty roadmap, following the comeback foundation of 25 and the refinements of 26. And from what we’re seeing, it isn’t just about adding in new features and calling it a day. That would be too easy, and a potentially lazy solution to the vision it has presented. Its latest deep dive into Dynasty Mode showcases how it’s clearly being pitched as a deeper program-management experience rather than just another recruiting-and-season sim loop.

Instead, we’re looking at a program management mode that feels akin to what it would be like to manage an evolving landscape of players with many variables for us to control. Or at least, try as life attempts to wrest that very control out of our hands in a take on franchise management that’s bringing all of the chaos from the real world to our screens.

Where Road to Glory is about a single player and Ultimate Team puts you on a hamster wheel where you’re collecting players and grinding out levels, and Road to CFP is about simulating the competition, Dynasty brings all of that into one place, putting you right at the center of the broader fantasy of a college football simulator. It isn’t about a single season, but about building a lasting legacy within the framework of the game.

Athletic Director Expectations are the clearest example of that shift. Instead of treating every job like the same climb with different uniforms, CF 27 gives each program its own pressure points, patience level, and definition of success. A powerhouse could expect you to put them front and center of playoff runs, and perhaps not take too kindly to a decision to hold them back. A school that’s still trying to make a name for itself might give you a bit of breathing room as you try to help it get on the map. One job might hinge on rivalry wins, another on owning a recruiting pipeline, another on building an offensive or defensive identity, and another on keeping facilities or rankings at a required standard.

All of these parameters become part of an ever-changing landscape that you’re then expected to manage, just as a talented coach would have to do in the real world. A solid record may buy patience at one school and still feel like underachievement at another, depending on what the program believes it should be competing for. The new Dynasty isn’t just about winning, but doing so in a way that serves your school’s interests and expectations.

Of course, that can get chaotic without the game’s systems giving you a bit of control over the chaos. That’s where Dynasty Blueprint comes in, turning those expectations into an annual resource puzzle rather than just a list of objectives. You could choose to allocate a significant amount of funds to secure NIL rights for a recruit, or perhaps use that money to create facilities that secure your team’s long-term growth. You could also invest in staff to better support your team, or perhaps spend it all on ensuring a win-now season if that’s what your school really wants. Because Dynasty Points operate as a yearly, use-it-or-lose-it budget, the mode pushes you to make short-term calls instead of hoarding resources forever.

It’s about handling pressure, and handling it well enough to cement your own position within growing teams. And that’s just scratching the surface on systems that go a lot deeper.

A More Hands-On Approach

There’s a reason we mentioned NIL when talking about using your Dynasty Points as effectively as you can. In the real world, it’s a factor that gives players a fair bit of control over the trajectories of their football careers, and CF 27 is making that a factor of the experience by ensuring that the onus of retaining them or letting them move on to greener pastures is on you. Recruiting was already a major part of the experience in previous titles, and making retention become a factor makes things all the more authentic.

Given that you only have a limited number of Dynasty Points to reflect your budgets, you’re going to be smarter with resources in smaller ones while having to manage high expectations on powerhouse programs. It makes retaining your best players as important as recruiting new ones, and it’s a great way to link factors like prestige, deal breakers and school strength in a way that’s both comprehensive and cohesive all at once. The new approach to NIL makes Dynasty less predictable, which is something the mode has needed.

Factor in facilities and staff, and the NIL system’s unpredictability gets amplified, its scope extending beyond your team’s potential on the field. Once again, it’s a showcase of how the entire management experience is more all-encompassing this time around as your facilities and staff become long-term investments that can shape your program’s identity while making coordinators matter a whole lot more. Program grades then become a part of the long-term loop, making rebuilds feel different from merely stepping in to take over a well-established program for a national contender.

Those differences are a welcome addition, and a fine way to ensure that the coaching carousel actually has an impact on how things go for you and your team. You’re not just grinding out levels, which was something we couldn’t help but notice in previous iterations, but building a resume that gives you as much negotiating power as your powerhouses. It’s an effective way of making successes or failures work both ways between players and a coach, tying job openings to school expectations in a way that gives you a lot of choices, but with enough tradeoffs to make those decisions feel as agonizing as they might be in the real world.

Of course, all of that feeds very well into the new Dynasty storytelling engine, that brings in dynamic weekly recaps, Heisman Watch updates alongside a fully animated ceremony, and so much more. They’re all great ways to give a season context and flavor while making you feel like your decisions and hard work actually matter, being as impactful to your team’s journey as they can be. If everything else we’ve talked about lets you manage numbers to achieve the best possible advantage, or perhaps even a compromise between your school’s expectations and your team’s potential, this is where the drama comes in, presenting it all in a way that gets you immersed in the spectacle and realism of it all.

It’s all shaping up to look like this could be the most personal take on College Football’s Dynasty Mode, and the Team Builder now bringing in customisable elements like unique backgrounds and signature accents is a great touch. It lets you imagine yourself in the thick of the action at a stadium, your personal attachment to a program you’ve built represented well in the atmosphere around the games you’re a part of.

Building Balance

You’re probably wondering if everything we’ve said so far makes things look like they’re too good to be true. Believe us when we tell you that the thought has crossed our mind. Ambitious changes like the ones we’ve been talking about so far come with a lot of risk. The new NIL systems could become an unending maelstrom that sucks in your limited budget leaving you at the mercy of a treacherous sea of unpredictability.

The Athletic Director systems could be seen as too random, running the risk of generating expectations that seem unfair thanks to how unrealistic they are perceived to be. The logic between the Coaching Carousel and recruitment and retention must land as perfectly as it can in order for it to be believable, holding up across multiple seasons in a way that makes sense to us all. There needs to be a balance, and it has to be one that holds up under the duress of multiple concurrent seasons for the entire simulation to work.

All of these are reasons to be wary of getting too invested in what’s coming before we get to try it out. But they’re also a great showcase of how EA hasn’t just added new things to Dynasty and called it a day. It’s evolving what the mode is supposed to be in the modern era of college football. If it manages to get things right, it could make Dynasty go from being just another mode to indulge yourself in, and become the one that defines the entire game.

We’re rooting for that to be the case, if only for the selfish reason that it would mean hours upon hours of entertainment. But hey, that’s what we’re all tuning in for, right?

Thankfully, we don’t have to wait too long to find out!

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Luna Abyss Review – Gamecritics.com

Luna Abyss Review – Gamecritics.com

Existential Hell Awaits

HIGH A beautiful sci-gothic fantasy with a good story and tight gameplay!

LOW The abrupt ending.

WTF I would’ve liked to see more by this creative team.

Playing Luna Abyss feels like being injected with hope amid the darkest sunset. In an industry that seems to be on the verge of imploding on a weekly basis, this is the sort of game that reminds me why I write about games. Deeply personal and handmade by a talented team of human beings, Kwalee has crafted a modern masterpiece. It’s something that everyone should be talking about.

It bears mentioning that I’ve been looking forward to Luna Abyss for years after an impressive early demo, and the final work greatly exceeds my expectations by deftly weaving first-person shooting, bullet hell projectile dodging, 3D platforming, exploration, and even a pinch of branching dialogue to form something uniquely its own.

The inspirations it draws from are as vast as its art direction is richly detailed. I scaled gothic cathedrals, delved through Giger-esque abandoned factories, and met surreal dieselpunk beings. From the score to the sharp impact of a shotgun blast, the soundscape is absolutely wonderful. Every member of the cast delivers a pitch-perfect performance. Whether it’s the starring lead, Fawkes, or a one-off character encountered along the way, Kwalee Labs captures a raw humanity that defies the abstracted nature of its post-humanist apocalypse.

The story is complicated in presentation and lore. I ravenously gathered text logs, and was richly rewarded — and Luna Abyss expects players to pay attention. Yet at its core, it’s a human tale of a young person caught in the machinations of dying gods. In the wake of climate change on Earth, humanity took to the moon for salvation, terraforming the interior. Unfortunately, they also found powerful beings lurking beneath, and made deals that cost everything.

Fawkes is a poor soul born with red eyes, which means has they have the ability to pilot post-human “Warden” shells, their physical body staying in one place while using these automatons to explore and fight. Players can pilot an array of Wardens, some boasting interesting secondary abilities, like wall-climbing or towering shoulder cannons. They’re good pace-breakers, further differentiating a brilliantly varied set of levels, the attention to which can’t be overstated.

Each biome offers its own striking features — infested gardens with a commune of rogue Wardens hiding out, scaling a miles high prison to fight a god in stark artificial lights, and plunging into depths so dark it’s as though I was in the bowels of Hell itself. All the while, the story unfurls gradually. The supporting cast are all equally delightful, though my favorite is Ellie the elevator and train operator, with a tender heart and a love for silly poetry. There are achievements for seeing through each story, and I endorse doing so as they’re worth the effort despite Luna Abyss not having many happy ones to offer.

As far as combat is concerned, there are only four weapons to wield. However, they all serve at least two purposes. The Scout Rifle is the basic starter energy weapon, perfect for weakening enemies so Fawkes can drain them for health or make them explode. The Shieldbreaker shotgun breaks barriers mid-traversal and in combat, while devastating vulnerable enemies. The Marksman Rifle breaks tougher shields and can one-shot weaker opponents. Finally, the rocket launcher locks on to opponents and triggers that unlock doors.

This design ethos of utility suffuses Luna Abyss to its core, and movement abilities are just as crucial in combat as they when scaling impossible architecture. A given sequence might include chaining between possessing different inert shells in the air, double-jumping and dashing to close impossibly long gaps, and then hurtling along rails to the next destination. It’s like someone took elements from my favorite platformers and put them all in one experience.

Skirmishes aren’t overwhelming though, save for a few boss fights, as players dodge incoming attacks while locking on to enemies. It’s far more about how players position themselves in each area than simply being the best shot. That said, platforming in Luna Abyss is the real crown jewel. That aforementioned ascent through the hanging pillars in particular was spectacular, requiring I use every skill in my arsenal to survive. It’s the closest I’ve seen someone get to balancing linear setpiece design with genuine challenge in a long time. I still remember pulling off one long chain of moves across a gap large enough to stir my fear of heights, only to reach safety at the last second. If I’d died, I’d just be sent back to a checkpoint with a slight health deduction, but the sense of agency and risk felt so much more tangible than what’s typically on offer in AAA titles.

However, all of these elements that Luna Abyss boasts do sometimes conflict. Because I hadn’t found the shotgun upgrade at a certain point, I couldn’t hit a target that was spewing projectiles while I had to dodge them and navigate platforms that would vanish in seconds while dashing past a rotating laser while also triggering and hopping across a second set of limited-time platforms, and all of that needing to be done before I could blast just one enemy.

However, in light of demands like these, Kwalee Labs have gone above and beyond for accessibility. There are visual adjustments for epilepsy, the ability to simplify or disable more complex timing and platforming sections, toggles for controls and visual effects — I wish more developers put this much effort in.

While the gameplay has been fully dialed in, I’m disappointed to say that Kwalee Labs’ focus on subverting narrative expectations goes a step too far. At the very end, after going out of their way to frame things in a highly specific way, there’s an abrupt twist that raises far too many questions. This is, as one can imagine, sub-optimal for an experience that is so story-focused.

I’m keeping the narrative details light here to avoid spoilers as discovering lore is part of the core loop, and its story and gameplay are woven together together deliberately. Sadly, the skill shown in earlier hours are what put me off of the end so strongly. If it had felt earned I could abide it, but I’m not sure whether it ended up a a sequel tease or perhaps an attempt at a Poe-esque tragedy? It’s not an adaptation, but I’d be surprised if there wasn’t some literary inspiration at play. Given how carefully considered the rest of the experience is, it’s frustrating to have it all culminate so strangely. 

While it’s not perfect, Luna Abyss gets so much right and the attention it pays to details in nearly every aspect is outstanding. As such, it’s something well worth experiencing — just be ready for a finish that might not land.

Final Score: 9.5 out of 10 

Disclosures: This game is developed by Kwalee Labs and published by Kwalee. It is currently available on PC, PS5, and XBX/S. This copy of Luna Abyss was provided by the publisher and reviewed on the PS5. Approximately 9 hours were dedicated to the single-player campaign and bonus modes, and it was completed.

Parents: This game is rated M by the ESRB for Blood and Gore, Strong Language, Suggestive Themes and Violence. Let me be abundantly clear — between the spooky visuals, depictions of gore, eldritch enemies, otherworldly story about gods, torture, and plagues? This is not a game for children. In both terms of content and themes, this is for mature audiences.

Colorblind modes: There are no colorblind modes available. Enemy shields are color-coded, though there is a visual prompt if players use the wrong attack for the wrong kind of shield.

Deaf & Hard of Hearing Gamers: There are multiple visual prompts doubling for audio prompts. There are also additional accessibility modifiers for those with limited motor control. The options are impressive for an indie game. It’s a reasonable experience to play without sound, and I would say that it’s fully accessible.

Remappable controls: No, the controls are not remappable on console. They are as follows: L1 – Weapon Wheel, R1 – Drift Kill, L2 – Lock On, R2 – Fire Weapon, L3 – Sprint, R3 – Crouch / Slide, LS – Movement / Menu Navigation, RS – Manual Aim, Touchpad/Options – Pause Menu, D-Pad – Weapon Swap / Menu Navigation, Triangle – Bubble Shield, Square – Interact/Possess Warden, Cross – Jump, Circle – Dash

Elijah is a raving madman from the backwoods of Pennsylvania who loves Dead Space a bit too much for his own good. Has lived the stream, pounded the news beat, and currently reviews (see: rants politely) on YouTube.

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PlayStation’s Next-Gen Platform Seeks “A Seamless Experience” Enjoyable “Beyond the Living Room”

PlayStation’s Next-Gen Platform Seeks “A Seamless Experience” Enjoyable “Beyond the Living Room”

Even as rumors continue to circulate about the PlayStation 6 and the challenges it could face at launch due to rising memory and storage costs, Sony is at least somewhat upbeat about the possibilities. While it has yet to acknowledge launch timing, price or specifications, Sony Interactive Entertainment president/CEO Hideaki Nishino provided the first tease yet of a potential handheld.

“PlayStation has long been strongly associated with the idea of playing in the living room. However, in recent years, more users globally have been using personal monitors. In response, we are selling peripherals such as monitors and speakers to break away from the fixed perception that ‘PlayStation equals the living room’ and to broaden usage scenarios,” he said during a Q&A segment earlier this month at the Game and Network Services Segment Small Meeting.

“For the next-generation platform, rather than simply serving as an alternative to PCs, we aim to deliver value that is unique to PlayStation. This includes not only technological advancements but also an expansion of usage styles, enabling a seamless experience that can be enjoyed naturally beyond the living room.”

That last part sure sounds like a handheld but one more akin to the Nintendo Switch 2, which also functions as a home console when docked. There have been rumors about the same for quite some time now, starting with Sony’s push for Power Saver Mode support on its titles, reportedly for the sake of the alleged PS6 handheld.

Last we heard, the alleged SKU, alongside the “regular” PS6, was reportedly on track to launch in Holiday 2027. It’s also seemingly faster than the Xbox Series S, especially in ray tracing and path tracing.

However, things have taken a turn lately, as leaker Kepler_L2 reported that the alleged Bill of Materials for the PS6 had gone up by almost $200. How this would affect the handheld version remains unknown, but delaying it would apparently be pointless, since the specs have been locked in. With Sony unwilling to sell PlayStation consoles at a “significant” loss, the possibility of a $999 console looms ever closer.

The Next Ghost Recon Has Become One Big Question Mark

The Next Ghost Recon Has Become One Big Question Mark

Would you believe it’s been seven years since the last Ghost Recon? Granted, that was Breakpoint, which had such a disastrous launch that its publisher outright said it performed “significantly below expectations” (that too in a year with The Division 2). And while you could list every property we haven’t seen in that interval – how many decades and change for the next Beyond Good and Evil now? – Ghost Recon at least had some hope. After all, a new title was officially confirmed to be in development last August, and surely nothing short of a major internal shakeup to its parent company could distort things. Right?

Oh wait.

This year, it feels like every project from the house of Assassin’s Creed, Far Cry, and Splinter Cell is having problems or cutting back to meet deadlines – including new entries in those very same properties. Assassin’s Creed Codename Hexe has apparently pulled back and laid off 50 members from its team. Far Cry 7 is reportedly in a stage of development referred to as “Hell,” where things reportedly change every single month. And the less said about that fabled Splinter Cell Remake, which may as well be the stuff of legend at this point, the better.

So what about Ghost Recon, reportedly codenamed Project Ovr? A first-person shooter that seemingly takes after Ready or Not, reportedly promising a darker experience against the backdrop of a fictional war, where squad-based tactics are more prominent than ever? You know, everything that hardcore fans of the series have wanted? Well, sources previously told Insider Gaming that an internal alpha was scheduled for last Fall and if everything went well, it could launch this year.

Fast forward to this month, post-reshuffle and things have taken a rather drastic turn. Insider Gaming first reported that the alpha didn’t meet expectations. “Unrealistic deadlines,” “poor planning and management,” and “directors not listening to feedback” were apparently some of the things thrown around. Unfortunately, the head office has seemingly rejected any other arrangements, aside from reportedly bringing in VP of global creative Julien Sansalone and VP of production Jean-Baptiste Duval. Not to really change how the development team actually works, mind you. Just to oversee things. Presumably, they’re to be the eyes and ears for upper management, providing information on actual progress rather than going simply by whatever the studio says.

Then there’s the most recent report. What’s been done to bring the project back on track? A “cut and greatly reduced” scope, for starters, with “many features stripped.” The sources in question didn’t go into much detail on what exactly was removed, but they apparently vary in overall scale (and potential significance).

Furthermore, details on an internal alpha held last Spring have emerged. Ovr is apparently not “stable at all,” and the game is in a “terrible” state. What about last year’s internal alpha, and plans to shift to the final game within 12 months? I’m theorizing here, but it’s possible that after its organizational overhaul, upper management took one look at the game’s state and decided it was far from satisfactory.

It likely gave the developer time to shape up for another alpha test, and well, these are seemingly the results. Based on that, it’s made changes to ensure no roadblocks in deliverables.

Going back to Insider Gaming’s latest report, a beta is now apparently targeting November. Unfortunately, there’s another problem. Recent layoffs have hit multiple studios under the publisher’s umbrella, including this one, which means those remaining will purportedly have more work on hand. Which apparently means “long days of crunching” for the beta. So if it wasn’t bad enough that the team is working to get the game rolling, that too after abandoning several features, it has even less resources to do it and is under more pressure. Keep in mind that before these changes, some developers apparently expected the project to be outright cancelled.

Why? Because the studio’s management seemingly has no idea what it was doing. This was a concern that emerged with how much freedom these individual Creative Houses would have. But you should think of this as more of the old way of doing things meeting a new approach by management that’s more concerned with cutting costs and actually taking steps to ship the product rather than dilly-dallying.

And while it’s easy to blame the executives in charge at the top, you have to remember that Assassin’s Creed Black Flag Resynced was reportedly meant for March before facing a delay. How that extra time would have helped the remake is anyone’s guess, but based on relatively positive impressions from both fans and media outlets, we’ll default to it being the correct choice.

But this is this, and that is that. One Creative House won’t necessarily operate like the others, and that goes double for its studios. It is the same as handling Splinter Cell and The Division, however – the former waffling about with its remake while the latter has yet to provide updates on The Division 3 for almost three years. Aside from executive producer Julian Gerighty, who had a key role in both titles, leaving the company, of course.

As for Ghost Recon, really, what can you say at this point? As much as this new studio structure ensures that projects actually get going rather than end up mired, it feels like the company as a whole has no clue what it wants to do with the franchise. When Wildlands embraced the open-world approach, there was significant blowback from long-time fans, and its launch state didn’t help matters either. Nevertheless, after strong sales, the company stuck with it, improving and introducing significant new features while showcasing how much fun it could be. It may not have been the true blue Ghost Recon that the hardcore fan wanted, but it was certainly getting there.

Then Breakpoint stripped most of that away, including AI squadmates and introduced a poorly implemented survival theme. The real goal? Taking Wildlands formula and trying to create a looter shooter, complete with a social hub. As noted earlier, this went down horribly and even with massive overhauls, it’s far from the ideal experience.

So what was the plan after that? Of all things, Ghost Recon Frontline, a first-person shooter battle royale that looked to embrace the Fortnite style of building walls. Except you were actually air-dropping them in with a laser pointer. The reception to this was so bad that the publisher ultimately just scrapped it months later. Good riddance.

By comparison, Ovr looked like it was going back to what made the series great while leaning into more grounded, realistic tactical play. Yet again, however, we don’t know where it fell short as to warrant so many changes. Was the squad management terrible? Did the gunplay disappoint? If there’s an open world, did it not have enough checklists of activities? We don’t know, but whatever its problems, the publisher isn’t keen to sit on the sidelines and wait for the development team to suddenly strike gold. And it’s not going to be lenient on them either, even with reduced manpower.

While it’s nice to hope that everything will work out, the past decade or so hasn’t been kind to Ghost Recon. And at this point, wistfully hoping that those in charge just “get it” and deliver an experience that will satisfy both the hardcore and the more contemporary fans feels like a pipe dream.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Assassin’s Creed Black Flag Resynced vs Original – 15 More Changes That Stand Out

Assassin’s Creed Black Flag Resynced vs Original – 15 More Changes That Stand Out

There were years of speculation and rumours, but Assassin’s Creed Black Flag Resynced is real, and we’re onto our second feature highlighting the differences between the upcoming remake and the 2013 original. While previously, we shone the spotlight mostly on visual overhauls and combat improvements, this feature scrutinises the deeper layers of systemic change that are set to reshape how the game plays. From frictionless sailing, to combat readability and advanced tools to customise your own immersion, here are fifteen more differences that set Resynced apart from the original Black Flag.

New Jackdaw Navigation Tools Streamline Sailing

In the original Black Flag, naval traversal was an active mechanic where you’d steer the ship across the Caribbean’s open waters while relying on the map for navigation. As Black Flag Resynced introduces seamless transitions between ocean and harbour, so too a couple of new navigation tools remove Jackdaw friction further: the Pathfinder highlights optimal routes across the ocean, while Follow Sea acts as an autopilot system. Together, they’ll allow you to soak in the experience of hightailing it across the seas, keeping extra think-work optional.

New Sea Shanties Are Tied to Activities

Sea Shanties in the original game were largely collectible flavour, scattered across the world, adding to your crew’s repertoire once found. In Resynced, ten newly produced Sea Shanties not only imbue your crew’s personality further, but tie directly to quests and activities. This greater context makes their acquisition feel more meaningful, while subtle UI changes make selecting your favourite shanty a breeze.

A Cleaner, More Contextual HUD

Simpler inputs to trigger Sea Shanties are just the tip of the iceberg: Black Flag Resynced has reworked the interface into a clear, more contextual system, moving away from the original’s functional yet cluttered layout. Now, fully customisable with multiple presets, you’re able to tailor how much information is displayed on screen, grouping settings for minimal display yet maximum immersion, to overloaded clarity with clear guidance and feedback.

Expanded VFX and UI Control

And, underlining your ability to find the ideal balance between gameplay clarity and cinematic immersion is Resynced’s deeper VFX and UI customisation options. Whereas the original offered limited control over presentation, now you can tweak the appearance of visual effects like blood, or go granular with a slate of toggleable interface elements, from widgets, meters, ammo counters, and reticles, to general info, hints, and more.

Combat Readability is Fully Customisable

Combat readability can be tailored to your preferences in Resynced too, adding to the original’s visual prompts and UI indicators with animation-based tells. So, while enemy health and defence bars are visible when using Resynced’s default HUD, these can be disabled to shift your focus toward timing, spacing, and animations, with the latter hurling your enemy’s hat or headpiece off their head once their defensive capability is broken. Even health and defence bars were optional in Black Flag – the original didn’t make it as feasible to fight on observation and instinct alone.

New Enemy Behaviours Encourage Adaption

Where enemy encounters often grew predictable in Black Flag, Resynced is introducing all-new enemy archetypes and defensive behaviours that will react to repeated tactics. If you spam parries, for instance, enemies will begin striking with unblockable attacks, so you’ll need to consistently adapt and vary your approach, mixing attacking and defensive manoeuvres with weapons and combos to confuse enemies.

Group Combat Is More Layered

And, continuing with Resynced’s new, advanced enemy archetypes, multi-enemy encounters are now more layered as a result of different enemy roles. While fights in the original Black Flag often boiled down to managing groups efficiently, in Resynced you’ll need to place extra priority on harder-to-down targets, such as the new Demolitionist, as these archetypes possess firmer defence and a more punishing, often unblockable, attack when compared to regular soldiers.

Observe Brings Cinematic Recon

Exploration in the original Black Flag relied on Edward’s Eagle Vision for environmental awareness. Resynced, instead, borrows from Assassin’s Creed Shadows by introducing the Observe feature, a more finely tuned tool which allows you to scan Edward’s surroundings for clues and objectives alongside tagging guards and other targets. Furthermore, Observe tightens the camera into Edward’s line of sight, bringing a more cinematic, immersive framing as you survey the landscape for minute detail.

Fort Infiltration Uses a Morale System

In Black Flag, conquering forts typically meant eliminating enough enemies to trigger a surrender. In Resynced, this scenario is replaced with a dynamic morale system, requiring you to destabilise a fort’s defenses enough to lower their resolve enough to draw their commander out for a final confrontation. The end result is the same, you’ll claim the fort as your own, but the process of killing its commander makes each stronghold in your collection feel more earned.

Boarding Brings More Risk Versus Reward

Whilst bringing more control and precision over the act of getting your boots onto enemy decks, Resynced also eschews the original Black Flag’s largely straightforward boarding process by introducing deeper risk versus reward scenarios. Now, enemy crew numbers and aggression varies between vessels, while more lucrative rewards are found in the new Captain’s Lockbox, located exclusively aboard larger ships like Frigates and Man O’ Wars. Opting to pillage the Captain’s private stash forgoes the option to repair your ship or lower your wanted level, and you’ll also want to consider the knock-on effect on your own crew numbers and future opportunities too.

Some Ship Management Has Moved On Shore

Originally, many ship-related functions were handled directly from the Jackdaw’s Captain’s Cabin. However, in Resynced, many of these systems have moved on shore to the Harbourmasters. Purchasing upgrades, restocking weapons, and trading cargo must now be handled in port, shifting your resource management decisions toward something more strategic.

Harbours Take On Greater Gameplay Significance

And, with more systems now tied to them, harbours in Black Flag Resynced are no longer simple stop-off points. Their increased importance changes how you plan voyages, influencing how often you return to port, and how to structure the pace of your naval expeditions.

Exploration Is More Guided Than Ever Before

While the original Black Flag encouraged a more organic approach to discovery, often leaving you to stumble upon points of interest, Resynced leans into a more guided exploration structure. The thinking behind this, presumably,is to increase your efficiency if you so choose – through Observe and the enhanced UI tools outlined in this feature, you should be more easily able to identify objectives and opportunities. Although, as we’ve already pointed out, the UI can be customised to loosen Resynced’s more structured approach if you desire.

Systems Feel More Interconnected

Resynced’s suite of expanded systems interlock more tightly than Black Flag, where its mechanics often felt like they operated independently. These expansions, encompassing morale-based encounters to adaptive enemies and customisable HUDs, are interwoven to present a more cohesive gameplay loop.

Immersion Is In Your Control

Ultimately, where Assassin’s Creed 4: Blag Flag brought a fixed balance between cinematic presentation and gameplay clarity, Black Flag Resynced gives you that control instead. Through all the various customisation options and systemic changes highlighted throughout this feature, there is one key takeaway: in Resynced, you can shape your own experience. Be it in true, uninterrupted immersion, or a guided adventure, the remake gives you the tools to choose your degree of realism, readability, and cinematic flair.

PlayStation President Says Sony Can’t “Absorb All Component Cost Increases”

PlayStation President Says Sony Can’t “Absorb All Component Cost Increases”

In light of recent price hikes for PS5 consoles, Sony Interactive Entertainment president and CEO Hideaki Nishino was asked during a Q&A session (via IGN) about whether the company will continue to prioritize hardware profitability with its next-generation console as well. In response, Nishino laid out how the console hardware tends to act as a base for PlayStation to build an ecosystem around, with more products like the PlayStation Portal.

When it comes to price, however, he said that it’s “not realistic” for Sony to absorb the increases it is facing in component costs. This ultimately led to the console’s price going up in global markets. Despite the price hikes, Nishino has said that he doesn’t expect it to lead to a decline in customer demand.

“First, we regard hardware as the base for providing the gaming experience, and by offering products such as the PlayStation Portal Remote Player (PS Portal), we aim to provide experiences tailored to users’ play styles beyond the living room, which has traditionally been considered the primary usage environment.

“As for pricing, it is not realistic for us to absorb all component cost increases, and we have already implemented some price increases outside Japan. At present, however, sales are proceeding as planned, and we do not believe this has led to a decline in customer demand.

“As a principle, we do not intend to sell hardware at significant losses. At the same time, we are carefully monitoring the market and continuing to evaluate our approach. We believe it is important for us to make every effort to ensure that customers fully understand the value we provide in relation to pricing.”

A couple of decades ago, companies like Sony, Sega, and Microsoft opted to sell their consoles at a minor loss, relying instead on the revenue from every game sold on their systems to make up for these losses. However, Nintendo is known for not really selling its hardware at a loss since at least the launch of the Wii, and the same became true of Sony and Microsoft with the launches of the PS4 and Xbox One, respectively. Since then, all three of the console makers have sold hardware at a profit, relying on thorough R&D efforts and use of custom hardware to keep prices down.

Nishino’s statement about the prices not leading to a decline in customer demand is especially interesting in light of the company’s hardware sales in the US marking May 2026 as the worst May faced by PlayStation since 2000. Analysts believe that this is largely due to current socio-economic conditions and the overall rise in costs associated with gaming hardware.

In a recent interview, Nishino had also said that the company plans to make more live service games in the future in a bid to “revitalize the market through both first-party and third-party content.” He pointed to the upcoming fighting game Marvel Tōkon: Fighting Souls as an example of this and went on to discuss how the company could do the same for some of its older games in the medium to long term as well.

Supermassive Games CEO Steps Down After 2.5 Years

Supermassive Games CEO Steps Down After 2.5 Years

Following the launch of Directive 8020, Supermassive Games CEO Robert Henrysson has announced he’s stepping down. He assumed the role in January 2024, though he first joined Nordisk Games, Supermassive’s parent company, in August 2022.

Henrysson revealed the news on LinkedIn, stating he had a “fantastic time” and that his time at the studio saw “revenue and profit triple.” “As the CEO of Supermassive Games, I was honoured to guide the studio through intense industry change, broadening its client base and establishing a culture of consistent quality across all aspects of the game development process.

“Leading a studio is never a one-man job — it is the entire team’s effort. Our commitment to continuous improvement was, and continues to be, central to everything we do.” He expressed his gratefulness to the developer, calling it the “greatest storytelling game studio on Earth” and revealed plans to take a vacation (and manage his “own small portfolio of investments”).

While there’s no correlation between Directive 8020’s sales performance and Henrysson stepping down, his tenure has seen its share of ups and downs. He was appointed in the aftermath of co-founders Pete and Joe Samuels departing from Supermassive. A few weeks later, significant layoffs were announced, with about 90 employees reportedly affected. Supermassive would also allegedly cancel an unannounced Blade Runner title called Time to Live. Directive 8020 was also hit by a significant delay months after, coupled with more layoffs.

It’s unknown who will take over for Henrysson, but the studio is forging ahead with its next game. Teased in Directive 8020 if you followed these exact steps, it showcases a heavy dose of the supernatural and may be The Craven Man or Intercession – two other IPs trademarked alongside the sci-fi horror back in 2022. Supermassive has yet to confirm which, much less a release date, so stay tuned for updates in the future.

Tekken 8 Gets Bob on August 20th for Season 3 Pass Holders, August 25th for Everyone Else

Tekken 8 Gets Bob on August 20th for Season 3 Pass Holders, August 25th for Everyone Else

Bandai Namco has released a brand-new trailer for Tekken 8’s newest roster addition, Bob. The trailer gives us our first real look at how the character will play in the fighting game, showcasing how well he is able to make use of his speed and agility despite his size to lock opponents in long combos that will keep them guessing about whether he will be attacking them with highs or lows. Check it out below.

Described as the “Onigiri Saviour”, Bob was unveiled as the second character part of Tekken 8’s Season 3 during EVO 2026 in Las Vegas. The character makes use of three of his aspects: speed, power, and a unique martial arts style that also takes his weight into account. In story terms, Bob is coming back after last being defeated by Bryan during the events of Tekken 7. Frustrated with bland meals during his hospitalization, Bob decided to create his own fast-food chain that has gone on to become “wildly successful”, which then sparked the introduction of “Bob’s Onigiri”.

His personal antagonist for the story in Tekken 8 seems to be Kazuya Mishima. To counter his aspirations for world domination, Bob has been using his fast-food chain to help feed the hungry in crisis-afflicted areas, thus earning the “Onigiri Saviour” nickname. However, to accomplish his long-term goals, Bob will have to defeat Kazuya during the King of Iron Fist Tournament.

Bob is coming to Tekken 8 on August 20th for those who own Season Pass 3. Everyone else will be able to get their hands on the character on August 25th.

He is the second playable character that has been released for Season 3 so far, following the release of Kunimitsu earlier this month. The kunoichi brought in her own mix of ninjutsu, martial arts, and high levels of agility to shake up the dynamics of the fighting game. Interestingly, her story implications indicate that she knows Reina and is familiar with Raven, the latter of whom trained under her father.

A third character for Season 3 has already been unveiled – Yujiro Hanma from Baki the Grappler – and is slated for release in early 2027. The character is the father of Baki Hanma and serves as one of the primary antagonists of the manga. Yujiro’s addition will also bring in further wrinkles in the overarching Tekken storyline, since the franchise is known for largely revolving around father-son drama, sparked by Heihachi first throwing Kazuya into a volcano in the original Tekken.

Yujiro also marks the second major crossover character coming to Tekken 8, following season 1’s addition of Final Fantasy 16 protagonist Clive Rosfield.

Season 3’s next character will be Roger Jr., who is slated for release between October and December this year. In total, the season pass will include 4 characters, along with something called Subsea Lockdown, which is set for release around the same time as Yujiro Hanma.

Tekken 8 is available on PC, PS5, and Xbox Series X/S. The title recently lost its chief producer and director, Kohei Ikeda, just half a year after the previous director, Katsuhiro Harada, left the company.

Memory Prices Might “Never” Come Back Down, Says Lenovo Executive

Memory Prices Might “Never” Come Back Down, Says Lenovo Executive

With hardware hitting high price points in recent times, be it the Xbox Series X, Valve’s Steam Machine, or even Apple’s MacBooks and iPads, Lenovo believes that these trends are permanent and that memory prices might not go back down. As caught by ComputerBase (via VGC), Lenovo executive director Martin Hiegl went as far as to say that DRAM and NAND – components integral to the fabrication of memory and storage – will “never” go back down in price.

However, Hiegl’s use of the word “never” during a talk at ISC 2026 has been reported as being an exaggeration, and the executive was apparently talking about the state of the hardware industry for the next five years.

Recent surges in memory pricing largely come down to the fact that the major companies that make memory, like SK Hynix, Samsung, and Micron, have signed large deals with AI companies to fabricate components and sell directly to them. This has left the rest of the world that relies on computer hardware in the lurch, with even Apple recently having announced a price hike for several of its devices.

Interestingly, just as the memory shortages had started ramping up, Micron had announced that it was pulling out of the consumer market entirely, and essentially shuttered its consumer line-up of storage and memory components sold under the Crucial brand. More recently, Micron’s chief business officer, Sumit Sadana, blamed companies like Apple for the current situation due to their aggressive pricing practices when sourcing components. “A lot of the industry investments got shut down in 2023 because of really poor pricing and really poor margins,” said Sadana.

In the meantime, Microsoft recently announced that its Xbox Series X/S consoles will be getting another price hike. Kicking on from August 1st onwards, the Xbox Series S 512 GB model will be priced at $499.99, compared to its previous $399.99 price tag. The digital version of the Xbox Series X is going up from $599.99 to $749.99, while the disc drive version of the console is going up from $649.99 to $799.99. The Xbox Series X 2TB Galaxy Black is being discontinued entirely.

“The entire consumer electronics industry is struggling with the current components crisis, but the effects are particularly hard on consoles,” said the company when it announced these latest price hikes. “Unlike phones, computers, speakers, and other consumer devices, consoles are typically not sold at a profit, but instead for less than they cost to make.”

In an effort to soften the blow for potential customers, Microsoft is also introducing a “Buy Now, Pay Later” option that gives buyers the ability to purchase an Xbox console and pay it off in interest-free monthly instalments.

Valve recently also admitted to not quite having the bargaining power it needed to negotiate better prices for the Steam Machine’s components. Engineers Pierre-Loup Griffais and Yazan Aldehayyat spoke about how they “would love to be able to make the Steam Machine more affordable and reach more people.” However, they noted that a price drop isn’t likely to happen soon.

Nintendo isn’t immune to these market conditions either, with price hikes hitting the Switch 2 in August.

Nintendo is increasing the price of Switch 2 in South Korea

Nintendo is increasing the price of Switch 2 in South Korea

Nintendo is raising the price of the Switch 2 in South Korea by around 15 percent.

From September 1, 2026, the suggested retail price of the console will increase to 758,000 won ($491) from 648,000 won ($420) in the region.

In a brief note to investors (via Google Translate), Nintendo said it has reviewed the price of hardware in South Korea in response to “changes in various market conditions.” 

“We sincerely apologize for any inconvenience caused to our customers and stakeholders due to this price change. We ask for your understanding,” added the company.

Earlier this year, Nintendo confirmed it would be raising the price of the Switch 2 to in key markets such as Japan, Europe, Canada, and the United States. Those price hikes came into effect in Japan on May 25, and will be rolled out in other regions on September 1. 

The decision was made a few months after Nintendo president Shuntaro Furukawa warned that an ongoing memory crisis driven by rampant investment in AI data centres might “put pressure on profitability.”

Related:Inside Skybound’s video game strategy ft. David ‘DA’ Alpert and Jon Goldman

In May, Furukawa confirmed Nintendo was rethinking hardware pricing in direct response to the war on Iran (which caused oil prices to surge) and the aforementioned component shortage. Notably, he acknowledged the move would price some consumers out of its hardware ecosystem.

“Unfortunately, the recent surge in memory and other component prices, and the changes in the market environment, including trends in the foreign exchange market and the price of oil, are all factors that we anticipate will continue over the medium to long term,” he told investors in May.

“As a result, we felt that the profitability of our hardware would suffer significantly if we maintained our existing pricing, potentially impacting our business operations over this time frame. For the sustained growth of our dedicated video game platform business, it is important to maintain a healthy earnings structure for our overall business.”

The Switch 2 sold almost 20 million units worldwide during the previous fiscal year to surpass Nintendo’s initial estimates. 

Stranger Than Heaven’s Story is “Very Extensive,” But Features Fewer Play Spots Than Yakuza

Stranger Than Heaven’s Story is “Very Extensive,” But Features Fewer Play Spots Than Yakuza

Among all the studios looking to make an impact in 2027, Ryu Ga Gotoku Studio is first up, with its newest IP, Stranger Than Heaven. We’ve seen a lot from the action-adventure title, from the many eras that it spans to the combat system and even the shocking inclusion of the late Tupac in a role.

All in all, it’s shaping up to be a large game. In fact, studio head Masayoshi Yokoyama notes that the story ended up longer as the team continued development. Speaking to Automaton Media (translation via DeepL) about the overall scope, he said, “We haven’t measured it precisely, but I think it’s turned out to be quite substantial. The main story, in particular, is very extensive. It just ended up getting longer as we were developing it.”

However, when compared directly to the Yakuza series, he said the maps are “roughly the same scale.” “We didn’t artificially make the maps for each historical era larger or smaller, so they each have their own distinct size. The number of buildings with interior spaces you can actually enter has increased compared to the Yakuza series. However, given the historical setting, there are no skyscrapers or similar structures. Therefore, I believe the overall scale remains comparable.”

However, he reinforced that Stranger Than Heaven is a “completely new title” with UI, controls, and combat that are “entirely different.” That also extends to the kind of experience fans would typically be used to. For instance, side stories will play out differently, perhaps hinting at their more serious nature.

Play Spots return, but once again, they’re rooted in the specific era. “Elements like ‘Play Spots’ are fewer in number, reflecting the historical setting. After all, we haven’t done any corporate tie-ins like in the Yakuza series,” says Masayoshi, laughing.

Launching on January 15th, 2027 for Xbox Series X/S, PS5, and PC, Stranger Than Heaven is about Makoto Daito, who stows away on a ship to Japan after the death of his mother. Along the way, he meets the likes of Orpheus (played by Snoop Dogg) and Yu Shinjo, whom he’ll have continued run-ins with throughout the era, especially when they get into the music business together.

Virtua Fighter Crossroads is An “Open Sandbox RPG,” Says Producer, Where “Player Choice Matters”

Virtua Fighter Crossroads is An “Open Sandbox RPG,” Says Producer, Where “Player Choice Matters”

When we first heard that Virtua Fighter Crossroads had Game of the Year aspirations, it felt like reasonable but altogether difficult, especially given how long the series has been dormant. With recent gameplay showings, however, RGG Studio has shown that it’s cooking and could deliver the premier fighting game of 2027 (and maybe even match up to the juggernaut that is Street Fighter 6).

However, when you look at the single-player campaign, it looks much closer to a Yakuza, Like a Dragon or Judgment (albeit with fights adhering to the series’ usual format). That’s because producer Riichiro Yamada considers it an “open sandbox RPG” instead. Speaking to GamesRadar, he revealed that many were “kind of against” a Virtua Fighter revival when he pitched it.

As for the narrative, it seems he says that newcomer Cielo’s story, described as a “kung-fu movie,” isn’t the be-all, end-all. There are other protagonists (which you can likely spot here) with their own unique narratives, from “very dark and gritty” to investigative. Of course, there’s also a “lot of side content,” including “side quests with the legendary old cast,” and mini-games, though these won’t be as over-the-top as Yakuza.

For Crossroads, the development team “wanted to really ground it in this world,” noting IP like Watchmen as an inspiration. Yamada “really felt and loved about Watchmen was how the world – even if they’re dressed as superheroes – it feels so believable.”

But don’t be fooled into thinking the studio is developing another Yakuza with the Virtua Fighter name. Yamada said that “player choice really matters” with different decisions influencing the story. Rather than something like, say, Yakuza: Like a Dragon with its linear narrative, he likens it more to Detroit: Become Human “and stuff that, where you really change the story. Depending on how you play, it becomes a whole different game.”

It’s definitely an alluring prospect and could open up the title to an audience that favors a strong single-player component. Granted, we still need to see much more of Virtua Fighter Crossroads – and learn about its platforms – but RGG Studio is seemingly on the right path.

PlayStation President Reaffirms Plans For Live-Service Games, Teases PlayStation Moving Beyond TV

PlayStation President Reaffirms Plans For Live-Service Games, Teases PlayStation Moving Beyond TV

While Sony faced quite a few setbacks with its push for live-service games over the last few years, leading to several project cancellations, studio closures, and the much-mocked release of Concord, the company hasn’t given up on these aspirations just yet. In an interview with Famitsu, Sony Interactive Entertainment president Hideaki Nishino said that there is still interest at the company for more live-service releases.

He said that, along with looking at what kinds of live-service games it can release by working with first-party and third-party studios, PlayStation has also been looking into what it can do with some of the older live-service titles under its banner, like Helldivers 2. As for new releases, Nishino is excited about the upcoming release of Marvel Tōkon: Fighting Souls on August 6th.

“We believe that live service games are content that attracts users on a global level, so we want to continue to revitalize the market through both first-party and third-party content,” said Nishino. “We are not only focusing on promoting new releases, but also considering what we can do with older titles in the medium to long term. Also, this year we are planning to release our own live service title, Marvel Tōkon: Fighting Souls, and we hope everyone will enjoy it.”

When it comes to whether PlayStation has any plans to slow down or reconsider its live-service efforts, Nishino said that the company finds it “important to continuously provide something.”

“The genre itself is relatively new, and I think many people are trying various things, so we also want to continue to take on challenges within that context.”

Nishino also provided some more clarity on PlayStation’s plans for multi-platform releases for its first-party games. He said that the decision of whether or not a release should be exclusive to PS5 largely comes down to a few characteristics, like how many players need to be in the game for it to be considered a success. With this in mind, single-player games will largely be exclusive to PlayStation consoles, while multiplayer games, which need larger audiences, will come to PC as well.

“Originally, platform selection is determined based on the characteristics of each title,” explained Nishino. “If releasing on PC can maximize the gaming experience of a title, we will continue to consider it. Our main policy at the moment is that for single-player games developed as a first party, we will further refine the value of the gaming experience that we can provide on PlayStation, while for live service games, we believe it is also important to have more people play through online multiplayer, so we are considering PS5 and PC as the basic platforms for release.”

Discussing the future of PlayStation, Nishino explained that the company wants to “develop new game console experiences” by making use of new technologies that can “be used in various forms”. Interestingly, he also vaguely hinted at the possibility of the rumored handheld PS6 being in the works.

“PlayStation is strongly associated with playing on a living room TV, but we plan to release monitors and speakers so that it can be played comfortably in other locations as well,” he said. “The PlayStation Portal was developed as part of this effort. We want to continue thinking and challenging ourselves to provide game experiences that suit increasingly diverse lifestyles.”

Assassin’s Creed Black Flag Resynced Brings Back the Joy of Exploration

Assassin’s Creed Black Flag Resynced Brings Back the Joy of Exploration

It’s always great to go back to a character whose story inspires you to be better. Edward Kenway certainly fits that bill, but he’s only one of the reasons that Assassin’s Creed Black Flag Resynced has us eager to set sail into the Caribbean. The original game was among our favorite titles in the franchise and continues to hold a special place in our hearts because the world was a stage for adventures that only a pirate-assassin hybrid could have.

We’re eager to chase storms, take on forts, transform our ship from a modest brig into the scourge of the high seas, discover new islands and the treasures they hold, board ships, and generally lose ourselves in a gameplay loop that brought the best of what the Caribbean had to offer. Resynced is more than a normal remake. It’s an opportunity to bring a fresh new take on one of the most naturally exploreable worlds that the franchise has given us, with a new engine, dynamic weather, new content, and more to spice up the experience.

It’s a chance to remind people about what made Assassin’s Creed so popular in the first place. Let’s examine why.

The Allure of The Sea

One of Black Flag’s best features was its ability to simulate life on the high seas as a crew of folks who treated the law as a set of guidelines rather than hard and fast rules. You were encouraged to make your mark on the places you visited, and the story just happened to unfold along the way. Saw a ship that was carrying some much-needed resources for your own vessel’s next upgrade on the horizon? Or a fort guarding a route to a hidden cove or jungle path that you really wanted to explore? Well, it was time to take up battle positions and let your cannons loose!

Perhaps there was a whale that you were really interested in hunting, or a storm that you could either try to avoid or sail right through like the reckless pirate you were encouraged to be. Edward was a focal point for all of this and more; his own nature blended seamlessly with the gameplay loop to make the whole adventure feel like it was a world that you were meant to engage with.

The detours you took along the path to becoming one of the Assassin Brotherhood’s finest warriors were a part of the journey, not a distraction from your goals. And that lent Black Flag a kind of beauty that we worried the franchise had left behind. It’s also why we think Resynced brings more than upgraded graphics to the table. It’s also bringing better open-world streaming, improved sailing, better weather systems, and more environmental detail while removing the friction between land and sea that was an unfortunate side effect of hardware limitations when the original game hit the shelves. There’s also the fact that enemy ships now have factional alliances and feuds, which could be a new layer that immediately makes sailing the seas more treacherous for everybody involved, as opposed to the Jackdaw drawing the fire of every other ship in the vicinity.

The absence of that friction is what we’re most excited about, as the Caribbean isn’t just going to look sharper, but feel more alive and responsive as a result. We’re expecting that setting sail could lead to more chaos on turbulent waters, and we’re all for it. The reduction in interruptions is going to make an already immersive world feel more convincing as a result.

The Pirate Versus The Viking

It’s a good time to compare Resynced to Valhalla, another Assassin’s Creed title that featured a protagonist who wasn’t really an Assassin, and who also viewed the laws of the land as ones that could be twisted to serve nobler purposes. Eivor’s romp through England was a ginormous undertaking, coming with tons of ambition as the first title in the franchise to make use of current-gen systems, and finding success in the effort.

It brought conflicts to the table, alongside having to navigate fragile alliances that rooted Eivor in the political landscape of England just as much as the Order of the Ancients. The game was framed around its advanced RPG mechanics, but that came with a pitfall: progression felt tied to exploration. You visited a new region, made a few friends, collected some gear, and resolved things before moving on to another one.

In perfect contrast, Black Flag and Resynced, by extension, are less tied to conquering new regions and more about chasing a horizon that always has something new to offer. You’re going to have to beef up to take on dangerous threats, yes, but it’s also entirely possible to have a jolly good time just soaking in the atmosphere and the sense of discovery that abhors a more checklist-based approach.

Where Valhalla was framed around visiting new places because an icon indicated there was something that was clearly demarcated by its color, Resynced brings back an approach that continues to be fresh even among modern games that are obsessed with scale, leveraging multiple systems, and the sheer volume of content they offer. That’s not to say that these things aren’t a part of Edward’s journey, but they’re spread out so well, and arranged in a way that makes engaging with them feel more natural.

It’s more about chasing something that caught your eye, and using the world map as a way to reach new discoveries instead of that very map telling you where to go and what you can expect to find there. There’s an air of mystery that pervades the Caribbean, and it was absent in England thanks to an approach that was enjoyable, but certainly not as immersive.

The best example of this is the new dynamic weather system. The sea in Black Flag wasn’t just an empty space you had to navigate between missions, acting as a sort of connecting thread between the story and exploration. Resynced has the opportunity to make it come alive with water cycles, lightning, waterspouts, and hazards to present a modernized ocean experience. We’ve already seen how the Anvil Engine made the weather a crucial part of the experience in Shadows. We’ve all dived into ice from viewpoints during our time in Japan, after all. In our case, it was on purpose just to see if the developer had been paying attention.

But modernization does come with risks.

A Balance Between Risks And Rewards

We’re being cautious about how better stealth, less frustrating mission designs, improved sailing and navigation, and quality-of-life improvements could change Black Flag in ways that take away something from the original experience by making things too easy. It’s a matter of the added convenience weakening the adventure.

However, when you consider how these features all work to present a world that’s free of stealth-focused course corrections, elements that strayed pretty close to live-service territory, a general air of franchise fatigue, and massive RPG worlds, Resynced is an opportunity for a return to what worked before all of the above came into play. It’s a chance to show players who might not have engaged with the franchise before Origins how things were done back in the day, and the way in which the franchise had been a pillar for the developer’s success.

Its modernization doesn’t take away from the simplicity of having a pirate aboard his ship, and a world that has a sea full of troubles that calls to you, making you go off course in ways that feel organic and natural, instead of forced. It could turn out to be the Assassin’s Creed game we’ve been wanting for a while, and one that we deserve for sticking with the franchise through thick and thin, building on the forward momentum that Naoe and Yasuke set up for it. That Black Tides’ mission could be a bridge that lets us get back to being Assassins first, and RPG characters second.

It isn’t merely nostalgia for an era of gaming that many believed was now lost to Davy Jones’s locker. It’s the possibility of getting to play (or replay) an Assassin’s Creed game that made exploring the world feel like a natural extension of its protagonist’s rise to infamy, and his eventual transformation into a man who looked beyond his own interests.

Like Edward, who went in search of fame and fortune only to find a higher calling, Resynced could be a game that builds on its own fame to become something more, and in the process be a signal fire for the future of Assassin’s Creed. It could become a beacon for future titles, being a template for what makes a title built around ancient civilizations and a never-ending war feel like it’s still fun to play, and actually enjoyable to engage with.

Well, with only weeks to go before we get to find out, we’re going to be on our decks and at the wheel of our ships, just waiting for the winds to hit our sails before we embark on an adventure that’s both nostalgically appealing and mechanically fascinating. And of course, you can bet we’re going to sing along to those shanties at the top of our voices when we do.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Assassin’s Creed Black Flag Resynced – 15 Key Details You Should Know Before Launch

Assassin’s Creed Black Flag Resynced – 15 Key Details You Should Know Before Launch

We’ve already spoken at length about all the cool stuff that’s coming to Assassin’s Creed Black Flag Resynced, and how excited we are to play it thanks to how it’s bringing meaningful updates to the combat, exploration, and traversal mechanics.

But there are so many other little touches that have gone under the radar, and we think they’re equally important to the experience given how they could change things up from the game we remember from back in the day. We’re here to tell you all about them, so let’s get started.

1. Reworked Playas

Remember those little islands and beaches that you could stop by in the original game? Well, they’re called playas in Spanish, and we remember them as red herrings in the original experience, being nothing more than ways to get off your ship and explore them only to find that all they had to offer was the view.

Well, they’re going to be a source of new rewards and unique encounters, giving you more reasons to stop by at every bit of land you see. It’s a nice touch that makes each piece of land have more purpose, and it’s sure to add a bit of nuance to exploring the world with the Jackdaw.

2. Brand New Lines From Matt Ryan

If you’re like us, you’ve probably played Black Flag more than once and loved every second of it. However, the side effect of that is that you probably know each of Edward’s lines before he even gets to say them thanks to what a memorable character he is.

But Matt Ryan has since told the lot of us that he’s recorded new lines for Edward this time around. He’s the original voice actor for our favorite video game pirate, and his return is a fine addition from a production perspective, and a great way to add authenticity to the remake.

3. The Shanties Are Not The Only New Music

We’ve talked a lot about how we’re looking forward to breaking into a song with our crew as we patrol the seas looking for our next mark. But we’re equally excited to hear the new track from Woodkid, a reimagining of “Leave her Johnny, Leave Her” that’s bringing his signature style to the popular song.

It’s supposed to mark Edward’s return, and is quite a good choice considering the pirate-turned-Assassin’s complicated personal life.

4. The Main Campaign Is Playable Offline After a One-Time Connection

You’re going to have to be online to download or install Resynced, but the entire campaign can be played offline if you so choose once the initial setup is out of the way. That’s very welcome for those of us who prefer to play offline, or people whose consoles or PCs might be placed where the internet is spotty, which could lead to frequent interruptions if things don’t go according to plan.

Well, that’s not the case with this one, and you can sail, pillage, plunder, and of course, indulge Edward’s kind-hearted noble side as much as you’d like.

5. Achievements Are Completionist-Friendly

We’re pretty stoked to score that Platinum on Resynced, and the good news is that none of the achievements (or Trophies, if you’re working with PlayStation’s terminology) are missable. Moreover, they’re not tied to the game’s difficulty and of course, are entirely obtainable offline. It’s good news for all you pirates who want to leave no corner of the Caribbean unexplored and is excellent from a quality-of-life perspective as well.

6. Special Goodies On The Collector’s Edition

Although the Collector’s Edition of Resynced is sold out at the time of writing, it’s worth looking out for since it comes with a very accurate figurine of Edward, a steelbook with exclusive artwork, a cloth map of the game’s world, sheet music for its Shanties in case you want to try them out on your instrument of choice, a metal insignia for you to wear if Assassin pride is your thing, and a leather logbook that’s been designed to resemble the one Edward uses to keep track of his travels.

That’s quite a bit of loot for a pirate, and we’d love to have that brooch to wear while we’re out and about to show any Templars out there that we’re not to be trifled with.

7. Movement Has More Momentum-Preserving Details

A new Parkour system is great and all, but it wouldn’t have been as cool if it wasn’t backed up by animations and speed boosts that allow you to sustain your forward momentum when chasing down a target or one of those runaway song sheets for new Shanties. Edward recovers faster from a drop, for starters, while he also gets a small burst of speed when he mantles after a wall run. Landing rolls are also a part of the deal, allowing you to smoothly transition from a jump into a quick jaunt.

These are all changes that could help the new traversal mechanics land well, and also make the moment-to-moment gameplay feel more fluid as a result.

8. Disable Advanced Parkour

Change is always a good thing unless it’s in a video game whose controls you’ve committed to muscle memory. If the new Parkour system keeps throwing you off, you’re probably going to be happy to know that you can disable it altogether, keeping the original game’s animations and movement to let you enjoy a more familiar experience.

That’s not really a downgrade either, as that one was quite adept at making Edward feel more agile than anyone else in the Caribbean, and in line with what we knew the Assassins were capable of back when Black Flag first hit the shelves.

9. Climbable Flora In Jungles

We already know that cities get ziplines to help make getting around them easier, and we’ve previously commented on what a welcome addition that is. But a lot of Edward’s time on land is spent in dense jungles as he hunts down either treasures or Templars when he isn’t deftly piloting the Jackdaw across the open seas.

Well, there’s going to be flora that helps make those forays into the wilderness a whole lot smoother, allowing you to keep the same momentum you’d have in a more urban setting even when you’re far away from civilization. Wow, they really thought of everything with this one, didn’t they?

10. Observe Does Not Replace Eagle Vision

If you were worried that the new Observe mechanic is going to either replace Edward’s Eagle Vision or make it redundant, we’re happy to tell you that it isn’t the case. You’re still going to be able to sense your enemies’ presence when you’re hidden away in a haystack or around a corner, tagging them through walls.

The Observe mechanic is here to assist you with identifying important points of interest or people, and is designed to function alongside Eagle Vision to ensure that nothing slips past one of the Brotherhood’s most prolific and cunning Assassins.

11. Edward’s Classic Tools Still Have Specific Uses

We really liked Edward’s versatility when he was trying to infiltrate enemy strongholds, and nothing’s changed on that front. He’s still got his Smoke Bombs, which you can drop to get some free assassinations when the numbers aren’t on your side, or to make a quick getaway when you think that thinning the herd from stealth is a better strategy.

Additionally, Sleep and Berserk darts are also a part of your toolkit, letting you manipulate enemy patrols or take out a lone guard who’s between you and your objective. We’ve been fans of the blowpipe for years now, and we’re glad to see them returning in all their glory in the remake. Oh, and Edward can toggle his hood on and off depending on the situation, a detail that we really liked in Valhalla and one that’s very welcome in Resynced.

12. An Expensive Option For A Quick Escape

Aside from Smoke Bombs obscuring your escape, another way to gain some distance from pursuing foes is to throw money on the ground. However, you might want to use that only as a last resort since you drop 10 Reales every time you do so, which might seem like a small amount but quickly adds up if that’s your preferred method of causing mayhem to hide your escape route.

It also comes with a bit of a cooldown, so it isn’t the safest way to make your enemies lose sight of you in a crowd but it’s certainly handy to have in a pinch.

13. Walls, Grounded Enemies, And Weapon-Specific Heavy Attacks Matter More

Walls can become deadly killing surfaces if you manage to get one of your foes pinned down, giving you an opportunity for a brutal finisher. The same applies to enemies who you manage to knock off their feet with the new sweep kick, or ones who happen to be near an explosion you cause. Aside from that, heavy attacks come with different animations and hit boxes based on your weapon of choice. Rapiers, for instance, come with piercing stabs, while cutlasses come with a sweeping slash capable of hitting multiple enemies and pistol-swords fire off two shots that you can use to target two different enemies with.

Speaking of shots, Edward’s pistols can be deadly once you’re progressed enough, allowing you to show off your Gun Kata skills with style and deadly precision.

14. Soldiers Coordinate Attacks

The enemy AI in the original Black Flag might have been a tad dull in comparison to what’s on offer in Resynced. The remake could have you fighting to fend off multiple enemies as they now attack together instead of hanging back to watch you skewer their fellow comrades. Look out for moments like these, as you’re going to have to parry consecutive attacks before launching a counterattack that lets you regain the advantage in a fight.

15. The PC Version Uses Denuvo

On PC, Resynced uses Denuvo Anti-tamper and requires an official account. The Steam version also lists a five-machine-per-day activation limit, though the main campaign can still be played offline after the initial setup, and you’re probably not even going to remember that it’s running in the background.

And there you have it, lads. There’s a lot to like about Resynced outside of all the flagship features that are being pushed as highlights of the new experience that the developer is offering us this time around. We’re excited to steer the Jackdaw into all kinds of trouble, and even more so when we think about how many of you fellow pirate-Assassins are embarking on the journey with us.

007 First Light Tops US Sales Charts in May, Currently 2026’s 4th Best-Selling Title

007 First Light Tops US Sales Charts in May, Currently 2026’s 4th Best-Selling Title

Industry analyst Mat Piscatella has revealed monthly sales figures for games in the US. In a series of posts, he has confirmed that 007 First Light was the best-selling game in the country in May 2026. It was followed by Forza Horizon 6 in second place, LEGO Batman: Legacy of the Dark Knight in third place, and Subnautica 2 in fourth place. The only other brand-new release in the top 10 charts is Yoshi and the Mysterious Book at eighth place.

While half of the top 10 list in the US were new releases for the month, the other half was made up of older games, like Tomodachi Life: Living the Dream, MLB: The Show 26, Crimson Desert, Call of Duty: Black Ops 7, and Mario Kart World.

When taking the whole year into account, Resident Evil Requiem continues to take the top spot for game sales in the US. It is followed by Crimson Desert in second place and MLB: The Show 26 in third place. Despite being a relatively new release, 007 First Light has managed to do incredibly well by taking the fourth spot for the entire year so far, followed by Forza Horizon 6 in fifth. LEGO Batman: Legacy of the Dark Knight is the only new release to have broken through the top 10 sales for the year, coming in at 7th place.

007 First Light ended up getting quite a few accolades for its performance in May 2026, being the best-selling PlayStation game for the month, as well as the highest “full game dollar sales” of any James Bond game in history.

All in all, Piscatella has reported that total video game spending in the US for May 2026 hit $4.2 billion, which marks a 3 percent increase over May 2025. By the time the month was over, the year-to-date spending was 4 percent higher than last year, coming in at $23 billion.

Interestingly, Piscatella has noted that consoles served as the primary platform for game spending in May 2026 in the US, with total spending having gone up by 25 percent compared to last year. When taking year-to-date figures, console content spending is 13 percent higher. PC and subscriptions haven’t fallen behind either, coming in at 15 percent and 11 percent year-on-year increases, respectively.

Piscatella has also revealed details about console hardware sales in the US for May 2026, noting that both PlayStation and Xbox haven’t been doing too well. While it was the first May faced by PlayStation since 2000, Piscatella has confirmed that May 2026 was the worst May for Xbox since Microsoft launched the division. While there are likely many reasons for console sales falling in this regard, Piscatella also brought up the fact that price hikes have led to consoles simply getting too expensive. Xbox, for example, saw a 22 percent increase in average hardware price since 2025. PlayStation, on the other hand, saw an increase of 33 percent year-on-year.

“Xbox is currently tracking a distant third in hardware sales among the major manufacturers. But they are getting more revenue from each unit sold, enough to make dollar sales grow in May despite the unit drop,” said Piscatella. “If that fits the definition of ‘working’ or not, I don’t know.”

May 2026 U.S. Projected Top 10 Best-Selling Games Ranked on Physical & Full Game Digital Dollar Sales (Excludes Mobile and Digital Add-On Content)

— Mat Piscatella (@matpiscatella.bsky.social) 2026-06-26T13:00:03.576Z

YTD 2026 U.S. Projected Top 10 Best-Selling Games Ranked on Physical & Full Game Digital Dollar Sales (Excludes Mobile and Digital Add-On Content)

— Mat Piscatella (@matpiscatella.bsky.social) 2026-06-26T13:00:03.577Z

Content – Console drove content spending growth in May. Total spending on console content increased by 25% compared to a year ago and is now 13% higher year-to-date. PC content (+15% versus a year ago) and subscription spending (+11%) also grew in May.

— Mat Piscatella (@matpiscatella.bsky.social) 2026-06-26T13:00:03.585Z

Content – 007 First Light was May’s leader in full game dollar sales, debuting as the 4th best-seller of 2026 year-to-date. It also led all titles in full game dollar sales on PlayStation platforms in the month.

— Mat Piscatella (@matpiscatella.bsky.social) 2026-06-26T13:00:03.586Z

2026 Season Pack Interview – New Content, Gameplay Changes, Platform Improvements, And More

2026 Season Pack Interview – New Content, Gameplay Changes, Platform Improvements, And More

While Codemasters and EA may have decided to skip a year when it comes to an entirely new game in the F1 series, it doesn’t mean that they didn’t have something cooking. Codemasters has released the seasonal content for the 2026 F1 racing season in F1 25, while it continues to work on the next entry in the franchise, F1 27. The studio was kind enough to answer some of our questions about the release.

EA and Codemasters announced last year that F1 25 would be expanded with 2026 season content instead of receiving a traditional standalone F1 26 release. What ultimately led to that decision? And how did the idea of a 2026 Season Pack fit into the broader strategic reset for the F1 franchise, especially with the next full game now planned for 2027?

Both of these questions really come back to the same thing. Formula 1 has changed significantly over the last few years. The audience is larger, more diverse, and engages with the sport in different ways than it did even a few years ago. We felt it was important that the F1 franchise evolves alongside those changes.

As part of our long-term plans for the series, we made the decision to support F1 25 with a premium 2026 Season Pack rather than release a traditional standalone F1 26 title. We believe this approach allows players to keep enjoying F1 25 while experiencing the new teams, drivers, regulations and MADRING that will define the 2026 season.

It also allows us to take a longer-term approach to what comes next. While we’re continuing to support F1 25, we’re also able to focus on delivering the next major step for the franchise.

“It also allows us to take a longer-term approach to what comes next.”

The 2026 season represents a major reset for Formula 1 itself, with new cars, new regulations, new teams, and new racing systems. From a development perspective, what was the biggest challenge in translating that into F1 25?

The new regulations for 2026 are the biggest overhaul the sport has had in quite some time. It’s an incredibly exciting opportunity, but yes, that certainly represented some sizable development challenges. The first of which was to understand what to expect from the racing experience and capturing that within the game. We kept a very close eye on the official paperwork, really making sure we understood the changes to ensure we could achieve the level of authenticity we wanted. The next aspect was communicating these changes to players. Some of the terminology now has drastically different meanings. For example in 2026, Boost mode is more akin to what was previously known as Overtake mode. The functionality of Overtake has a very different strategic effect in 2026.

Beyond the updated teams, drivers, cars, and sporting regulations, what would you say are the biggest additions players should expect from the 2026 Season Pack?

The driving itself. You as the driver must operate very differently from what you’re used to. To some players, the driving can be described ‘restricted’ but others call it strategic and we have managed to capture the essence of this in game. Smart driving and circuit knowledge is way more rewarding in these regulations.

The 2026 update introduces Audi and Cadillac to the grid. How much work went into representing these new teams authentically in terms of car identity, presentation, performance, and overall feel?

Representing a team in the game is a combination of close collaboration with the F1 teams and attention to detail from the Dev side, making sure every detail from the model to the performance accurately represents the sport.

MADRING is being introduced as a new Madrid-based circuit built for the 2026 season. What can players expect from its layout, rhythm, and racing style compared to the existing tracks in F1 25?

This year players will be able to experience the MADRING circuit before the real drivers will, before it’s even built. That took an incredible effort from our environment art team, digesting the CAD data we were provided and bringing it to life, so credit to them for making it happen.

To drive, the circuit itself is a high speed street circuit, but what sets it apart is the flowing nature and elevation changes. With the barriers nearby it’s a real driver’s circuit. It rewards accuracy and bravery. The fastest laps come from carrying speed through the flowing sections while remaining accurate enough to stay clear of the walls, which should make it both rewarding to master and exciting to race on.

“This year players will be able to experience the MADRING circuit before the real drivers will, before it’s even built.”

The 2026 cars are lighter, smaller, and more responsive, with active aerodynamics playing a major role. How significantly does that change the handling model and moment-to-moment driving experience?

Those are all important factors, as are the slightly narrower tyre widths. Although the lap times are only around a second slower than the previous generation of cars, they achieve that performance in a very different way.

At times, the acceleration can feel incredibly intense, but the cars carry less speed through corners, particularly the faster ones, due to the relative reduction in downforce. One of the first things players are likely to notice is that the cars don’t feel quite as planted as the 2025-spec cars, which were comparatively stable and predictable.

Active aerodynamics and the new Overtake Mode appear to be among the biggest gameplay changes in the Season Pack. How do these systems alter race strategy, especially when it comes to attacking, defending, and energy management?

The racing they produce is also quite different thanks to the introduction of Active Aero, the revised Overtake Mode and the highly powerful Boost Mode. Wheel-to-wheel racing becomes more strategic, with drivers constantly balancing energy management against opportunities to attack or defend. There are often multiple ways to approach a battle, which creates a lot of interesting tactical choices throughout a race.

Of course, we were mindful that these new systems add complexity. That’s why we’ve included assists that can help manage elements such as energy deployment, allowing players to tailor the experience to their preferred level of involvement while still enjoying the unique character of the 2026 regulations.

Overtake Mode offers a major electrical boost when players are within range of the car ahead. How did the team approach balancing that so it feels powerful without becoming too easy to exploit?

Overtake Mode can be a powerful addition, but its effectiveness is tied to the same constraints and opportunities seen in Formula 1. We’ve replicated the key characteristics of the system, including the one-second activation window, the increased harvesting allowance and the revised deployment behaviour that enables greater electrical deployment at higher speeds.

As a result, it far from guarantees an overtake. Players still need to think carefully about when to use their available energy and how to position the car to maximise the benefit. That strategic element is a big part of what makes racing under the 2026 regulations so engaging.

“Overtake Mode can be a powerful addition, but its effectiveness is tied to the same constraints and opportunities seen in Formula 1.”

The 2026 Season Pack requires fresh 2026 saves for Driver Career and My Team. Why was it important to separate 2025 and 2026 career progression rather than allow existing saves to carry over?

As with everything in game development, it’s about making the decisions that deliver the best overall experience for players. Throughout development we’re constantly making decisions about where our effort is best spent and what will have the biggest impact.

Supporting existing Driver Career and My Team saves is a much bigger piece of work than it might first appear, so for this release we made the decision to focus our effort on delivering the best possible 2026 Season Pack experience.

It’s always about making the right trade-offs to deliver the best experience for players.

In My Team, players now enter as the twelfth team on the grid because the official F1 grid expands to eleven teams in 2026. How does that change the structure and feel of the mode?

Honestly depends on what type of player you are. If you’re the type of player that enjoys a challenge and likes to fight their way from the back, catching one or two cars every lap, then this is a great season for you. Then on the other hand if you’re the type of player that likes to fight at the front, then beyond the new racing style and the first turns chaos, you won’t feel much different, but your focus will shift on how to defend while managing your energy.

Which modes will benefit the most from the 2026 Season Pack, and how different should players expect the experience to feel across Driver Career, My Team, Grand Prix, Time Trial, split-screen, and unranked multiplayer?

Any mode that is supported in the season back was selected because they had a unique experience to offer to our players.

Will the 2026 Season Pack include any platform-specific visual, performance, or technical improvements, or is the focus primarily on content, rules, handling, and gameplay systems?

We introduced PSSR 2 on the PlayStation 5 Pro, Updated to XeSS 3 for Intel GPUs on PC and included bug fixes and quality improvements to the F1 25 EGO Engine across rasterised, ray traced and path traced lighting.

Crimson Desert’s Post-Launch Support is About How the Team “Can Give More Back to the Community”

Crimson Desert’s Post-Launch Support is About How the Team “Can Give More Back to the Community”

In a world where companies lock base game content behind $100 Ultimate Editions (cough, Rockstar, cough), it’s interesting to note anomalies like Crimson Desert. Sure, it retails for $70, but Pearl Abyss has been releasing weekly updates that offer more than fixes, adding brand-new game systems, armor sets, and even new abilities. And best of all, they’re completely free.

Marketing and strategic planning expert Will Powers previously explained that the studio won’t stop with the free updates as long as there’s demand. Heck, there’s also a plan to release more until September, not to mention DLC at some point in the future. But it’s about more than just increasing sales.

“A new IP selling five million copies in a month should be celebrated. There’s too many layoffs and studio closures, and bad news that I think that we all could benefit from spending some time around the good news,” said Powers to CG Mag.

“This should be a celebration in general, because Pearl Abyss isn’t taking a victory lap in the sense of ‘All right, how can we sell more?’ It’s ‘How can we give more back to the community?’”

Instead, the development team’s post-launch focus is more on “what we can do to reward the players that have been there from day one and continue to make the game this living, breathing experience.”

Story improvements are one such endeavor and while the core structure of the campaign won’t change, you can expect cutscene improvements to “clarify” certain elements and provide a “better onboarding experience.” New players are rewarded for sure, but Pearl Abyss isn’t disrespecting the time that current players have already put in.

And while details on DLC remain a mystery, Powers clarified that it will be “different from all the updates” released thus far. He also noted that there’s a “good reason why we’re calling it a DLC,” perhaps hinting at the overall scope.

As always, time will tell, but whether you agree with Pearl Abyss’s motives or not, there’s no denying the impressive post-launch support. Crimson Desert is available for Xbox Series X/S, PS5, and PC – check out everything you should know about the latest update, which adds 58 new house items and allows Oongka and Damiane to ride Blackstar.

EA Sports UFC 6 Guide – Striking And Defense

EA Sports UFC 6 Guide – Striking And Defense

The stand-up striking aspect of UFC 6 is a significant improvement on previous iterations in the series, with a lot more fluidity to movement as well. However, mindlessly mashing the various strike buttons will not win you most matches, at least not unless you combine it with evasive head movement, parry blocks, and defensive countering.

This guide for UFC 6 is all about mastering the stand-up striking game while conserving stamina and health.

Movement And Striking

The basics of striking are as straightforward as they can be, with the real edge coming from your ability to move in and out of striking range when required. Curb your instinct to always push the stick forward into your opponent, which has a negative effect on the striking power of some moves, as well as limits which ones are available.

It is also okay to simply stand still once you have a good range on your opponent, and deliver strikes at their maximum damage potential. Just avoid that tendency to bear forward headlong into the striking range of your opponent.

Defense And Countering

Practice reflexive and consistent head movement which is performed by pushing the right stick in the cardinal directions. Head strikes are all about damage, and handing your fighter’s head on a platter for a consistent target will needlessly lose you fights.

Timing a combination of the right trigger to block, while flicking the right stick towards the rear of your fighter, i.e. a lean back or pull in the opposite direction of your opponent, will allow you to perform a parry block that reduces damage. This is useful in situations where your block meter is running low, and costs practically nothing in terms of stamina. These are also visually distinct between several fighters.

Lunges are done by holding the left bumper and pushing on the left stick in the desired cardinal direction, with the exception of some fighters. When timed correctly, it can be combined with the parry block for greater mitigation of damage if the attack connected.

Steps are performed by lightly flicking the left stick in a cardinal direction. These are good for quickly evading attacks without too much effort, and open up unexpected angles of offense.

Critical Settings

It is recommended that you turn off Strike Assist, as it will lead to an inconsistent experience between your online and offline fights.

While Time Dilation is unavailable in multiplayer matches, it can be very useful to at least practice with, as you will get a much wider timing window within which to react.

Combined with the Frame Timing Meter, you will have a clear visual representation of strike timing windows to test and observe.

That is everything there is to know about proper striking and defense in UFC 6.

Crimson Butterfly Remake Collaboration Costume

Crimson Butterfly Remake Collaboration Costume

As part of the collaboration efforts between Koei Tecmo and Konami for their Japanese-themed horror games, Fatal Frame 2: Crimson Butterfly Remake and Silent Hill f, respectively, the latter has now gotten a free update bringing with it cosmetics from the former. Players can now pick the Crimson Butterfly costume option in Silent Hill f to make protagonist Hinako look like Fatal Frame 2 protagonist Mio Amakura.

Players can access the new costume through an in-game Hokara, where a Change Costume button is available. It is available to all Silent Hill f players for free, as long as their game has been updated to 1.20 or later. Celebrating the release of the costume is a new trailer that shows off how Hinako looks as she makes her way through the dangerous streets of Ebisugaoka. Check it out below.

A similar set of costumes was released for free for Fatal Frame 2: Crimson Butterfly Remake back in February, giving players access to Hinako’s Navy Sailor School Uniform and Fox Mask that can then be equipped on Mio and Mayu Akamura. It is worth keeping in mind that these are simply cosmetic outfit choices and have no effect on gameplay.

Silent Hill f tells the story of young schoolgirl Shimizu Hinako, who faces plenty of issues at home thanks to the expectations of Japanese society as well as her abusive father. The title is set in the 1960s, and one day, after getting into a fight with her parents, Hinako heads into town to hang out with her friends. Unfortunately, however, this hangout session turns into a nightmare, with Ebisugaoka getting engulfed in a strange fog and spider lilies blooming everywhere. If things weren’t bad enough, strange monsters also pop up and start prowling around town.

Silent Hill f was released on PC, PS5, and Xbox Series X/S on September 25th. The title was the first mainline entry in the franchise since 2012’s Silent Hill: Downpour. Konami has confirmed that the title has been quite successful, and as of April 22nd, has sold more than 2 million copies.

Lead level designer Kaiyu Chang had previously spoken about the challenges in bringing the town of Ebisugaoka to life. She spoke about the story resonating with her quite strongly thanks to its core themes about the constraints that women face in society.

“I first read the initial draft of the script a few years ago,” she said. “At the time, I was pregnant, which made the story’s depiction of the expectations and constraints placed on women by traditional society resonate with me even more deeply. Many scenes struck a strong emotional chord.”

For more details about Silent Hill f, take a look at our review, where we gave it a score of 9 out of 10 thanks to its exceptional atmosphere, sound design, visuals, and execution of psychological horror. The only real complaints we had about the title were the fact that its combat system was too simplistic, and some of its combat animations were quite strange.

Skyrim Lead Designer Says Rushing The Elder Scrolls 6, Fallout 5 Could Result in Disappointing Fans

Skyrim Lead Designer Says Rushing The Elder Scrolls 6, Fallout 5 Could Result in Disappointing Fans

While Microsoft undoubtedly wishes that Bethesda could speed up the development of its next games in the Fallout and The Elder Scrolls franchises, former Bethesda developer and lead designer of The Elder Scrolls 5: Skyrim, Bruce Nesmith, believes that rushing development could risk “disappointing fans” of the franchises. In an interview with FRVR, Nesmith spoke about the difficulties of game development and what Bethesda is likely facing despite the long time it’s taking to make its games.

“There is an old adage in software development about the process having three corners: resources, time, and quality,” Nesmith explained. “The studio decides two of them, which determines the third. If you lock down the resources and the schedule, that decides the quality you will achieve. If you lock down the quality and the schedule, that determines the resources you will need to complete the project.”

“A less well-known aspect of this is a rule of diminishing returns. The three corners need to be roughly balanced. You can’t ask the project to be done in a month by throwing a million people on it. Over-committing to any one of the corners increases friction and becomes less effective. Allowing ten years for a project creates a cycle of endless reinvention and ultimate failure.”

To reduce development times would mean “either increasing resources or reducing features, or both,” explained Nesmith, who went on to say that “resources in most big studios are already quite large, and it takes time to onboard them.” However, while shorter development times may have benefits, such as more frequent releases, they can lead to lower-quality sequels, resulting in fan disappointment.

“In my opinion, the biggest risks of shortened schedules are quality, reduced features, polish, or bugs,” he said. “The things that are done last end up getting set aside to complete the game on time. And of course, faster dev times would result in faster sequels. But that’s the wrong question. Those sequels risk disappointing fans.”

As for whether Bethesda could potentially mitigate these issues by getting other studios involved in the development of The Elder Scrolls 6 or Fallout 5, Nesmith didn’t want to make any blanket statement on the matter, since he doesn’t work at the company anymore. He did, however, note that “you can’t just hand it to anyone. I also think that it serves a franchise well to let the ground fallow for a while. A franchise that releases too many titles too quickly risks fan fatigue. Of course, too much time between releases can also be a problem.”

Ultimately, Nesmith believes that “the industry has painted itself into a bit of a corner” due to its emphasis on expanding on its games with bigger sequels rather than refining what it already has. “Each new release has to be bigger, better, and more,” he says. “Which requires more time, resources, and features. Publishers demand it. The fans demand it. But bigger isn’t linearly harder to make. It’s geometrically harder. To put it more simply, you get diminishing returns by adding staff and time. Twenty percent more staff or time gets you less than a twenty percent improvement.”

In the meantime, Bethesda employees who aren’t currently working on The Elder Scrolls or Fallout are rumored to be at risk of impending layoffs at Xbox.

Steam Machine sticker shock and yet another Xbox price hike

Steam Machine sticker shock and yet another Xbox price hike

The prompt arrival of a (rather slick) bladeless fan that barely takes the edge of a blistering UK heatwave was the unequivocal highlight of my week, and that should tell you everything you need to know about the headlines nestled below. 

It all started so well. A weekday BBQ to watch England absolutely smash Ghana to secure their place in the World Cup knockout round and continue a wildly positive start on the biggest stage in football under Thomas Tuchel. It was the stuff of dreams—until it wasn’t. 

A tepid draw against a stubborn opponent provided a reality check and set the tone for a week in which the newsbeat largely consisted of incredulous pricing announcements and even more layoffs. You’d think I’d be used to it by now, but as every single football fan our there will know, it really is the hope that kills you. 

On the plus side, at least we can rest easy knowing GTA VI will only cost $80. That’s a silver lining, right? 

Related:Meccha Chameleon sells 7M copies in first two weeks

via Game Developer // Sticker shock reigned supreme this week after Valve confirmed the Steam Machine—a console/PC hybrid that plugs straight into your TV—will cost a minimum of $1,049 if you opt for the entry level 512GB model. A 2TB unit will retail for $1,349, meaning gaming has now officially joined the ranks of deliriously bourgeois hobbies including padel, water polo, and croquet.

via Game Developer // A WARN notice filed in California shows Ubisoft has laid off 93 workers at its office on 300 Mission Street. The news comes shortly after Game Developer learned the French publisher is closing down its studios in Winnipeg and Belgrade as part of another major round of cuts. 

via Business Wire // If you’re after a teeny cuboid console that connects to your TV but can’t quite afford the Steam Machine (join the club), then you’ll be thrilled to hear the Nex Playground—a ditty controller-free device reminiscent of the Xbox Kinect—is finally available outside the United States.

via Game Developer // Grand Theft Auto won’t be retailing for triple figures, unless you want to splash out on the Ultimate Edition. After months of speculation as to how much the hotly-anticipated sequel would cost, Take-Two has confirmed the standard edition of Grand Theft Auto 6 will be priced at $79.99 when it arrives in November. Perhaps the real story here is that physical editions of the game will contain download codes instead of discs, so you can treat yourself to what for all intents and purposes is an empty box.

Related:VR dev Combat Waffle Studios lays off staff

via Deep Silver // A sales newsflash straight out of Czechia. Warhorse Studios award-winning sequel Kingdom Come: Deliverance II has sold more than 6 million units worldwide in around 16 months. The open-world RPG launched in February 2025.

via Bloomberg // Tencent is reportedly looking to scale back its investments in Japan—even if that means selling stakes in some studios at a loss—to refocus its portfolio around UGC platforms like Minecraft and Roblox. The pivot could mean companies such as Story of Seasons developer Marvelous might soon be cut adrift by the Chinese conglomerate. 

via Game Developer // Microsoft is once again raising the price of Xbox hardware as a direct result of a storage and memory crisis caused by AI-obsessed companies like Microsoft. “The entire consumer electronics industry is struggling with the current components crisis,” said Microsoft, without even a shred of irony. The cheapest Xbox console (the 512GB Xbox Series S) will now cost $499. Terrific. 

Related:Sony is laying off ‘most’ of the Destiny team and ‘some’ Marathon devs

 

Steam Machine – Everything You Need to Know Before You Purchase

Steam Machine – Everything You Need to Know Before You Purchase

Well, people, the Steam Machine is finally close to launch. We must admit we’ve been pretty curious about Valve’s latest offering, given its compact size and potential to be a stylish addition to our living room setups. But with all the hype surrounding this one, you might be wondering if it’s worth dropping an admittedly significant amount of cash on.

We’re here to give you a few details to consider that could help you make up your mind. Let’s get right to it!

1. An Eye-Watering Price Tag

Let’s begin with the elephant in the room. You’ve got four options if you’re looking to pick this one up, with the lowest option being a 512GB console at $1,049, while adding in a bundled Steam Controller sets you back by $1,128. A 2TB standalone unit costs $1,349, and getting that with a controller jacks the price up to $1,428.

That’s a steep asking price for a machine that sits somewhere between a traditional console and a compact gaming PC, and you could understandably be thinking about building or buying a small-form-factor PC instead. There is an explanation for those gargantuan numbers, though, and we’re getting to it in just a minute.

2. Regional Pricing Confirmed

Although we’d like to be the bearers of good news, that sadly isn’t the case here. The 512GB standalone model comes in at €1,039 / £879, and adding a controller to that takes it up to €1,108 / £938. On the 2TB variant, that goes up to €1,359 / £1,149, and €1,428 / £1,208 respectively. If you’re in either the UK or Europe, you know that those asking prices are quite steep, and the Steam Machine carries quite the premium price tag for a console.

3. Extra Faceplates

If you’re the type who likes to add a bit of style to their gaming setups, you might be disappointed to learn that the 512GB model doesn’t come with extra faceplates. Those are reserved for the 2TB models, which include both red fabric and solid walnut faceplates. That’s a tad limited, although we’re pretty sure there are going to be third-party options cropping up fairly quickly. It’s still quite disheartening to see the lower-end models not get the option to spruce things up, though.

4. What’s Behind Those Price Tags?

If you’re a regular, you probably already know the answer to this one, as we touched upon it less than twenty-four hours ago. But for those of you who might have missed that bit of news, know that Valve’s explanation is simple: RAM and storage costs rose sharply, and the company says that made its original pricing target impossible. As a result, the Steam Machine is launching at a much higher price than many buyers expected. RAM and storage prices have pushed costs up across the board, and you might want to hurry up getting your new unit since Valve has also confirmed that its launch inventory isn’t where it would have liked to be.

5. Still A PC (Sort Of)

The Steam Machine sits at a unique position between a console and a PC, with Valve treating it like an open PC and not a locked console despite its spec sheet matching the PS5 and Xbox Series instead of a premium PC at that price. Of course, the original $750 price tag it was rumoured to be mulling would have made sense in this context, but alas, it’s been forced to deal with some harsh realities. As per The Verge, Valve is not treating this like a subsidized console, though. Its argument is that the Steam Machine should remain part of the open PC hardware space rather than a locked-down ecosystem, even if that makes the upfront price harder to swallow.

6. Potentially Different RAM Configurations

A shortage of RAM has Valve scrambling to maintain uniform configurations across the board for the Steam Machine. Units might ship with either single-channel or dual-channel 16GB RAM, and while in an article on The Verge, Valve argues that the difference is negligible in terms of real-world gaming impact, it’s still an important detail that we think matters to someone choosing to splurge on a console that’s as expensive as it is.

7. The TDP Figures

Aside from RAM, the Steam Machine packs a 30W semi-custom Zen 4 CPU alongside a 110W semi-custom RDNA 3 GPU, 16GB of DDR5 system RAM, and 8GB of GDDR6 VRAM. That configuration explains its compact form factor and its performance ceiling. The concern here is not really whether the system can stay cool, but whether that 110W RDNA 3 GPU and 8GB of VRAM will have enough headroom for demanding games over the next few years.

8. Resolution and Frame Rate Targets

If you’re expecting 4K/60 fps across the board, you might want to know that achieving that target usually requires lowering settings and leaning on FSR upscaling. As per LTT Labs, for demanding modern games, 1080p or 1440p is the safer target, while 4K is more realistic in older titles, lighter games, or scenarios where you are willing to make compromises. Your mileage might vary depending on the game you’re playing, but we’d pick a more consistent experience anytime, anywhere.

9. How Does It Fare Against The PS5?

Digital Foundry has weighed in on this all-important question, and the verdict is that the Steam Machine achieves largely similar results to what the base PS5 offers. The PS5 even beat it in games like Black Myth Wukong and Alan Wake 2, although the margins were quite tight. With that being said, the Steam Machine did pull ahead in some CPU-limited scenarios, but again, the difference was quite negligible. Considering the lower price tag on one of its biggest rivals, this is something you’re going to have to think about, because the choice between an open PC-style setup and a traditional console is a big one.

10. Storage Upgrades

512GB might seem like a lot, but we do know that the file sizes on some current-gen experiences are enormous. You might want to account for an SSD upgrade a little later down the line, once your budget allows for it, if you’re thinking about going for the 512GB variant, although the good news is that you can easily get to and replace the M.2 SSD that’s on board. As per Tom’s Hardware, just be sure you’ve got the right tools to work with a Torx screw, and you’re golden.

11. Suspend/Resume Is A Tad Unreliable

Valve did take a while to get this all-important feature right on the Steam Deck, and it looks like that might be the case here. Early reviews like the one from The Verge have pointed out that leaving a game suspended worked well enough, but there were still a few kinks to be ironed out as sessions sometimes vanished into the digital ether while TVs would suddenly turn on in other instances. That’s probably going to be fixed as the days go by, but we’d advise you not to expect a perfect suspend function right off the bat with this one.

12. Support For 3D Printable Faceplates

Yes, the lack of customization options out of the box on the 512GB model is a bummer, but Valve is at least leaving the door open for user-made alternatives. It’s releasing CAD files to make 3D printing your own faceplates possible, which means custom and third-party faceplates could be closer than we think. It’s still not as cool as having more official options available separately, but it is a step in the right direction. We can’t wait to see what players come up with as they spruce up their units over the next few months.

13. FSR4 Support Is On The Way

Valve has confirmed that FSR 4 support is being worked on for the Steam Machine in partnership with AMD. That should eventually give the system a better upscaling option than the FSR version available to reviewers right now, though buyers should treat it as a future improvement rather than a day-one guarantee.

14. The Growth Of SteamOS Desktop Support

If you’re still on the fence about the Steam Machine, you might want to hold off on picking it up until we see what SteamOS 3.8.10 has to offer, since it’s slated to bring improved support for Intel/AMD CPUs while Valve works with NVIDIA to ensure better GPU compatibility across the board. That’s important since you could ideally build your own Steam Machine at some point, although the official one is still likely to be the most unobtrusive and console-like option if you’re planning on a gaming system for your living room.

15. The Front Plate Attaches Magnetically

If the thought of customizing your unit has you drooling with anticipation, as per LTT Labs, the front plate can be removed quite easily and swapped out for something that’s more aesthetically pleasing to you.
That’s a great option to have since this one is meant to blend into your living room, and having the option to switch things up helps the Steam Machine integrate into a variety of setups without sticking out like a sore thumb. We’re still quite liking the no-nonsense design it ships with, though.

And there you have it! The Steam Machine has been a long time coming, and while things might not have gone entirely to plan for Valve in this particular instance, we’d like to believe that things can, and perhaps will, get better over time. But if you’ve decided you’re picking one up, we’d like to say congrats on the new addition to your gaming setups, and happy gaming!

Microsoft raises price of Xbox consoles sunsets 2TB Xbox Series X

Microsoft raises price of Xbox consoles sunsets 2TB Xbox Series X

Microsoft has announced another round of worldwide price increases for its Xbox console line, the Xbox Series X|S. Starting August 1, 2026, the price of 512GB models of the Xbox Series S will increase by $100, and the price of 1TB models of both models will increase by $150. The 2TB Xbox Series X will be discontinued.

This means the cheapest Xbox (a 512GB Xbox Series S) will cost $499.99, and the Xbox Series X will cost $749.99.

This is the latest wave of console price hikes for Microsoft—though Sony and Nintendo have also increased the price of their flagship consoles. In its previous announcements, Microsoft attributed the increase due to vague “macroeconomic conditions.” This time however, it’s being direct about the price hike: the global memory hardware shortage driven by generative AI companies’ exclusive deals with major manufacturers of DRAM fabricators.

“We hoped another price increase would not be necessary, and we have spent the last several months working with suppliers on options,” the company said in a post explaining the price increase. “Unfortunately, console storage and memory prices have increased by more than 2.5x and we expect another doubling by the fall of 2027. The entire consumer electronics industry is struggling with the current components crisis, but the effects are particularly hard on consoles. Unlike phones, computers, speakers, and other consumer devices, consoles are typically not sold at a profit, but instead for less than they cost to make.”

Related:Grand Theft Auto 6’s $80 price settles the $100 question

Xbox isn’t the only manufacturer to point to memory manufacturers’ supply shortage as the cause of its pricing woes. As Valve prepares to launch the Steam Machine, it’s been candid about how memory price increases drove them to crank up the price of the Steam OS-based device. In an interview with Gamer’s Nexus, it explained that it can’t even secure a fixed contract with memory manufacturers, who will apparently alter the price and quantity of memory chips on a monthly basis.

CEO Asha Sharma has already warned  Microsoft’s investors that the shortage could force the company to rethink its approach to its next generation console, called Project Helix. It’s one of many issues that are driving her “reset” of the video game vertical, which will reportedly be accompanied by mass layoffs.

Though it’s worth remembering that one of the biggest companies driving the push for widespread adoption of generative AI is, as we’ve noted before, Microsoft.

PREVIEW: Dead As Disco – Gamecritics.com

PREVIEW: Dead As Disco – Gamecritics.com

Can’t Stop The Feeling!

HIGH Infinite disco allowing custom songs.

LOW Lacking story content.

WTF The sassy German skull.

Disclaimer: This coverage is based on Early Access content.

Charlie Disco clocked out a decade ago, but even death couldn’t dull his dance moves. He’s resurrected (by a godlike German skull) for a single night to reunite his former bandmates and set the stage on fire one last time. Charlie’s supernatural swagger reflects what Dead as Disco is all about — a third-person rhythm-fighting experience currently in Early Access that syncs punches and kicks to the music. While still in development, Brain Jar’s debut project has the potential to be an influential title.

Before Charlie can recruit his old friends, however, he needs to defeat them. See, when the group first formed, they all swore to never sell out to the exploitative record label Harmony. There is a certain reality to this, and the parallels Dead as Disco draws with the modern music industry give it surprising emotional weight. Like so many aspiring artists today, Charlie’s old friends eventually fold under corporate pressure, and their reasons and beliefs are revealed in short but fast-paced levels.

Each section starts off with a steady stream of weak grunts to beat down. As Charlie’s leather jacket and flared jeans spin through the chaos, the scenery changes dramatically, introducing colorful stages and unlocking boss phases. These phases come with entirely fresh movesets and gimmicks, avoiding the repetitiveness trap many fighters stumble into. One of my favorite features were the trains on one level which created moving obstacles Charlie had to dance and dodge around.

Speaking of dodging, Dead as Disco‘s devs have already mastered their combat. Charlie’s moveset has standard punching and kicking, but it’s his signature actions — cross-body flips and relentless face slaps — that give the fighting its flavor. Landing attacks on beat creates a vibrant visual burst and increases damage, turning every brawl into a deadly extension of each song.

Beating bosses and spending currency (called fans) unlocks devastating new dance moves. Specific inputs unleash these attacks, which range from stunning enemies with electric riffs to creating mini black holes.

Different enemies also have specific gimmicks. Some fire homing lasers, while others charge in with shields. These abilities forced me to perfect my dodging and definitely tested my reaction speed. Once I got down the timing, though, the diverse array of enemies just gave me more chances to kick some serious butt.

While the combat is on point, Dead as Disco‘s plot fails to keep the momentum going. Besides a few small quests, the narrative just cuts off at a certain point. The premise of a revenge tale is properly set up, but the ideas are not explored thoroughly, offering only brief snippets of dialogue. I sort of expected this for a game still in Early Access, and looking at the developer roadmap it’s clear they have more content planned. Still, the entire story is only a few hours long, ending on a cliffhanger that feels very incomplete at this time.

The story shortcomings are partly made up for by infinite disco mode. In this arena, the player gets to fight enemies to the tune of their own custom music. What’s amazing is that the fighting automatically syncs to the tempo of the selected song. Unfortunately, some songs aren’t synced well and lag behind, but players can use an outside resource, discomaps.com, to show the exact BPM, beat offsets, and time offsets needed to calibrate the music and fight properly. Whether it was the iconic flow of Michael Jackson’s “Beat It” or the pulsing synth line of “Blinding Lights”, the combat complements the scores exceptionally and delivers a never-ending groove.

Even at this early stage, Dead as Disco deserves more attention. The catchy riffs and smooth punches blend together to create a stylish, yet energetic experience. Although the story isn’t quite there yet, I’m guessing it’ll be fattened up in a future update. There aren’t many games in the rhythm-fighting genre, but Dead as Disco easily makes a strong name for itself.

— Eddie Guo

Disclosures: This game is developed and published by Brain Jar Games. It is currently available on PC with plans to expand to console. This copy of the game was obtained via publisher and reviewed on PC. Approximately 7 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: This game is currently unrated by the ESRB, as it is still in Early Access. This is a fighting game in which players assume the role of a revived musician. Players use punches, kicks, and other violent actions to subdue and possibly kill enemies. There is no blood or gore. Curse words appear in the dialogue, both bleeped out and uncensored.

Colorblind Modes: colorblind modes are present.

Deaf & Hard of Hearing Gamers: Dialogue is communicated through text subtitles which cannot be resized. A large part of this game is centered around music and rhythm-based fighting. Audio is not necessary to complete the game but is a crucial part of it, as moves deal the most damage when hit with the beat. There is a “beat indicator” toggle that allows players to visualize the beat timing with a metronome-like bar. Still, the indicator itself does not fully replace the audio, so in my view this is not fully accessible.

Remappable Controls: This game offers fully remappable controls.

Xbox Series X/S Prices Will Increase Again From August 1st

Xbox Series X/S Prices Will Increase Again From August 1st

Microsoft has announced another price increase for the Xbox Series X/S. From August 1st, 512 GB models will cost $100 more, while 1 TB consoles will set you back by an additional $150.

For example, the Xbox Series S 512 GB, which retails for $399.99, will cost $499.99 – the launch price for the Xbox Series X 1 TB back in 2020. The digital Xbox Series X is going from $599.99 to $749.99, while the regular version of the console will cost a whopping $799.99, up from $649.99.

As for the Xbox Series X 2TB Galaxy Black, which retailed for $799.99 after last October’s price hike, it’s being discontinued.

Regarding the reason for these hikes, Xbox said, “We hoped another price increase would not be necessary, and we have spent the last several months working with suppliers on options.” However, it noted that memory and storage prices have increased by over 2.5 times for consoles and expects them to double again by Fall 2027.

“The entire consumer electronics industry is struggling with the current components crisis, but the effects are particularly hard on consoles,” it added. “Unlike phones, computers, speakers, and other consumer devices, consoles are typically not sold at a profit, but instead for less than they cost to make.”

To help make the consoles more “accessible,” Xbox is announcing a Buy Now, Pay Later option with interest-free installments. Those purchasing through Amazon can also utilize up to 12 months of zero percent APR financing, and Microsoft is coordinating with retailers to offer “previously played consoles” at lower prices.

“Players who are ready to upgrade or no longer use their console will be able to trade it in with participating retail partners for cash or store credit. Those consoles will then be made available at lower prices for players,” it said.

Besides the long-term impact this could have on Project Helix, you have to wonder how this will affect the company’s upcoming line-up. Gears of War: E-Day and Clockwork Revolution are especially notable since they were announced as console exclusives (and not timed either). Again, time will tell, but you’d have to think it’s a conversation that’s dominating Xbox, especially ahead of the rumored mass layoffs in July.

VR dev Combat Waffle Studios lays off staff

VR dev Combat Waffle Studios lays off staff

Combat Waffle Studios, the developer behind VR shooter Ghosts of Tabor, has laid off staff.

Announced yesterday via a LinkedIn post, CEO, creative director, and founder Scott Albright said that the studio made the “difficult decision” to reduce the size of the team.

“As part of this, we are saying goodbye to a number of talented individuals who have contributed meaningfully to our work,” Albright wrote. “We are grateful for their efforts and are committed to supporting them as they transition to new opportunities. Any studio would be fortunate to have them.”

The decision came as a result of a project cancellation, which the team was working on with an unnamed “large platform partner.”

Moreover, Albright said the actions are part of a broader effort to “align the company with the current state of the VR industry” and ensure that it is positioned for “long term sustainability.”

When it comes to sustainability, the VR industry has been anything but. Meta’s Reality Labs division, which houses game studios and the company formerly known as Oculus, recorded an annual loss of $19.19 billion during the fiscal year ended December 31, 2025. In total, the division has lost $83.6 billion in six years.

Related:Sony is laying off ‘most’ of the Destiny team and ‘some’ Marathon devs

During the past couple of years, Meta has regularly trimmed its workforce, laying off employees in its subsidiaries and shuttering multiple VR studios entirely.

Meta hasn’t been alone in this. In May, VR specialist Survios reportedly laid off the majority of its development team. Then, just mere weeks ago, the Embracer-owned VR developer Vertigo Games closed its Amsterdam studio.

Despite the grim ongoing forecast, the CEO of Combat Waffle Studios says the team’s focus remains unchanged. “Ghosts of Tabor continues to be our core product, and we will continue expanding that universe alongside our partners,” Albright says.

“We remain confident in the future of VR and our role within it.”

“Most of the Destiny Team” Will Face Layoffs, Confirms PlayStation Studios Head

“Most of the Destiny Team” Will Face Layoffs, Confirms PlayStation Studios Head

Following Bungie’s announcement of a reduction in its workforce, the second after mass layoffs in June 2024, PlayStation Studios head Hermen Hulst followed with an update on the same. As it turns out, the layoffs will affect “most of the Destiny team” and “some” team members on Marathon. Furthermore, teams at Sony Interactive Entertainment that helped support Bungie will also see a reduction.

According to Hulst, the decision was made “only after extensive discussion and careful consideration.” “Over the past several months, together with Bungie leadership, we reviewed the studio’s long-term direction, development priorities, resource needs, and role within our broader portfolio strategy. We explored multiple alternatives before concluding that a reduction was necessary to align the studio’s resources with its current priorities and long-term goals.”

Praising the franchise as a whole, he noted that Bungie would begin a “new journey” after the recent final content update for Destiny 2. Whether that means a new project or something else remains to be seen. According to reports before this announcement, Destiny 3 is not in development.

As for Marathon, Sony considers it an “important part of our portfolio,” and Hulst says it will “continue to support the team as they build on the strong foundation established in Season 1 and 2, and as they work on incubation efforts for future projects.” The latter is seemingly “too early to discuss”, but the company is “encouraged by the creativity and opportunities that lie ahead.” Potential spin-offs or something else entirely? It would certainly be an interesting option to explore, especially since the extraction shooter hasn’t exactly been setting the charts on fire or hitting record player counts, at least on Steam.

Regarding those facing layoffs, Hulst said, “We are providing transition support and, where possible, working to identify opportunities across SIE and our global network of studios.” This is similar to what happened in June 2024 when 155 roles from Bungie were integrated into PlayStation, resulting in new studios like teamLFG.

We may only know the extent of layoffs in the coming months, so stay tuned, but based on previous reports, they’re looking to be “significant.”

Sony lays off ‘most’ of the Destiny team and ‘some’ Marathon devs

Sony lays off ‘most’ of the Destiny team and ‘some’ Marathon devs

Sony Interactive Entertainment (SIE), Bungie’s parent company, is laying off “most” of the Destiny team, “some” Marathon developers, and eliminating a number of roles across SIE teams that support the studio’s operations.

SIE CEO Hermen Hulst shared the news in a blog post this morning and explained those impacted at Bungie and within SIE are “being informed today.” While Hulst didn’t specify how many roles are being cut, he said a “significant number” of employees will be made redundant.

“This decision was made only after extensive discussion and careful consideration, and I want to provide some context on how we arrived here,” added Hulst. “Over the past several months, together with Bungie leadership, we reviewed the studio’s long-term direction, development priorities, resource needs, and role within our broader portfolio strategy. We explored multiple alternatives before concluding that a reduction was necessary to align the studio’s resources with its current priorities and long-term goals.”

Related:Italian studio 34BigThings regains independence from Embracer

Last month, Bungie announced it was ending live development on Destiny 2, with a June 9 update serving as a farewell. The news came after Sony’s reveal last fall that Destiny 2 was not performing to the parent company’s expectations.

As a reminder, Sony purchased Bungie for $3.6 billion in 2022, around five years after Destiny 2’s original release.

Four years later, following the news about the end of live development, Bloomberg reported that Sony was preparing to jettison a “significant” number of Bungie workers.

Bloomberg’s report also mentioned that Bungie is now pivoting its efforts to Marathon, which Hulst confirmed in today’s announcement.

Marathon remains an important part of our portfolio, and we will continue to support the team as they build on the strong foundation established in Season 1 and 2, and as they work on incubation efforts for future projects. While it’s too early to discuss, we are encouraged by the creativity and opportunities that lie ahead.”

Hulst said SIE will provide “transition support” to impacted workers and is attempting to identify relocation opportunities across SIE and the company’s global network of studios “where possible.”

“I know today’s news is deeply difficult not only for those leaving, but for those colleagues and friends that remain. Please take the time you need to process this news and support one another,” Hulst said.

Game Developer has contacted Sony Interactive Entertainment for more information on the matter.

Marvel’s Wolverine Studio Confirms Physical Release Will Include a Disc

Marvel’s Wolverine Studio Confirms Physical Release Will Include a Disc

In the wake of Grand Theft Auto 6 not including a disc for its physical release on November 19th, it looks like other companies have started to face the brunt of fan frustration. Insomniac Games was asked whether Marvel’s Wolverine – coming to PS5 on September 15th – will also be a code-in-the-box release, to which the studio responded by clarifying that its physical release will include a disc.

The question comes in light of many in the gaming fan base, from players to those focused on the conservation of the medium for historical purposes. Many tend to see the lack of an included disc for Grand Theft Auto 6 as a bad thing, since it means that the game will stop being available at some point in the future when servers storing its files are killed off.

Despite these concerns, however, Circana’s Mat Piscatella doesn’t think that the lack of a disc in the physical release will do much to impact the sales of Grand Theft Auto 6. He pointed to a variety of factors, like retailers not needing to worry about the second-hand games market, and the number of consoles in the world without disc drives.

“Anyways, devil’s advocate here, but given the % of PS5/XBS consoles out there without a disc drive, one could argue code in box may provide a better opportunity for retailers, particularly those that don’t sell used,” he wrote. “In any case, can’t say this changes anything regarding total sales expectations.”

Interestingly, this hasn’t been the only instance of Marvel’s Wolverine and Grand Theft Auto 6 being linked together in strange ways. Earlier this month, the resume of actor Brett Gipson had indicated that he was playing roles in both titles. Along with portraying Sabretooth in Marvel’s Wolverine, Gipson is reportedly also playing the role of a supporting character in Rockstar’s title – a character named Ellis.

Marvel’s Wolverine recently got an extended gameplay trailer where we got to see how Logan can rip his enemies to shred thanks to his adamantium claws and healing abilities. The trailer also confirmed that Logan will be able to team up with other characters, like Jean Grey and Sabretooth, throughout the adventure.

Insomniac Games has also confirmed that Marvel’s Wolverine will tell an entirely original story with some inspiration from the comics. It revolves around Logan setting off on a mission to regain his memories and, in the process, travelling to several locations, like Canada, Tokyo, and Madripoor, among others.

Despite the scale of the globe-trotting story, however, creative director Marcus Smith has confirmed that we won’t get to see the X-Men in the game. He also teased that the Spider-Man from the studio’s previous games might make an appearance.

“The important thing, I guess, is the X-Men don’t exist in our game,” he said. “We wanted to focus on a Wolverine storyline and really build it from that character and build a world that is in a state where mutants aren’t well known. They are known; they’re falling victim to people who do know about them and want to destroy them.”

The physical version will include a disc in box.

— Insomniac Games (@insomniacgames) June 24, 2026

Death Stranding 2’s Sales Tell a Very Different Story Than Sony Expected

Death Stranding 2’s Sales Tell a Very Different Story Than Sony Expected

From the very moment we joined Sam and Lou on an adventure that was bigger and better than its sequel, we knew we were in for a very special kind of treat. Death Stranding 2 wasn’t our pick for Game of the Year 2025 by accident. It was a game whose strange premise and slow-burn gameplay loop were guided along by Kojima’s uncompromising vision for the adventure he wanted to take us on. The result was a title that was breathtaking to behold and quite addictive to play.

We know that there are two million of you out there who agree that it was an experience like no other, and that’s no mean feat when you consider a bevy of great games last year. And that’s precisely why we think that it’s worth talking about. Death Stranding has always been a franchise that’s had the distinction of being one that has big names, actors, an astronomical budget, visual splendor, and the benefit of being a PlayStation exclusive. You’d think those sales numbers could, and perhaps should, be bigger.

But the reality is that it’s feeling like a niche hit with a massive fan base as opposed to the more universally appealing PlayStation mega franchises that we’ve come to know and love. We’re sure you’re curious about why that’s the case, so let’s get right to it.

The Numbers Tell Stories

Let’s break down those rather modest sales numbers first. Death Stranding 2 reportedly passed the 2 million mark after it launched on the PC, with 425,000 copies sold on Steam and another estimated 1.6 million of them moving via the PS5. For many games, those are numbers that the developers behind them would be smiling about.

But this is Hideo Kojima we’re talking about, and a game that had Sony, Norman Reedus, Lea Seydoux, and Elle Fanning in its cast. Moreover, the production values on it screamed of a premium experience, a sentiment echoed by the game’s marketing. The numbers feel more modest than anyone would expect, considering those factors.

Of course, Death Stranding 2 was indeed a premium game, and was one that can’t easily be imitated by another studio. It was also highly anticipated, with Sam Porter’s adventures in the first game allowing the sequel to command a very attentive audience ever since the curtain was lifted on it. But somehow, it feels like the discourse around it may have pushed the ceiling it was supposed to hit too high for its own good.

Too Big For Its Boots

Why do we say that? Well, Death Stranding 2 is a game that’s always felt like one whose scope extended far beyond the world it tries to get you invested in. It’s one whose name echoes in every corner of the gaming world, and is one that invites opinions even from people who haven’t really played it.

Its trailers often become trends on their own, its weirdness has been the source of many hilarious memes, moments from its gameplay are often cited as ones that stay with you long after you’re done playing it, and Kojima’s iconic presence gave every reveal made throughout its marketing campaign an aura of importance that often transcends what other games are evaluated on.

But cultural significance doesn’t necessarily translate to mainstream adoption. A game can get famous even if it hasn’t been played by a significant majority of gamers, and Death Stranding is arguably the best example of that. It might be talked about quite often, but does that mean it has the mass appeal of Sony’s other franchises?

Look at Spider-Man, for instance. That was a franchise that carried prestige alongside the appeal of playing as a superhero, which we’ve known for most of our time engaging with popular culture. Ghost of Tsushima carried the Sucker Punch label and the appeal of a samurai fantasy, along with a story that was instantly captivating. The Last of Us was an excellent game whose story catapulted it to fame, while the TV show immediately boosted its accessibility.

Death Stranding carried a fair bit of prestige too, with Kojima’s pedigree often announcing it as a title to watch out for, but it was a title that demanded patience, diligence, and a lot of willingness to contend with friction in its gameplay loop. It’s a great concept and a solid game, but it wasn’t for everyone. And that difference matters.

Kojima’s name isn’t a cheat code for automatic success, after all. He’s an icon whose very presence can help sell a project, creating anticipation, trust, and a fair bit of attention for anything he touches. But Death Stranding is evidence that the Kojima brand isn’t enough to make a concept as strange as the one it offers a mainstream success.

Yes, it can help with getting people to talk about the game, and perhaps even watch a few trailers. It can get critics and fans to treat a launch like a culturally significant event, a milestone of sorts. But dive into the gameplay loop, and you see a finished product that’s deliberate and slow.

And that could cause many players to admire it from a distance instead of actually engaging with it and discovering how emotionally dense and layered what it’s offering can be.

Praised, But Not Adored

You might be wondering why we picked this one as our Game of the Year, given all that we’ve been saying about it here. A game’s quality isn’t necessarily tied to its commercial scale, and that’s a bit of nuance that’s often overlooked. That’s especially true when it’s quite hard to accurately point to what makes a game special, and in one that’s as unusual and demanding as DS2, that becomes especially relevant.

It’s a game that comes with barriers, challenging you to overcome them by showing the same resilience that its protagonists demonstrate. DS2 might have been polished, beautiful, very emotionally resonant, and extremely ambitious, but it still had its limitations. It was a sequel to an already divisive first outing, while its core fantasy doesn’t carry the immediate appeal of a samurai or superhero.

The story could seem too philosophical to players who want something more straightforward, and the same can be said for its gameplay loop, which comes with an appeal that only the most discerning of players could grow to love. These so-called “flaws” are what make it as special as it is and are a part of its identity. But they could also limit how appealing it can be to someone who doesn’t grasp the vision it brings to the table.

It’s also important to consider that the first game had a very long time to accumulate massive sales. The original game managed five million copies across the PS4 and PC by March 2021, but there were several factors at play. They include a longer post-release window, a lot of conversation (and we mean a lot!), and had multiple discounts, a re-release, access via subscriptions, and of course, the game’s PC debut working its favor.

Doesn’t DS2 deserve a similar window before its commercial viability is analysed? We’d agree, as its launch momentum isn’t a final indicator of its mass appeal. But that only serves to strengthen our argument that this one’s a game that slowly draws players in through word of mouth, curiosity, discounts, a presence on PC, and, of course, its cultural staying power.

It may not be a mainstream blockbuster franchise, but it does have value as a long-term prestige play. And that’s where Sony comes in.

A Prestige Problem

If you think about Sony’s wider strategy for PlayStation, the brand has built a reputation around polished, cinematic experiences that are presented as premium single-player titles. It’s a strategy that’s paid dividends in the past and recent present, and will probably continue to do so in the near future.

DS2 stands out in that regard, though. It’s a prestige project to be sure, but it’s one that doesn’t come with a broadly accepted fantasy, the appeal of a familiar genre, or mass-market characters. It does carry a unique, auteur-driven identity that lets it stand out from other titles that fall into one or more of the other categories, though.

That doesn’t rule out its chances of achieving commercial success on the level of those titles over the course of its shelf life, and it’s not a bad investment despite not having the same commercial ceiling. It does, however, cement PlayStation as a home for ambitious creators who come with a vision for something that hasn’t been done before.

It’s proof that its unique form of prestige might not be as commercially well-performing, and it proves that not every critically acclaimed game is going to be a tentpole for the PlayStation brand, even if it’s one that became an internet sensation and a source of a lot of discussion around it. The intensity of its online presence seems to have distorted expectations around its scope and scale, in a way that has made it seem like it should have sold more than it has, despite the actual game being attractive to a relatively narrow buying audience.

But that still isn’t bad news for Kojima Productions, as a successful cult game is probably the best thing to happen for the studio. It has never needed to chase the largest possible audience it can get, but has definitely shown the intent to be a studio that makes games nobody else can make.

DS2’s devoted audience, and its rare creative identity courtesy of its makers, are factors that are more crucial in the examination of its overall success. Its sales numbers pale in significance to its avoidance of trying to be a mainstream blockbuster. It never tried to be one, and we think that it’s high time the industry and the game’s fans acknowledge that facet of its existence.

From that perspective, DS2 is a reality check, and should be seen that way as opposed to thinking about it as a disappointment. It isn’t Spider-Man, or Horizon Forbidden West, and that’s the point. It’s a title that has all the makings of a blockbuster, but one that is a lot more specific and focused on a vision that’s decidedly stranger and more fragile.

It’s what has made it sell like a successful cult game, and is certainly what it was always meant to be.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organizatio

South of Midnight Studio Has Been Hit by Mass Layoffs – Rumor

South of Midnight Studio Has Been Hit by Mass Layoffs – Rumor

Following recent reports that Xbox’s studios were going to get hit with massive layoffs, a new one by known leaker Rebs Gaming indicates that it has already started. According to a social media post, South of Midnight developer Compulsion Games has been hit with “mass layoffs”. While details about exactly how many employees have been affected are currently unknown, Rebs Gaming’s post includes screenshots of LinkedIn posts by Compulsion Games employees.

Among the employees to have confirmed that they have been laid off are game writer and narrative designer Bijan Stephen, principal 3D environment artist Paulette Richardson, senior character concept artist Shelby Dela Cruz, and dialogue designer Sean Miller.

“After nearly six wonderful years at Compulsion Games, significant professional growth, and having shipped one of my most creatively satisfying titles in my career, I am now #OpenToWork,” wrote Miller. Richardson said, “After five wonderful years at Compulsion, I am now #OpenToWork.”

Recent reports had indicated that, while many Xbox studios are seemingly going to be affected, Compulsion Games was going to be the first to face layoffs.

While many people from across the industry have spoken about these impending layoffs and studio closures, Bloomberg’s Jason Schreier went as far as to say that Microsoft is punishing its employees for following its own previous orders.

“A lot of these studios made plenty of their own mistakes, but in a lot of ways they’re being punished today for following orders,” Schreier said in a video. “For listening to what they were told a few years ago. And that is just a shame, and what is going to happen is pretty brutal. The word bloodbath has been thrown around among people I talk to who know about what’s going to happen. It’s going to be bad.”

“And one of the reasons Xbox studios have struggled to make great games over the past decade is this uncertainty,” he concluded. “It’s really hard to make great art when working under the fear of layoffs and turbulence and cancellations and shutdowns.”

Former PlayStation Studios boss Shawn Layden offered his own opinions on the matter, noting that Xbox’s recent moves have indicated that the company has a “basic misunderstanding” of how the gaming industry works.

“At the risk of sounding like a ‘hater’ (which, I’m really not), the moves evince a basic misunderstanding of how the interactive entertainment world moves. [If you know, you know], which also means if you don’t, you don’t,” wrote Layden. His statement came in response to a LinkedIn post by industry consultant Tadhg Kelly, who had pointed out that many of Xbox’s recent moves have seemed quite contradictory. Among these has been the decision to rebrand back to its previous brand, and an insistence that, despite the potential high price tag of Project Helix, “a claim that hardware can’t be expensive to win.”

In the meantime, Compulsion Games, Double Fine, and Ninja Theory have reportedly begun negotiations with Xbox to try to go independent rather than suffer from studio closures. If these negotiations succeed, however, the studios will still likely have to undergo some form of layoffs.

Analysts attempt to make sense of Xbox’s exclusivity shift

Analysts attempt to make sense of Xbox’s exclusivity shift

Microsoft built its Xbox business on the back of first-party exclusives—the likes of Halo: Combat Evolved, Forza, Fable, and Gears of War. It was a business decision that drove hardware sales, as people flocked to the console that had the blockbuster games that spoke to them. But it also created what could be described as the cult of Xbox: a brand so influential that gamers began tying their identities to it. Exclusives were a major part of that identity for decades, but somewhere along the way, Microsoft’s strategy began to shift, and it’s still shifting.

“Xbox has swung from ‘exclusives sell consoles’ to ‘let’s sell our games everywhere’ and now to a hedged middle position, and each swing tracks a different answer to the same question: what is Xbox actually for?,” Alinea Analytics head of market analysis Rhys Elliot told Game Developer. “For most of the Xbox 360 and early Xbox One era, exclusives were the whole pitch, the reason to buy the box. That model broke down when Xbox lost that generation to Sony—heavily.”

Related:Tim Sweeney says only hope for new games is to ‘connect to economies of other games’

It was a slow pivot. Microsoft first introduced its Play Anywhere program in 2016, when it released Recore on both Xbox and Windows PC. It made sense. Windows is a Microsoft product, after all. Then, Microsoft began publishing its games on Steam. By 2024, Microsoft went all in on multiplatform releases. Xbox games were no longer just Xbox games. They were PlayStation and Nintendo games, too. Elliot said that’s because “publishing revenue was simply larger than the hardware halo those games generated.”

But in June 2026, with Xbox under the new leadership of Asha Sharma, the company reversed course once again. Gears of War: E-Day would not be coming to PlayStation 5 after all—it’s an Xbox exclusive. But Halo 5: Campaign Evolved will still release on Sony’s hefty console. Makes sense, right?

“In about two years we’ve gone exclusive, to open, to selective,” Elliot continued. “This is a company trying to serve a console business and a platform-agnostic publishing business at the same time, and those two masters want opposite things.”

Xbox chief content officer Matt Booty said in an interview with Gamertag Radio in June that the division will look at exclusivity on a “case-by-case” basis. Live service multiplayer games, Booty said, will be multiplatform, and the company will “honor” the multiplatform announcements it has already made. He said Xbox is returning to exclusives to give consumers “a reason to get on board with Xbox.”

“We want them to have [a] reason to buy an Xbox, a reason to be an Xbox fan,” Booty noted. “We know exclusives are important. That’s why we’ve got Gears coming in 2026, Clockwork [Revolution] in 2027.”

Related:Former Xbox employees warn of potential for retaliation in rumored impending layoffs

There are several potential explanations for Microsoft’s Xbox strategy shift, perhaps the most obvious of which is the leadership change. Sharma replaced longtime Xbox boss Phil Spencer, and the expectation was, certainly, to make some changes and implement a new strategy. Spencer and his team, including former Xbox president Sarah Bond, went all-in on the “This is an Xbox” marketing campaign. Sharma’s appointment to the new lead role took the opposite approach: only the Xbox is an Xbox (or ‘XBOX,’ as the brand is now being styled).

“A healthy Xbox is good for everyone, competition included”

Elliot told Game Developer that Sharma’s first 100 days in charge “were about rebuilding goodwill with a core that felt abandoned by the multiplatform pivot (before decimating via the reset) and a marquee exclusive is a signal that Xbox still cares about the box.”

He said “the tell” here is in what was announced as multiplatform at the June Xbox showcase. Several games like State of Decay 3 and Spyro were confirmed as multiplatform, whereas Gears of War: E-Day and Clockwork Revolution are now exclusive. “Xbox drew the exclusivity line around two titles while happily sending others to competitors,” Elliot added. “Basically, it chose what was symbolically valuable and cheap.”

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

Economist Philip Hanspach said another potential explanation for the strategy shift relates to the theory of “two-sided markets,” which he explained as an intersection where two groups—in this case, consumers and game makers—meet. Microsoft sells the Xbox Series X at a loss, and yet still had to increase the price of its consoles because of rising component prices. That means it must convince consumers there is still value in the Xbox brand. If you could play anywhere, why would you need to buy an expensive console?

“One possible interpretation is to say that ‘because we need to increase the price of Xbox, we can’t let it degrade in attractiveness by giving up our exclusive strategy,'” Hanspach told Game Developer. “It’s remarkable for how long Microsoft let many of its leading brands languish.”

Hanspach said it’s important to consider Xbox’s role within the wider business and earnings landscape at Microsoft. It’s a very modest part of the sprawling tech giant, he said. Gaming accounts for a small percentage of the company. “I think last year, Microsoft as a whole had something like a $3 trillion valuation, which completely dwarfs Sony and Nintendo,” Hanspach said. “Another explanation that probably appeals more to the competition economists and competition lawyer audience is to argue this from the point-of-view of the ecosystem theory.

“Xbox and gaming is just one part of the Microsoft ecosystem, and it’s really about keeping people in this ecosystem. You want to strengthen Xbox to the Microsoft ecosystem and keep players engaged in it as much as possible, as opposed to focusing on the short-term gains by selling to people in the PlayStation ecosystem.”

Ditching some exclusives is not necessarily a play for revenue, Elliot said. Gears of War: E-Day isn’t realistically going to sell a significant amount of consoles to make the loss of PlayStation revenue worth it, especially now that hardware costs are increasing. Exclusivity plays are a cheap way to buy goodwill, he explained. Publishing revenue “dwarfs any hardware benefit,” and Elliot expects Xbox to eventually backtrack on some of its latest exclusivity plans: “The moment that argument gets won [or lost] is a quarter or two from now, when the cost of walking away from 90M-plus PS5 owners shows up in a report someone has to present.”

He continued: “A healthy Xbox is good for everyone, competition included, and the candour in this memo is real, it’s unusual to see a platform holder admit in writing that its own past choices hurt it. The diagnosis is mostly right. But there’s no easy cure, and the studio side worries me. A lot of fantastic developers are about to lose their jobs due to mismanagement and doing exactly what leadership (at that moment) asked from them, and that, frankly, fucking sucks. Pardon my French.”

Final Fantasy 7 Remake Trilogy Will Incorporate Settings and Stories From All Spin-Offs – Director

Final Fantasy 7 Remake Trilogy Will Incorporate Settings and Stories From All Spin-Offs – Director

While Final Fantasy 7 Revelation is set to feature many iconic scenes and characters from the original Final Fantasy 7, director Naoki Hamaguchi has teased that there will also be characters from spin-offs of the original showing up. In a Q&A session in Shanghai, as caught by Genki_JPN, Hamaguchi was asked about whether Crisis Core: Final Fantasy 7’s Cissnei, who we last saw in Final Fantasy 7 Rebirth, will be showing up in Revelation.

“Well, at this time it’s best not to say whether Cissnei will appear or not, but there is one thing I can tell you,” replied Hamaguchi. “This Final Fantasy 7 Remake series is not simply a recreation of the original work, but rather, our goal is to create a single, new Final Fantasy 7 that incorporates the settings and concepts of all the previous spin-off titles, such as Advent Children, Dirge of Cerberus, and Crisis Core. Therefore, the appearance of Cissnei and the inclusion of Dirge of Cerberus Soldiers in the DLC, all have that meaning.”

“So, since that concept will of course carry over into Revelation as well, not limited to Cissnei, for the last entry, there will be characters that have appeared in the various FF7 compilation games that I think will be there, and each of these characters has a large and dedicated fanbase, so we want to create a work that can satisfy the feelings of those people.”

He went on to talk about how Cissnei has a lot of fans. “Whenever I talk to the media or fans, they very often ask me if Cissnei will appear or say they like Cissnei,” he laughed.

Fans of the original Final Fantasy 7 and its spin-offs shouldn’t find this too surprising, since we’ve seen many references to these spin-offs and even cross-media stories like novels throughout the trilogy so far. Final Fantasy 7 Remake, for instance, featured an appearance of Leslie Kyle during its Wall Market sections. This character made his first appearance in Final Fantasy VII The Kids Are Alright: A Turks Side Story – a story published in Japan back in 2011. The same game also features the main antagonists of Dirge of Cerberus – Weiss and Nero – as VR missions in its Episode INTERmission DLC, which eventually got included with the base game as Final Fantasy 7 Remake Intergrade.

Final Fantasy 7 Rebirth saw similar inclusions. Along with the appearance of Cissnei, the title also included smaller references to other stories in the same universe, such as Tifa having a cat.

Earlier this month, Hamaguchi also spoke about how he had played through Final Fantasy 7 Revelation around 40 times, and how a certain emotional scene always ended up leaving him in tears.

Final Fantasy 7 Revelation is being developed for PC, PS5, Xbox Series X/S, and Nintendo Switch 2, and will be coming out in Spring 2027. For more details about why Square Enix decided to call the third entry in the trilogy Revelation, take a look at what Hamaguchi had to say about potentially calling it Resolve.

Naoki Hamaguchi says that other characters from the FF7 compilation and spinoffs may appear in FF7 Revelation, just like Cissnei has appeared in the previous games!

“Well, at this time it’s best not to say whether Cissnei will appear or not, but there is one thing I can tell… pic.twitter.com/oasAIYVCEF

— Genki✨ (@Genki_JPN) June 21, 2026

Ex-Xbox workers warn of potential retaliation in rumored layoffs

Ex-Xbox workers warn of potential retaliation in rumored layoffs

As reports of imminent studio closures and mass layoffs swirl around Xbox, former workers previously ousted from the company are warning that higher-ups accused of abuse may use the cuts to retaliate against complaining employees. 

Over the last week, Game Developer has spoken with four former Xbox employees who described a recurring pattern: after pushing back against their superiors’ alleged toxic behavior (many of whom were in upper management at their respective studios), either verbally or by filing complaints with Microsoft human resources, they found themselves ousted from the company. 

Their accounts suggest that retaliatory layoffs are not unheard of at Xbox-owned studios, further indicating that current Xbox devs should take action ahead of the upcoming layoff wave. 

Game Developer reached out to Xbox for comment in advance of this story’s publication. The company has yet to respond.

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

Former Halo Studios art director Glenn Israel (who has publicly accused the subsidiary’s leadership of harassment and retaliation) is one such employee. In an interview with Game Developer, he advised current Xbox employees who have previously filed complaints against their supervisors to document all relevant evidence and communications and inform their HR representatives that “redundancy will be considered a retaliatory action.”

“Make yourself aware of state and federal statutes of limitations for reporting such actions to relevant regulatory organizations, which vary from 60 to 300 days by location,” he said. “If you are laid off, consult an attorney before signing anything and at the very least secure a document retention agreement.”

Labor and employment Attorney Thomas Lenz—a former NLRB lawyer and current USC adjunct—echoed Israel’s documentation advice when asked about the topic of potentially retaliatory layoffs. He advised workers not only to preserve evidence of abuse, but also proof of their accomplishments in the workplace.

That’s not just to help them land their next job, but to aid in any challenge to the conditions of their being laid off.

“Anybody who is facing that sort of scenario is going to be thinking ‘why me? Why now? How was I chosen?'” he said. “If you’ve had a workplace issue and filed a complaint, [the idea of] retaliation is an issue that’s gonna pop in your mind.”

He described retaliation investigations as “very detail-driven.” “Hopefully people can make a smooth transition without going into legal proceedings, but if they feel they need to, having that record on file of who you are, what you’ve done, and what you’ve achieved…become relevant in a legal setting.”

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

According to Lenz, it’s important for companies that when it becomes necessary to lay off workers, it’s important that they establish “even-handed standards” that will be clear to an arbitrator, a government agency, or a court that scrutinizes the move. “An employer looking at this decision is going to want to make sure that the criteria being used for [layoffs] are based upon what’s in the best interest of the business,” he explained. 

“They’ll also want to do a statistical analysis related to the impact of their proposed action on protected categories that would be to pre-emptively avoid discrimination [claims].”

To hear Israel and the other employees we spoke with tell it, the circumstances of their departures did not meet such standards.

Former employees allege verbal abuse and retaliation

Israel and the other former employees we spoke with (who requested anonymity for fear of retaliation by Microsoft and other prospective employers) described a recurring pattern of retaliation, where filing a complaint with HR or otherwise exercising their legal rights in the face of inappropriate behavior may have led to them being made redundant, added to a mass layoff, or pressured to leave on their own accord.

Related:Atari and MobyGames launch new career development platform called Moby Professional

The former art director also told Game Developer he’s spoken with “roughly a dozen” former Xbox employees who described similar experiences.

One of the anonymous former employees we spoke with described being caught in a major mass layoff after serving as a witness in an investigation against a studio executive who viciously berated employees in meetings. This executive allegedly attempted to identify the witnesses and was in a position of influence when the subsidiary drew up a list of employees to be laid off in a round of mass cuts.

The second anonymous source also described working under a studio higher-up that verbally abused subordinates. Their supervisor placed the source on a performance improvement plan (PIP) for “disrespecting them” in a team meeting, leading them to being cut off from Microsoft’s systems, and left with the choice to accept the plan or leave. This source then attempted to notify HR about their supervisor’s verbal abuse, but was allegedly ignored.

A third source—a veteran Xbox employee—told Game Developer they experienced intense retaliation during their time at a subsidiary studio, though it was not in response to a complaint with HR. However, they said they witnessed studio leadership retaliate against another employee after she filed ADA accommodation request for her disability.

This individual claimed executives would turn on an employee in an instant if they pushed back on poor working conditions. “If you show any signs of not drinking the Kool-Aid…we don’t want you anymore,” they said when characterizing the behavior they witnessed.

Israel offered a detailed account of his time at Xbox, noting that during one nine-month period he simultaneously served in “three director-level positions” on three different projects. Xbox recognized him with a “special service award” for pulling triple duty.

Despite that, he was laid off from the studio in late 2025, with his separation agreement stating that his role of art director was “no longer necessary.” A month after his departure, a different Halo Studios artist was promoted to the role of art director.

Israel said he was laid off after filing complaints over the alleged behavior of Halo Studios head of studio Pierre Hintze and studio art director Chris Matthews. He told Game Developer that he “witnessed firsthand or was personally subjected to numerous unethical and/or unlawful acts” allegedly committed by the two executives. 

These acts reportedly included “blacklisting, fraud regarding compensation, rampant favoritism/cronyism…and multiple harassment campaigns designed to provoke the constructive discharge of ‘unwanted’ employees otherwise in good standing.”

His conversations with the dozen other former Xbox employees seem to have left him with an unflattering opinion of Microsoft’s HR practices. He accused the company of “contriving or otherwise exploiting” layoffs to eject employees who “have filed proper and effective complaints, thereby masking these retaliatory acts with a thin veneer of ‘business justification.'”

“Do not accept this as ‘business as usual,'” he said, when asked what other advice he has for current employees feel they might be in a similar position. “It’s against the law and must stop.”

PS6 Could Use AI Features Like Frame Generation to Offer The “Feel” Of 4K/120 FPS – Rumor

PS6 Could Use AI Features Like Frame Generation to Offer The “Feel” Of 4K/120 FPS – Rumor

The current state of the hardware market has led many to speculate about the price and performance of next-generation consoles. According to known leaker Moore’s Law is Dead, Sony might try to improve the ratio of price to performance by making use of frame generation to offer smooth gameplay and visuals, while still keeping the overall price of the console down. In an episode of the Broken Silicon podcast, the leaker spoke about how a few leaked slides about the PS6’s use of AI, ray tracing, and PSSR will help in this regard.

“When I see things like AI, ray tracing, PSSR (PlayStation Spectral Super Resolution), keeping costs in control, whatever they’re going to do, they’re going to try to make it feel like 4K 120 [FPS] and cut costs after that,” he said. The podcast also discussed other potential ways Sony could make its next-generation console more enticing to potential buyers, like featuring an entirely new interface that made extensive use of voice recognition through AI models run locally on the system.

They also discussed the potential of more advanced AI-based features that use cloud hardware that could be locked behind various tiers of PlayStation Plus subscriptions.

There have recently been quite a few discussions about whether the recent spike in RAM prices might lead Sony to push back its planned 2027 launch of the PS6 to 2028 or beyond. However, known industry insider and leaker KeplerL2 believes that we will not see such a delay. While not elaborating much on the subject, KeplerL2 instead “liked” a post on NeoGAF about why Sony might go ahead with its 2027 plans.

“Delaying the console when it’s basically done doesn’t make any sense; they have TSMC contracts for production of APUs, maybe even GDDR7 contracts with memory makers, R&D done that cost them a few hundred millions,” wrote NeoGAF user Bojji. “PS5 sales are slowing down, and there is NO guarantee that memory prices will drop between now and 2030.”

“Releasing it in 2027 – several million units sold before 2030, when memory price drops you just lower price of the console and gain massive market share (on top of what you already sold). Releasing it in 2030 – no sales… in 2030 memory prices could be lower, the same, or higher. You start from scratch.”

KeplerL2 had also previously noted that a delay in launching the console is unlikely since AMD has reportedly begun testing and validating the chips that it has designed for the PS6. “You think AMD is going to waste resources doing validation on something they think will get delayed?”

If you’re curious about what kind of performance we can expect from the next-generation PlayStation, rumors have indicated that its hardware will be capable of boosting ray traced frame pacing by 10x. This would result in around 3.10 times the frame rate that is currently possible on the same game running on current-generation consoles. Using Assassin’s Creed Shadows as an example, the PS5 can generate a new frame every 5 milliseconds, while a PS6 will be able to do so every 1.35 milliseconds.

Epic CEO says connecting game economies is industry’s only hope

Epic CEO says connecting game economies is industry’s only hope

Epic Games CEO Tim Sweeney wants video game companies to connect their respective games’ virtual economies. It’s the only hope for new games to succeed, he said in an interview with IGN.

“The only way that we can hope for new games coming into the market to be able to succeed when there’s so much Metcalfe’s Law at play and so many captive audiences in the really big games—you know, Fortnite, Roblox, PUBG Mobile, and a few other really huge ones—it’s got to be that those games get momentum by connecting to the economies in other games,” Sweeney said. 

“I think that can really reinvigorate the market if people are constantly looking to new games and sources of new items that they can earn everywhere and be able to really easily move together with their friends.”

It’s the sort of thing Epic Games announced with its Fortnite cosmetics—items that can move from one game to another. (That’s something Sweeney’s been talking about for years.) He thinks people want in-game stuff that is transferable between games, even games from different companies. 

Related:Former Xbox employees warn of potential for retaliation in rumored impending layoffs

Sweeney’s expectation for success hinges on players being attached to what they’ve bought in their games, like a certain Fortnite skin. And not only attached, but so deeply committed in that those cosmetics or other investments in a game are what keeps people from playing new games.

Sweeney’s conversation with IGN comes a few months after Epic Games laid off more than 1,000 employees in March, driven by a downturn in Fortnite‘s financial performance. (Despite Fortnite‘s incredible success, Epic Games laid off more than 1,000 employees in March.)

Sweeney said that with every seven to 10 years in a technology generation, “changes accumulate so much that the way people build games and play games changes.” Regardless of what the problem is, game companies can’t just throw more money at it, he said. It’s not sustainable for video games to become more expensive to make each console generation.” 

He offered some scenarios: the games that cost a lot to make but weren’t very good, and the big budget multiplayer games that are sometimes good, but didn’t have enough players. “The market dynamics prevented players from coming in simultaneously with enough scale to make it viable,” he said.

The structural change of the industry that companies should look to, Sweeney said, is the “increasingly multiplayer” nature of the industry.

“And not just multiplayer but social, where you’re getting together with your friends and then you’re deciding what to do, what to play, and how to play it,” Sweeney said. “This trend of the gaming economy shifting—some people like it and some don’t—is going more and more towards buying things in games rather than buying games. In-game economy is driving gaming, especially at scale and especially over long durations as you see with these long-lasting multiplayer games.”

Related:Investment house Denmu announces ‘auteur-first’ $50 million fund for game devs

He acknowledged that this often leads to a “winner-takes-all phenomenon.” (The winners here are often Fortnite and several others, like Roblox.) 

Back to the metaverse

Sweeney’s vision sounds a lot like the metaverse. In fact, he said as much in 2024 when speaking to The Verge—that Unreal Engine 6 and its interoperable functionality is the key to making the “metaverse” work.

He also noted it’s down to social connection, like letting Xbox players chat with PlayStation players natively.

“Not just Epic, but name all of the top game developers, I think Xbox, Epic, Roblox, Riot, Tencent, EA, all the different studios within Microsoft—we’d all be better off if we connected our stuff,” Sweeney said. “We’d all be making more money and our gamers would be happier, so it’ll be just a great outcome for the world.”

Epic Games announced earlier this month that its Unreal Engine 6 will be released as an early access product at the end of 2027. It’s expected to change the way UE6 works, moving the engine onto a new framework called Verse, which Epic Games said is “the foundation for Epic’s future programming model.” 

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

Unreal Engine is used by so many video game makers, and the impact of these  changes to its framework will certainly impact large swaths of the industry. 

A defining feature is interoperability between games and engines; Fortnite cosmetic items will lead the way with new tools to let players bring their Fortnite skins to other games, and vice versa. It’s the first step, the company says, to “building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way.”

Super Meat Boy 3D Review

Super Meat Boy 3D Review

Fresh Perspective

HIGH Retaining the ‘git gud’ mentality. Added replayability.

LOW Minimal variety in each world.

WTF Why can’t I move the camera!?

The Super Meat Boy franchise is, for many, the Dark Souls of 2D platformers — a mix of tough obstacle courses that require a high level of skill, while framed with lots of blood and dark humor. Though the series had its ups and downs during its 16-year run, the IP has managed to retain much of its fanbase. Now with the latest installment in the series, many ask whether the move to 3D is the correct next step for this meaty protagonist?

Unlike the previous installment which had an on-rails approach to gameplay that upset many fans, Super Meat Boy 3D follows the classic third-person 3D platforming approach. Meat Boy can sprint, jump, dash, and wall-run through challenging environments to reach Bandage Girl to save her from Dr. Fetus.

The 3D setting adds room for creativity when it comes to level design, felt throughout the adventure as players often need to not only run and jump, but also chain moves together to successfully get to the end of each level. With time and skill, players gradually learn to find shortcuts through each level by skipping some platforms via dashing mid-air, or finding ways to jump further.

Super Meat Boy 3D features 75 main stages across 5 different worlds, each world concluding with a boss fight. Additionally, players can unlock 75 “Dark World” stages after finishing any level with an A+ score, which are more difficult versions of the base levels. While each level has the usual environmental hazards to deal with, they also contain hidden bandages to collect, which, in turn, allow the player to unlock new playable characters. Each unlocked character has a special ability, such as running faster or constantly jumping instead of running. These options add variety to gameplay, and make them more than just
cosmetic skins.

The five worlds on offer each have a unique look and range from flourishing forests to gritty industrial complexes, but this uniqueness is only skin deep. When it comes to gameplay, the changes from one world to the other are minimal — pitfalls are replaced with acid pools, and swinging log traps are replaced with spinning saws. On the other hand, the boss fights have plenty of creativity and variety in their attacks and level design. However, the most relevant issue to discuss in Super Meat Boy 3D is the camera perspective.

There’s been quite a lot of discussion about whether Super Meat Boy 3D needs to be in 3D or not, but I believe this question is irrelevant. When it comes to creative decisions, the vision of the devs should be respected. On the other hand, a more relevant aspect to this issue is whether the creative vision is executed properly. In this instance, it boils down to whether the camera and perspective is implemented correctly? My feeling is not quite?

Though adding all three dimensions adds literal depth to gameplay, it also causes issues. Since the camera angle is fixed and Meat Boy moves around quite quickly, it’s often difficult to correctly estimate the distance of the objects and platforms in order to land jumps and perform dashes at the right angle. Accuracy in estimating distances and heights has always been core to Meat Boy‘s masochistic precision platformer identity, so difficulty in gauging depth here is an annoying issue.

Despite the camera’s inability to deliver the same high level of accuracy that longtime fans crave, Super Meat Boy 3D is ultimately a well-made 3D platformer that stays true to its roots while trying to set the stage for the future of the franchise. Though the team may have struggled a bit with these 3D environments, I do want to recognize that Team Meat and Sluggerfly took a daring swing that compensates with great replayability, and that this effort was ultimately worthwhile.

Score: 8 out of 10

Disclosures: This game is published by by Headup/GCORES Publishing and developed by Team Meat/Sluggerfly. It is available on PC, PS5, XBO/X/S and Switch 2. This copy was obtained via publisher and was reviewed on Switch 2. Approximately 3 hours were spent in campaign, there are no multiplayer mode and the game was not completed.

Parents: According to the ESRB, this game is rated T for Blood and Gore and Fantasy Violence. The site reads: This is a 3D platformer game in which players help a cube of meat named Meat Boy rescue his kidnapped girlfriend. Players run, jump, and slide across levels while avoiding hazards (e.g., spinning blades, grinders, weapon-wielding robots). As Meat Boy traverses platforms, he emits blood that stains the environment. Touching hazards will cause Meat Boy to break apart amid sprays of blood. One close-up sequence depicts a brain-like creature exploding into pieces.

Colorblind Modes: Colorblind modes are present in the options menu.

Deaf and Hard of Hearing Gamers: There are subtitles for tutorials but the game does not have any dialogue. There were no audio cues of note. This game is fully accessible.

Remappable Controls: The controls cannot be remapped.

Born and raised in the port city of Bandar Anzali in Iran, Ali is a guy from the Atari 2600 era. He’s player who loves gaming on every platform, but never stops talking about PC! He claims that he’s not a fan of any franchise and that he only respects quality and logic, but he can never explain why he completed Prince of Persia: Warrior Within more than 27 times or why he can recall the entire Matrix screenplay by heart! While he’s got a master of sciences in Paleontology and a deep love for dinosaurs, he started as a videogame journalist with Iranian gaming media, and GameCritics is where he started to reach a more international audience. Although it seems that the man really needs to get a life, Ali’s been married since 2014. His wife is not a gamer, but plays co-op with him in a special video series called “Me & Wifey” – oh, the sacrifices she has to make for love! Ali says the world of videogames has always been a land of wonderful magic for him and he dreams of becoming a gaming YouTuber one day, no matter how long it takes! Find more from Ali on Rotten Tomatoes, at his YT channel ArkaniGaming, and his Instagram page i_love_gaming2.

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Multiplayer Halo Project Ekur Was Going To Be An Extraction Shooter – Rumor

Multiplayer Halo Project Ekur Was Going To Be An Extraction Shooter – Rumor

Rumored standalone Halo multiplayer title, known only as Project Ekur, has seemingly gone through a major genre shift. According to Rebs Gaming, the title was originally going to be an extraction shooter made by Certain Affinity. However, these plans have seemingly changed, and Project Ekur has seemingly been turned into a large-scale multiplayer shooter, similar to Halo’s Big Team Battle modes.

This wouldn’t be the first time Project Ekur has changed directions. According to the leaker, it was originally being developed as a battle royale game under the codename Tatanka. This got cancelled when Halo Studios decided to transition its development efforts to Unreal Engine 5. At the time, this transition involved giving Certain Affinity the task of creating prototypes to see whether the assets made for the Slipspace and Blam engines used for Halo Infinite could be imported over into Unreal Engine 5, and to see whether the resulting game could maintain the “feel” of Halo.

Citing sources, Rebs Gaming claims that these goals were originally accomplished in June 2023, with prototypes of Project Ekur being developed that involved AI opponents. This led to the exploration of a Halo-based extraction shooter. Among the concepts explored was the idea of players teaming up with AI squad members to explore a large map and scavenge for resources, often taking on other teams of players and their AI squads. While there were still some elements of the extraction shooter genre in this concept, the studio was reportedly going for something more in line with Halo 5: Guardians’ Warzone game mode.

While Halo Studios hasn’t officially confirmed the development of Project Ekur so far, such a game being made wouldn’t be too surprising, since the next big entry in the franchise is going to be the campaign and co-op-only title Halo: Campaign Evolved. A remake of the original Halo, the game will not feature any competitive game modes. Rather, Halo Studios has decided to focus strictly on single-player and co-op content. To that end, an accompanying game that focuses purely on PvP could be seen as a smart idea, since the Halo franchise as a whole is also beloved for its multiplayer.

Halo: Campaign Evolved is coming to PC, PS5, and Xbox Series X/S on July 28th. This will mark the first time that a Halo game is playable on a PlayStation console since the franchise’s inception all the way back in 2001.

Executive producer Damon Conn and creative director Max Szlagor have previously spoken about how Halo Studios wants to honor the entire franchise and its fans, while also bringing it to a new generation of gamers.

“We hope to bring along the series veterans who have been with us for the past 25 years and have them play with an entirely new generation,” said Conn. “There are people who have never been exposed to Halo. Maybe they’ve always been on Sony products, switched consoles at a certain point, or just missed it at the time. We want to bring players back together.”

While you wait for Halo: Campaign Evolved, check out the 10 major differences between it and the original Halo: Combat Evolved.

Planet Zoo 2 Gets 35-Minute Deep Dive Video

Planet Zoo 2 Gets 35-Minute Deep Dive Video

Just a few weeks after giving us a look at the gameplay for Planet Zoo 2, developer Frontier Developments has now released a new video that goes deeper into the management sim and its various gameplay aspects. The video comes in at 35 minutes in length, and you can check it out below.

The main focus of the new video is the zoo that was used for the gameplay showcase from earlier this month, and was captured using a development build from earlier this year. As such, some of the things shown off might have been changed quite a bit by the time we get close to Project Zoo 2’s October 13th release date.

The video features video artist Mel Cox, art director Marc Cox, and game director Gareth Hughes, and is hosted by senior influencer manager Chris Owen. As explained by Hughes, the video gives us a look at a tropical zoo built in Planet Zoo 2, and in the process, focuses on some of the new things that players can look forward to in the game.

The biggest change in Planet Zoo 2 over its predecessor is a massive jump in visual fidelity. This includes things like background terrain, foliage, and even rocks. This was achieved thanks to a newer version of Frontier Developments’ internal game engine, dubbed Cobra. This upgrade has allowed the studio to make use of an entirely new lighting system with global illumination.

Along with the visuals, the developers also made a point of focusing on the guests who can visit the zoo. They describe it as an “interesting combination of simulation and realism”. The video then goes into detail about some of the new tools that will be available in order to make the gameplay more accessible for casual players. However, veterans of Planet Zoo will also find plenty to love here, with brand-new assets that give them fine control over their zoo’s layout and aesthetics.

Going further into the new tools, we get to see how the developers were able to create an ideal enclosure for a tiger, giving it plenty of room to move around and a pleasant pond to drink water out of. Quite a bit of attention was paid to how the various animals will interact with the things in their enclosures. The tiger, for example, after having had her fill of water, decides to lounge around in the pond and try to climb up a wooden post.

Frontier Developments had confirmed with its previous gameplay showcase that Planet Zoo 2 will feature aerial and aquatic creatures, giving players more options for their zoos. Some of the new animals include the Toco Toucan, the Secretary Bird, Blacktip Reef Sharks, and Hawksbill Turtles. The title will also allow players to focus their efforts on creating Wildlife Reserves, which start off conservation projects before evolving into full-blown habitats. These reserves can be set up anywhere in the world and are designed around being long-term goals for players.

Planet Zoo 2 is being developed for PC, PS5, and Xbox Series X/S.

Denmu announces ‘auteur-first’ $50 million fund for game devs

Denmu announces ‘auteur-first’ $50 million fund for game devs

San Francisco-based video game investment house Denmu has announced the founding of a new $50 million investment fund to finance and support “the next generation of iconic video games.” The firm aims to provide “development, marketing, and growth capital across a broad range of projects,” including triple-A, double-A, and indie games across all platforms and business model.

In an announcement sent to Game Developer, the firm said its investment philosophy is based on an “auteur-first” approach that prioritizes “creative vision and long-term partnerships over short-term financial optimization.” It promises to “support the people who make games across multiple projects, helping them build enduring brands and sustainable businesses,” with the goal of investing in 10 to 20 additional projects through 2028.

Denmu has already been investing in several studios and games since its founding in 2025, with unique games like The Hundred Line: Last Defense Academy, Motorslice, and Labyrinth of the Demon King already in its portfolio. It also helped fund Blue Protocol: Star Resonance and Bleach: Soul Resonance. Alongside founders Ryan You and Michael Fan, the Denmu team includes Blizzard North co-founder David Brevik, Top Hat Studios founder Joe Brown, and investment partner Devin Maa.

Related:New publisher Trailmark Games promises ‘new path forward’ for licensed games

The phrase “auteur-first” may raise eyebrows among developers who are used to individual game or creative directors being credited for work that was assembled by dozens or hundreds of people. But according to You and Fan, they aren’t just supporting games that spring from the mind of an individual lead.

“We don’t literally mean the equivalent of an auteur director in the film industry, as video games are fundamentally different from film,” said You in an email interview with Game Developer. “We’re borrowing the term to represent the type of games that we like at Denmu, those that exhibit very strong creative vision and identity.”

He pointed to The Hundred Line as an example, noting that director Kazutaka Kodaka is “usually the most visible” creative person on the team, while Kotaro Uchikoshi’s creative vision was “key” to the game’s branching narrative structure. 

“It would not feel like the same game without the deep involvement of their music director, [Masafumi Takada],” he added. It’s the combination of many people that makes The Hundred Line such an unique and iconic game.”

Fan affirmed that Denmu’s auteur definition refers to the experience of the games that make the player sense the creative energy of their developers rather than a strict adherence to French film theory. “The goal isn’t to identify the auteurs but to better understand the games,” he said. “I believe that behind every piece of art—a book, a movie, a song, a play, a sculpture, or a game—there is someone who has felt such a strong emotion and feeling that they had to communicate it to the world.” 

Related:Atari and MobyGames launch new career development platform called Moby Professional

He also described this approach as a sharp contrast to to “market-driven” projects. “We never start assessing a game by looking at a “comp chart” or a ‘“marketing matrix,’ he said. 

“We don’t assess games by checking boxes. We don’t fear something that is ‘too niche.’ And we also don’t believe that somehow, some genres are ‘dead.'”

Grand Theft Auto 6’s Story Might Be Split Into Chapters According to Ultimate Edition Description

Grand Theft Auto 6’s Story Might Be Split Into Chapters According to Ultimate Edition Description

Rockstar Games might be taking a page out of its previous release – Red Dead Redemption 2 – to structure the main campaign of the upcoming Grand Theft Auto 6. The company recently revealed details about the base and Ultimate editions for Grand Theft Auto 6, and the latter, which costs $100, will include bonuses that are “threaded across all aspects of Jason and Lucia’s story, with new items uncovered behind each chapter.”

This would be a major change for the Grand Theft Auto franchise. Since the 2001 release of Grand Theft Auto 3 – which was also the first 3D entry in the series – the core narrative for the games has largely flowed from mission to mission, and hasn’t really been split up into distinct chapters. However, there have been moments in these titles that one could see as marking the start and end of chapters, like when CJ gets taken out of Los Santos in Grand Theft Auto: San Andreas, for example.

Red Dead Redemption 2, on the other hand, had a narrative focus on its six main chapters and two-part epilogue. One of the distinct features of its story was the fact that Arthur Morgan and the rest of the Van Der Linde gang would move their base camp further east in their attempts to avoid being discovered by federal agents. While this had little impact on the open world itself, since players, in the role of Morgan, could explore most of the map without major repercussions, new story missions and even side activities would be locked behind certain chapters. The chapters would also allow the story of Red Dead Redemption 2 to make major changes to its world, since it also denoted the passage of time.

If Grand Theft Auto 6 takes its cues about narrative structure from Red Dead Redemption 2, we could similarly end up seeing Jason and Lucia travel all across the state of Leonida – the game’s primary setting – throughout their journey together. Whether this means that some parts of the game’s world will be locked out remains to be seen, however.

As for what kind of extra content you’ll get from the $100 Ultimate Edition of Grand Theft Auto 6, Rockstar Games has confirmed that it will include an “exclusive collection of premium vehicles, weapons, apparel, and action around every corner.” Players will also get access to an exclusive shop for modifying their vehicles, dubbed Rideout Customs, as well as a place for unique hairstyles, facial hair, makeup, and nailwork, dubbed Sara’s Unisex Salon.

Grand Theft Auto 6 is being developed for PS5 and Xbox Series X/S, and is slated for release on November 19th. Pre-orders will begin on June 25th. In the meantime, you can take a look at some of the PS5 features of the title thanks to its listing on the PlayStation Store. This includes “near-instant load times”, and support for PS5 Pro features thanks to its “PS5 Pro Enhanced” tag. Rockstar Games will likely reveal more details about the title with a brand-new trailer that we expect to drop soon.

Grand Theft Auto 6’s $80 price settles the $100 question

Grand Theft Auto 6’s $80 price settles the $100 question

Rockstar Games announced Wednesday that Grand Theft Auto 6 will cost $79.99 when it’s released on Nov. 19. An Ultimate Edition of the game, with “premium vehicles, weapons, apparel, and action” will cost $99.99. The announcement, ahead of preorders opening on Thursday, answers one of the big questions surrounding the game’s release: Would it cost $100?

That answer, of course, is no. Speculation that GTA 6 could cost $100 for the base game has been rampant, with consumers worried that a three-figure price tag could raise the base price for video games across the industry. Publishers like Nintendo, Sony Interactive Entertainment, and Xbox have all raised prices on select video games—usually the big budget, blockbuster ones—to $80. 

Most games have settled around the $70 mark, but $80 games have been normalized, too. (That’s on top of hardware price increases, which have gone up significantly due to component shortages.)

Related:Microsoft CEO says Xbox must become ‘sustainable’ as it reportedly considers major spinoff

Rockstar Games also said Wednesday that physical versions of the game will not come with a disc. They have download codes inside. Both the physical and digital versions of the game will allow pre-loading beginning on Nov. 12, so it’s likely you’ll start seeing physical versions of the game on store shelves and in mailboxes before the actual Nov. 19 release date.

Whatever it’s priced at, GTA 6 is poised to be an instant mega-seller. Grand Theft Auto 5, more than a decade old, has sold 230 million copies. Rockstar Games still sells millions of copies of GTA 5 each year. The Grand Theft Auto franchise, overall, has sold more than 470 million units, according to an investor presentation in May. During that call, Take-Two Interactive CEO Strauss Zelnick called GTA 6 “arguably the most anticipated entertainment property of all time.”

Rockstar Games still hasn’t given an indication that a new version of Grand Theft Auto Online will launch alongside GTA 6; much of its marketing specifically sets expectations of “a single-player experience.” While GTA 5 continues to put up big numbers, GTA Online is driving much of the franchise’s revenue. Leaked data verified by Kotaku suggests GTA Online generates $1.3 million a day. That adds up to roughly $10 million per week.

The Elder Scrolls 6 Director Says “We Know We Need to Get it Right”

The Elder Scrolls 6 Director Says “We Know We Need to Get it Right”

In an interview with Entertainment Weekly celebrating the 25th anniversary of Xbox, Bethesda director Todd Howard was asked about the development progress of The Elder Scrolls 6, especially in light of its absence during Xbox’s showcase from earlier this month.

While he didn’t go into too many details, he referred to it as “our biggest project right now” and has confirmed that it’s what “the majority of the studio” is working on. He went on to say, “We know we need to get it right, and it’s been a long time.”

The fact that most of Bethesda is currently working on The Elder Scrolls 6 should come as no surprise, since Howard had already spoken about this back in March.

“The majority of this building is working on The Elder Scrolls 6,” he said. “It’s amazing for us to come back to it. I gotta be honest, right? Being in that world after not developing in Elder Scrolls – it’s so different than Starfield, so different than Fallout – it feels great for us.”

At the time, he also discussed how Bethesda uses The Elder Scrolls and Fallout games as follow-ups to each other with regard to the engine improvements each title tends to bring with it.

“We feel we’re in a really good place with these franchises,” he explained. “Obviously, we’re around Fallout stuff as well, and we feel good about that. The trick is still we have three big audiences, and in some ways, three big franchises – and in a lot of ways, the franchise is the studio. Skyrim is somewhat the sequel to Fallout 3. Fallout 4 is somewhat our follow-up to Skyrim.”

Aside from Howard’s general silence on the subject, earlier this month, Xbox chief content officer Matt Booty was asked a similar question. He noted that the title is “coming along well,” and that it will be showcased “at the right time.”

“I would say one of the more challenging balancing acts of someone in a job like mine is balancing that you want to go show the world all the cool stuff you’re working on, and you want to get them excited early, but we also know that we want to wait till the right moment,” he said.

And when you decide to show it, you want it to be the best you’ve got. And also, that when you show the game, you’re also giving them a promise of, hey, it’s coming soon. So, I can tell you, having visited Bethesda and sat with Todd and seen ‘Elder Scrolls’ playing, it looks amazing, and it’s coming along well. And we’ll make sure to announce it and really reveal it at the right time.”

Howard had previously confirmed that The Elder Scrolls 6 is being developed with Creation Engine 3 – Bethesda’s in-house game engine that it has iterated upon for more than a decade. The last iteration of the game engine – Creation Engine 2 – was seen in Starfield. The director had noted that the studio had spent “the last several years” on continuing the engine’s development to make sure that it could handle the needs of The Elder Scrolls 6.

Season 3 Will Show “Some New Things in the Fallout World”, Says Todd Howard

Season 3 Will Show “Some New Things in the Fallout World”, Says Todd Howard

With the second season of Amazon’s adaptation of Fallout having seen incredible success, the company is now getting ready for season 3. Bethesda’s Todd Howard has revealed in an interview with Entertainment Weekly that pre-production on the third season was well underway, and that it “is gonna start shooting soon.” Further in the interview, he also offered some teases about the story of season 3.

Spoiler warning for Fallout’s second season finale below.

With the season 2 finale of Fallout having set up Colorado as the main location for season 3, Howard has hinted that there will be many new locations that the characters will get to visit along the way.

“We talked about this at the end of Season 2, hinting we’re going to new places,” he said. “So, one of the things that we all love about Fallout is the geography of the world and being able to show some new things in the Fallout world that I think will surprise people, that they’ve never seen before in the games.”

Howard’s tease echoes what co-showrunner Geneva Robertson-Dworet had said in an interview with IGN back in February. Noting that the Fallout universe, especially in the games, is known for distracting its protagonists with side stories, she hinted that viewers of season 3 can expect similar things to happen in the show.

“We want to remind viewers that just because The Ghoul is heading to Colorado, of course this is the Wasteland where you always get sidetracked by bulls*** every goddamn time,” she said. “So how long will it take him to get there, or will he get there in the first episode of the next season? We will have to wait to find out. It may not be as linear a journey as one would hope.”

“Yeah, look, there’s a lot of surprises coming,” added Howard in the same interview. “We talk about it a lot. And so what I’d say is geography plays such a part into the world of Fallout, and seeing what’s there. And there’s a lot of land out there; there’s a lot of places to explore yet. It’s exciting for us to do that in games. And it’s really exciting to do it in a TV show where we can jump locations. I wouldn’t presume too much yet; I know we’re hinting at stuff, but there’s a lot of surprises to come.”

This sense of exploration driving the story of the Fallout series was a major influence on how the showrunners were writing the series, according to Robertson-Dworet.

“Well, it came out of many conversations about how the games are of course regional. One of the delights of finding out there’s going to be a new Fallout game is immediately the question of like, well, where is it going to be set? And of course, our first season being LA, second season being New Vegas, we were excited to go to fresh snow.”

Fallout’s third season will also feature new characters, one of whom will be played by Aaron Paul, who is known for playing Jesse Pinkman in the critically acclaimed Breaking Bad.

Valve Admits That it Didn’t Have Bargaining Power With RAM Companies for Steam Machine

Valve Admits That it Didn’t Have Bargaining Power With RAM Companies for Steam Machine

Valve has admitted that part of the reason behind the high price of the Steam Machine relative to its specifications is that it had very little bargaining power against memory manufacturers. Talking to Gamer’s Nexus, Engineer Pierre-Loup Griffais revealed that these memory companies would simply give Valve a price with no real option to negotiate.

“Look, there’s no contract; there’s nothing,” he said. “Like, those guys… they give us a price every month, or something, and they say, ‘You can buy that many, and it’s yes or no.’ And if we say no, then they never talk to us again.”

This shouldn’t really come as much of a surprise to anyone paying attention to the current state of computer hardware. Companies like Crucial, for instance, have outright stopped manufacturing consumer RAM, opting to instead sell to other businesses that want to use the hardware to build up new AI data centers. Similarly, other memory companies like Samsung and SK Hynix have seen most of their stocks being bought up by AI giants like Nvidia, OpenAI, Anthropic, and Google.

Interestingly, hardware industry insider KeplerL2 had said on social media earlier this week that “Either Valve has a fat profit margin on the Steam Machine, or they’re getting absolutely rinsed by their suppliers.” Another leaker, Moore’s Law is Dead, believes that the former might be the case, noting that PC gamers should simply opt for making their own systems for the same price. This way, they get PCs that can outperform the Steam Machine.

The Steam Machine is priced at $1,049 for its lowest-end model, which comes with 512 GB of storage and lacks a bundled Steam Controller. The most expensive version costs $1,349 for just the Steam Machine with 2 TB of storage, and $1,428 if you also want a Steam Controller included.

Griffais had previously spoken about why Valve couldn’t simply subsidize the Steam Machine’s price. It largely came down to the fact that the system is a general-purpose PC that runs on Linux. This means that there’s no real guarantee that a buyer would then make up for the losses Valve sees with each unit sold if it were to be subsidized through game purchases on Steam. While the company could have opted to make it a closed system like a console, Griffais noted that this ran counter to Valve’s values.

“The openness of the PC ecosystem in particular has enabled it to be the primary driver of hardware and software innovation, because anyone with an idea for a way to do something better was able to take a shot at it. When companies sell their hardware under cost for competitive advantage, or buy exclusive content for it, they’re doing that to build a more closed system, one where you don’t get to choose what software you want to use.”

“We don’t want that for PC hardware, and we don’t think you should want it either. You shouldn’t feel like you have to buy Valve hardware; you should be able to view it as just one option alongside all the devices for playing games, and select the one that makes sense for you. This means you get to decide which device fits your personal tradeoffs around things like price, performance, form factor, peripheral support, and everything else you care about. That’s the strength of the open PC platform, and subsidizing hardware runs counter to it.”

Atari, MobyGames launch career platform called Moby Professional

Atari, MobyGames launch career platform called Moby Professional

Game publisher Atari and its subsidiary crediting platform MobyGames are launching a new online platform for game industry professionals called Moby Professional. It’s intended to help them seek out new jobs, network with their colleagues, and pursue business development opportunities for their studios.

Moby Professional will be offering free and premium account tiers. The free tier will let developers claim their individual profile and add details to their credits. The premium tier will cost $14.99 per month, with extra features like personalized job listings and recommendations, as well as access to industry tracking data like compensation ranges and information on professional connections at different companies.

The premium tier will be free for all users during Moby Professional’s “beta period,” which is expected to run through the end of summer 2026. That means industry professionals will have free access to the platform’s most attractive features during that time period.

Related:Report: Tencent mulling exits from multiple Japanese studios

Developers who claim their MobyGames page on either tier will be able to message each other directly, and more “customizable” means of digital connection management will be rolling out during the beta.

The platform is built on what Atari calls “the most complete, structured record of game development credits in existence,” which now documents over 350,000 games and add-ons, 1.3 million individuals, and 50,000 companies. In its announcement, Atari said it’s developed the platform in response to the last few years of industry volatility, which has included a staggering number of layoffs and studio closures.

“Over the past few years game industry professionals have endured significant volatility, including layoffs, studio closures and consolidation, a sharp rise in freelance and contract work, and a job market where even experienced professionals struggle to understand where opportunities exist and how to reach them,” the company stated. “The tools available to the games industry professionals haven’t kept up.”

“Generic professional networks don’t cater to the nuances of working in gaming, and job boards don’t capture the network and personalized intelligence that actually drives how careers move in this industry.”

Speaking to Game Developer via e-mail, Atari product manager Reece Denzel said the platform will do more than “show job openings to users.” “Our systems run known game job postings through a process that automatically surfaces context that would otherwise be difficult or impossible to compile manually,” he said. “This includes overlap with a user’s work history (which can be as granular as relevant game engines, genres, and platforms), connected people and studios, seniority, and location.”

Related:Valve is making it easier to build your own Steam Machine

Speaking of context, Denzel dove into a few additional topics in his exchange with Game Developer, stressing that the platform’s unique features make Moby Professional a platform for more than job hunting.

Moby Professional draws on deep data to help devs with their careers

Developers suffering the exhaustive, drawn-out job hunts may flinch at the notion of signing up for a $14.99/month platform just to look through more job postings. Denzel explained that accessibility to Moby Professional is something that Atari has “thought carefully” about, and its structured rollout plan is meant to help developers immediately in need of opportunities.

“The beta is free for at least 45 days, and we think developers will get genuine value from it in that time, particularly those navigating the job market right now,” he said. “Beyond the beta, we’ve also built a meaningful set of free features for all developers that will continue to expand, so there are a variety of ways to leverage Moby to support your work in the industry.”

All of Moby Professional’s additional features are drawn from the aforementioned titanic database of video game credits. Denzel said that the 25 years of data gives the company a “unique map of who made what, in what role, at which studio, and…how everything connects.” Premium users will be able to see a visual representation of that map.

Related:Report: EA conducts layoffs in Hyderabad, India and the US

“We didn’t want to just give developers another filterable list. The opportunity we saw was to take that map and make it personal so that when a new game ships, a job opens up, or something is getting coverage, a developer can immediately understand why it’s relevant to them specifically. Credits are the key ingredient in making that system work right out of the box.”

Moby Professional arrives at a tense moment for the game industry, with potential layoffs on the horizon and AI-driven memory shortages potentially blunting sales of video game hardware. While no platform can guarantee a developer a job, hopefully this one will allow industry workers a spite from sifting through the deranged, often AI-written posts that populate LinkedIn.

Lords of the Fallen 2 Delayed to Q1 2027 to Deliver “The Highest Possible Quality at Launch”

Lords of the Fallen 2 Delayed to Q1 2027 to Deliver “The Highest Possible Quality at Launch”

After Fable and Tomb Raider: Legacy of the Atlantis, another one bites the dust as CI Games’ Lords of the Fallen 2 has been delayed to Q1 2027. When it was announced for a day-one Steam launch, the publisher also confirmed a Fall release window at Summer Game Fest. A few weeks later, and clearly something changed.

So what happened? According to CI Games founder and CEO Marek Tyminski, “As development progresses, we have worked closely with the Gameplay Feedback Team, a dedicated group of seasoned Souls-like veterans within our Launch Creative Team. Their valuable ongoing input, combined with the team’s vision, has identified meaningful opportunities to further refine and strengthen the overall experience.

“These enhancements will benefit from additional integration, iteration, and polishing time, enabling the team to deliver the highest possible quality at launch.”

Of course, there’s no denying how beneficial it is to launch the title in a relatively less busy period. “This updated release window also strategically positions Lords of the Fallen 2 outside of a highly competitive holiday period, ensuring the game receives the dedicated attention it deserves.” As you’ll recall, that’s the same reason why Fable was delayed out of 2026 (with Playground Games also benefiting from the extra polish).

It’s worth noting that CI Games apparently targeted August for launch, at least according to one designer’s online portfolio. Perhaps as development progressed, the team realized that more time was required, and delaying it to this Fall/Holiday season wouldn’t be ideal, given the launch of Grand Theft Auto 6.

Either way, with so many other releases this year, especially from July to October, it’s probably better for Lords of the Fallen 2 to take its time and polish whatever it can. Perhaps avoid the technical problems that plagued its predecessor. More updates will be provided en route to the new release date, so stay tuned.

Lords of the Fallen II Development Update.
Lords of the Fallen II is now set for a Q1 2027 release window.
As development progresses, we have worked closely with the Gameplay Feedback Team, a dedicated group of seasoned Souls-like veterans within our Launch Creative Team. Their… pic.twitter.com/aBZruTQ72X

— Marek Tyminski (@tyminski_marek) June 23, 2026

EMPULSE – 15 Gameplay Details To Know

EMPULSE – 15 Gameplay Details To Know

We’re always happy to see fresh takes on tried and tested gameplay loops in the shooter genre. It’s why we loved Ready or Not last year, and it’s also why we’ve been quite eager to give EMPULSE a shot, what with its wall-running hijinks and mechs bringing the scope for some very intense battles.

But are the post-utopian streets of Freehold a suitable battleground for your style of play? Well, we’ve put together a list of things that might help you decide one way or another. Let’s not waste any time and get right to it.

1. A 6v6 Movement Shooter

EMPULSE isn’t just about how well you can aim and fire off shots at your opponents. It’s about fluidity and using your forward momentum to control the space around you, and position yourself in places where every shot gives you an advantage. The streets of Freehold come with a lot of verticality, and you’ll need to seamlessly move between traversing maps, using your wall-runs, grapples, P.A.I.N.T. tools, and mechs to gain every advantage you can get.

2. Movement-Based Combat

To that end, you’re going to be chaining wall-runs into grapples and swings, setting up those perfect mid-air kills that look like a perfect combination of style and spectacle. Every district in Freehold is built around getting to that “flow state” with your movements, and that’s a good thing. You’re going to have to be fast, precise, and deliberate with your pathing through a level if you want to get the drop on opponents who are also trying to do the same thing against you, after all.

3. The Walls Are Combat Lanes

You don’t just wall-run forwards, but also backwards in this one. That means you get the ability to keep your opponents on their toes as long as you use the game’s movement mechanics intelligently. What’s more, nearly any ability can be chained into a wall-run, which could mean that the walls aren’t just decorative, but a crucial part of succeeding in Freehold’s many districts. That’s a mechanic that holds a lot of promise, and it definitely has us interested in trying it out for ourselves.

4. A Grappling Hook Like No Other

Of course, wall runs aren’t the only trick that the game gives you. Your grappling hook is going to tie in very well with your vertical flights of fancy, allowing you to build the momentum you need to cover large distances, swing around cover, and generally get to your enemies a lot faster while letting you throw off their aim. Even better is the ability to reel them in for a one-hit melee attack that could have you gaining a significant advantage in battle. The best defense is a good offense, we’d say.

5. Use The Element of Surprise

The grappling hook isn’t just a useful tool for getting around and closing gaps, but can also let you launch attacks that your enemies won’t see coming until it’s too late. Use it to swing across angles and hit your enemies when they least expect it, and you’re going to find yourself tearing through your opponent’s ranks with ease. Of course, you’re going to have to be vigilant against surprise attacks yourself, but that only makes this one look like it’s going to be very entertaining indeed.

6. Let Your Teammates Carry You

Yet another unique feature of the grappling hook is the ability to tether yourself to your teammates or any mechs that they may be piloting. The use cases for such an ability open up a lot of possibilities for you in the heat of battle. Use your buddies to gain some momentum, or coordinate your attacks to hit your enemies from all sides as you swing past their sightlines and launch an offensive that could have them scrambling for cover. It’s all up to you and your wits when you’re on the battlefield, and that’s probably going to be among this one’s biggest strengths.

7. Holojumps and Jetpacks

You’ve probably already guessed that in a game that puts a lot of emphasis on kinetics, wall-runs and grapples aren’t going to be the only ways to get around. You could pick up a jetpack that lets you take the high ground, or use Holojumps to keep your vertical movement going. Chaining both of them, along with all the other movement options at your disposal, is paramount to your success, and the last ones walking away from the fight are probably going to be the ones that managed to outfly their opponents.

8. P.A.I.N.T.ing a Pretty Picture

Aside from everything we’ve already talked about, Freehold also has something called P.A.I.N.T. Bombs, which come with varying effects that alter the surfaces you deploy them on. Using those effects well is definitely going to work in your favor, and this one’s probably our personal pick among the many fascinating mechanics that EMPULSE is offering. You could turn the map itself into a very potent ally if you use it correctly, and you’re probably going to get in the habit of doing that fairly regularly once you settle in.

9. Create New Routes With Jump P.A.I.N.T.

If the rest of your gear and abilities aren’t giving you the elevation you need to pull off a spectacular kill, the Jump P.A.I.N.T. lets you turn a nearby surface into a launchpad, opening up new routes and new ways to get the drop on an enemy, unwitting or otherwise. You could also use it on a wall to open up a high-speed kick off, which could be quite nifty if you know your opponent is expecting a grapple.

10. Keep Your Momentum Alive With Speed P.A.I.N.T.

Like its Jump counterpart, Speed P.A.I.N.T. lets you sustain your forward momentum off of nearby surfaces or perhaps do the same for one of your teammates as they attempt to pull off a spectacular kill. What’s more, you could slide into it to get more momentum at the end, which is certainly going to help with chaining your moves like wall runs and grapples to become a speed demon that your enemies are going to have to work to keep up with.

11. Bring The Fire With Explosive P.A.I.N.T.

A bomb that bursts not once but twice? We’re definitely going to go for something like that. This one is going to be quite useful for laying traps, protecting your flanks from an ambush, or straight up blocking off a route that your enemies were counting on if you use it correctly. Denying your enemies an advantage could be the difference between victory and defeat in a game like EMPULSE, and trading raw damage for a bit of control is a tactical move that shouldn’t be taken lightly.

12. Heal Your Buddies With Heal P.A.I.N.T.

Of course, your P.A.I.N.T. Bombs aren’t all offensive. There are ones that add a healing surface to where you deploy them, which gives your teammates a moment to catch their breath and recover from damage before they get back in the fight. It’s a great way to give EMPULSE a hint of strategic thinking without making it feel less like a hero shooter in the process. Use it well, and you’re going to have your team shaking off injuries that could have otherwise ended their run.

13. Slow Things Down With Sticky P.A.I.N.T.

If you find yourself on the run from an enemy soldier or mech, this one could be what you need to make a clean getaway. It slows down anything that steps on the surface you lay it down on, and 1047 has told us that it’s incredibly useful against mechs. That means you negate a significant advantage your enemies get in the event that they get to a mech before you do, letting you wrest control of a battle away from them before you’re wiped off the map.

14. Mechs Are The Center Of An Intense Power Struggle

You’re going to see two Mechs form at the center of each level, and getting to them should be a priority, given that they come fully equipped with a deadly arsenal. We’re happy that you don’t call them in and have to fight for control of them for the advantage of a massive health pool and some serious damage potential, thanks to each one’s firepower coming into play. Think of them as a weapon to end all weapons, and act accordingly.

15. You Can Counter Mechs

We’ve already told you about Sticky P.A.I.N.T., but that’s only one way to bring a mech down. It isn’t going to be easy considering each one’s chaingun, rockets, powerful melee capabilities, a charged jump or slash that can have you second-guessing your own reactions, and that giant health pool. Did we forget to mention a darned bubble shield? But have hope, as a coordinated attack can have that shield down in no time, while the rest of your team whittles away at its health until it’s down.

And that’s about it for this one. It’s fast, and looks like a lot of fun once you manage to find your rhythm. It enters early access on June 24, 2026, and we’re definitely visiting Freehold when it does. We’ll see you there!

Valve is Getting a “Fat” Profit Margin on Steam Machine – Rumor

Valve is Getting a “Fat” Profit Margin on Steam Machine – Rumor

With Valve’s official reveal of the Steam Machine’s price having raised a few eyebrows, and the company talking about why it couldn’t subsidize the cost, industry insiders and leakers KeplerL2 and Moore’s Law is Dead believe that the company might be taking a bigger profit margin on the device’s sales than it has admitted. In a social media post, KeplerL2 noted that, with the current price of hardware, either Valve’s profit margin on the Steam Machine is “fat”, or it is getting taken advantage of by hardware suppliers.

“Either Valve has a fat profit margin on the Steam Machine, or they’re getting absolutely rinsed by their suppliers,” they wrote. For his part, Moore’s Law is Dead believes that Valve has intentionally set the pricing to give it a larger profit margin. In a video, he discussed how potential PC gamers could simply build their own gaming PCs for similar prices that could outperform the Steam Machine. The YouTuber also said that the Steam Machine is simply “not even a good PC.”

“It’s not just that it’s expensive; it’s not just that the price is not what we wanted. This thing is horribly weak. It is not problem-free. And therefore, it is not ‘just a console for your Steam games.’ It is a PC that you cannot upgrade, and it’s priced like Apple built it,” he said.

“Gabe [Newell] didn’t price this thing above a thousand dollars because ‘he had to’ due to RAM prices that are out there. It’s way higher than just blaming that. He priced it this way to make sure that he could afford that $70 million mansion in Florida he bought.”

The Steam Machine is priced at $1,049 for the 512 GB version, and the price doesn’t include a Steam Controller. At the highest end, a 2 TB Steam Machine is priced at $1,349, with the price going up to $1,428 if you want to also get your hands on the new Steam Controller with it. To pre-order one, a reservation queue has been opened up, with potential buyers getting notified that they can get one completely at random. Buyers that sign up for pre-orders after June 25th won’t be part of the random pool, and will simply be added to the end of the queue.

The company said in a statement that it couldn’t subsidize hardware costs for the Steam Machine due to the openness of PC as a platform, which meant that potential buyers could end up never spending a single dime on Steam games. While it could have subsidized it by making it a closed system, Valve simply isn’t interested in doing so.

“We don’t want that for PC hardware, and we don’t think you should want it either. You shouldn’t feel like you have to buy Valve hardware; you should be able to view it as just one option alongside all the devices for playing games, and select the one that makes sense for you. This means you get to decide which device fits your personal tradeoffs around things like price, performance, form factor, peripheral support, and everything else you care about. That’s the strength of the open PC platform, and subsidizing hardware runs counter to it.”

Either Valve has a fat profit margin on the Steam Machine or they’re getting absolutely rinsed by their suppliers.

— Kepler (@Kepler_L2) June 22, 2026

Alien Isolation 2 devs on the 12 year wait

Alien Isolation 2 devs on the 12 year wait

The survival-horror experience can be especially tricky to nail–—but oftentimes you just need a good hook. In 2014, developer Creative Assembly briefly pivoted from real-time strategy games to develop Alien: Isolation, a survival-horror game set in the Alien universe. After its launch, it took some time to find an audience for its atmospheric, uncompromising approach, setting players against a ruthless alien foe that stalked them across a decaying space station. Today, it is widely regarded as one of the best horror games of the 2010s. Now, Creative Assembly is returning to survival horror with the long-awaited sequel, Alien: Isolation 2.

During Summer Game Fest 2026, we got an early look at Alien: Isolation 2‘s upgraded stealth-action survival-horror gameplay, set on a remote colony world that’s a new hunting ground for a hostile creature. We caught up with creative director Al Hope and animation director Simon Ridge to learn about their return to the genre and how the growing reception for the original game put the developers in a better position to deliver on their sequel.

Related:Resource management? Survival games are about time management.

Creative Assembly’s return to survival horror

“I’ve been thinking about creating a sequel even before the first game was released, but I think that time we’ve had in between games and that kind of groundswell from players over the years has really validated us and given us reassurance,” said creative director Al Hope. “I really wasn’t keen on just copying and pasting what we’d done. I really wanted to evolve the Alien: Isolation experience in a way that felt really natural and intuitive. We have the fantastic foundation of that original experience [to work on], which people really know and love.”

Much like its predecessor, Alien: Isolation 2 is a first-person survival horror experience that taps into the same tone and pacing of the original 1979 Alien film by director Ridley Scott—in which a crew of working-class astronauts must contend with an unknown, hostile entity that seems unkillable. While other games in the Alien franchise often go for the action-horror spectacle of James Cameron’s Aliens, the original Isolation‘s measured gameplay and tone were more in the vein of Amnesia: The Dark Descent and classic Resident Evil.

The original Alien: Isolation stayed true to its structure as a stealth-action survival-horror game. As protagonist Amanda Ripley, players had to use their minimal resources and wits to solve environmental challenges and maneuver past hostile enemies, including the unkillable xenomorph that lurked within the space station. The game was daunting for many players, especially with its static save stations and consistently high-risk tension throughout. It eventually found a growing audience that appreciated its style, especially the adaptive, highly intelligent enemy alien that constantly nipped at players’ heels.

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With the sequel, the developers at Creative Assembly wanted to continue the original game’s approach, this time expanding on it with a new setting and a new protagonist’s story of survival. Set on a remote colony world known as Terra Firma, a team of surveyors stationed on the hostile planet—itself still in the process of being prepared for colonization—discovers a module of the destroyed Sevastopol Station crash-landed on the surface. After exploring the derelict, protagonist Blake makes an unsettling discovery that puts her in the sights of a stowaway xenomorph that’s not only on the hunt for her, but has a whole new planet to stalk prey on.

According to Hope, the appeal of making a sequel was not just to replay Alien: Isolation‘s greatest hits, but rather to expand upon its cycle of tension and release and show how that can work on a larger scale.

“We want to push it in some directions to create a new experience, which is the best of the old and new,” said Hope. “We’ve showcased that we’re going outdoors this time around, we’re mixing that with those familiar, tightly designed interior spaces, and I really love the idea that players will have those feelings of claustrophobia when they’re trapped inside, and they just want to get out, and they’re desperate to escape. Once they get outside, after the initial rush of a small victory, they start to feel quite exposed and vulnerable, and they want to get back inside. There’s this lovely seesaw of emotion that runs through the game, which we can play with to give people a thrilling ride. Within this new space of the sequel, with a new world and a new protagonist, Blake, we just really had a fantastic opportunity to make something very special.”

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

The growing horror genre

The 2010s were a particularly interesting period of growth for horror games. While Alien: Isolation 1 initially received mixed reviews, it earned a reappraisal from audiences, offering a slow burn of appreciation for its uncompromising approach. Alien: Isolation also released during a point where livestreamed entertainment was still growing, and horror games especially became a notable genre for players who wanted to see real-time experiences.

This reappraisal of the original game, 12 years after release, was one of the core reasons the sequel got the green light. Animation director Simon Ridge agreed with Hope’s thoughts on the growing audience for the original game’s survival-horror style, adding that, ultimately, the extended wait for the sequel gave the developers more feedback and a larger audience to inform their plans for Isolation 2.

“What was such an important part of that first game was that cat and mouse gameplay with the alien itself, and to the point about time passing since the original game, I think it’s allowed us to see that audience appreciation in action,” said Ridge. “As you said, if we had gone straight into the sequel right after the first game, we wouldn’t have had this great opportunity to get perspective and see so many players over the years who really appreciated what worked well with the game. That really informs us of how you build upon it in a meaningful way as well, because you say you get that confirmation of what people like about it, and that helps us build a better experience for the sequel.” 

Another interesting point Hope added during our interview was that, in addition to the horror genre seeing a rise in recent years, there’s also been an explosion of livestreamed entertainment on YouTube and Twitch, which horror games have benefited from. Alien: Isolation 1 in particular became a hit for livestreamers, which the devs credit for adding to the mystique, and best highlighted how the dynamic encounters with the alien shifted with every playthrough. 

In the upcoming sequel, Hope stated that the developers want to lean into those gritty, player-made survival stories. In particular, it was an opportunity for the developers at Creative Assembly to finally act on the growing momentum for one of their most original games.

“We were a little anxious as to whether there’s an audience out there that would be into this type of horror game again, but it’s been so fantastic over the last decade seeing people connect with it and for that audience to grow even more,” said Hope. “Today, people are still discovering it for the first time, and it still holds up really well as a fantastic experience. This continuous momentum has been really rewarding, and I guess, it’s the thing that gives us our foundation for the sequel. Alien: Isolation was by no means a perfect game, of course, but I think it did many things really well, and we want to build on those strengths for Isolation 2.”

Steam Deck 2 – Valve Engineer Says “We’re Definitely Getting There”

Steam Deck 2 – Valve Engineer Says “We’re Definitely Getting There”

Now that Valve is finally ready to release the Steam Machine, it might be time for the company to start looking to the future, and more specifically, to a potential follow-up to the Steam Deck. In an interview with IGN, engineer Pierre-Loup Griffais noted that we’re closer to seeing a Steam Deck 2 than ever before, and that “we’re definitely getting there.”

Griffais had previously spoken about Valve being “hard at work” on a new Steam Deck, and back in April, said that everything that the company has worked on since – the Steam Machine and the new Steam Controller – are building up to the company’s future hardware plans. “And we expect Steam Deck 2 will be a lot of the same,” he said, “where a lot of what we’re doing here will be learnings that build up to it.”

Designer Lawrence Yang had noted back in 2024 that Valve was waiting for a “generational leap” in hardware before it starts working on a follow-up to the Steam Deck. “We’re not going to do a bump every year. There’s no reason to do that.”

As for the current state of hardware, Griffais has said that the wait for such a generational leap still continues. While there have been chips, like Intel’s Arc G3, they still have to strike the right balance between raw horsepower and efficiency for a handheld device.

“I think a lot of them are more low-end laptop chips or playing in that sort of form factor that are then repurposed for handhelds and maybe not leading to, I guess the trade-off that we would’ve chosen in terms of power and better life and that and all that,” he explained.

While R&D efforts might have hit a roadblock due to ongoing shortages in memory and storage components, Griffais has noted that Valve is continuing its work towards the next generation of its hardware. “We’ll definitely be talking about that in the coming years, but right now we’re focusing on [Steam] Machine.”

Interestingly, rumors from April have indicated that Valve has been targeting a 2028 launch window for its next-generation Steam Deck. However, according to known leaker KeplerL2, these plans might get delayed due to memory shortages. However, these delays might lead to even better hardware in the next-gen handheld since Valve isn’t using semi-custom chips unlike Sony’s PS6 and Microsoft’s Project Helix.

In the meantime, Valve has confirmed that the most basic version of the Steam Machine, with 512 GB of storage and no included Steam Controller, is priced at $1,049. The company said in a statement that it couldn’t subsidize the hardware costs of the Steam Machine due to its nature as an open Linux-based PC. Since the company couldn’t guarantee additional revenue through Steam purchases by potential buyers, it had to make sure that the system isn’t sold at a loss. The same openness was also described as one of the few things that Valve is “religious” about, since it enables anyone with a PC to come up with an idea and implement it in their own way.

OD Will Have a System For Players That Are Too Scared to Continue, Says Hideo Kojima

OD Will Have a System For Players That Are Too Scared to Continue, Says Hideo Kojima

Kojima Productions has been working on Xbox console-exclusive horror game OD for quite some time now, and aside from a spooky trailer, little information has been revealed about it. In an interview with Entertainment Weekly, director and studio founder Hideo Kojima teased some details about the horror title, and even spoke about how scary it is going to be.

He was also cognisant of people who might want to play a game directed by him but don’t quite have the stomach to handle scary experiences in horror games. For players like that, he said that he has thought up a system that will allow them to experience OD as well.

“I wanted to go beyond the limit of the ‘scariness’ that other games had reached,” he said about OD. “It’s a single-player game, and I wanted to make it as scary as possible. But for those that might stop playing when it gets too scary, I have thought of a system that will allow them to keep going. I can’t say much more, because it’ll give too much of a hint on the system, and I could get in trouble for saying too much!”

Kojima also spoke about the difficulty of getting OD made, noting that he had already come up with the concept when the original Death Stranding was still in development. He recalled that many companies he pitched the project to called him “crazy”, saying that they didn’t understand the general concept.

“I wanted to do something new. I wanted to do something different,” he says. “I had this OD concept since I was working on DS1 [Death Stranding] and I was working on it just by myself. I can’t reveal much detail, but it’s something that no one has ever seen before. A new game system.”

“I pitched to many people, to the big companies, and also to the up-and-coming companies. All of them said the same thing. They said that I’m crazy, and that they really don’t understand the concept — that they will not be able to do it.”

Ultimately, the title started development under Xbox thanks to a deal made between Kojima and former Xbox CEO Phil Spencer. Current CEO of the division, Asha Sharma, even went as far as calling it a “deeply moving game”.

OD was announced all the way back in 2023, and Kojima Productions had confirmed that it was making use of Unreal Engine and MetaHuman to make the game. While details remain scarce, the game is also expected to use Microsoft’s cloud technology in some way, and Kojima has gone as far as to call it “a game, but also a movie.” Owing to the fact that the studio has been busy with Death Stranding 2: On the Beach until last year, as well as 2024’s SAG-AFTRA strikes, development on OD was slow.

Earlier this year, Kojima said that the studio will largely focus on the development of OD and espionage game Physint in 2026. Of the two, OD is expected to come out first, and Physint has just entered the “preparation” phase, which involves casting actors and scanning.

Valve is making it easier to build your own Steam Machine

Valve is making it easier to build your own Steam Machine

The Steam Machine is the talk of the town, largely because Valve’s bitesized PC-console hybrid is going to cost a small fortune. Even if you do have over $1,000 to drop on the device, you’ll still need to navigate a randomized reservation queue designed to stop scalpers.

In short, it’s going to be very expensive and rather difficult to get your hands on Valve’s latest hunk of video game hardware, but the company has a solution: build your own.

During a recent interview with The Verge, Valve programmer Pierre-Loup Griffais explained the company has been focused on improving SteamOS to bolster compatibility with desktop hardware.

SteamOS is a Linux-based (Proton compatible) operating system developed by Valve that has been optimized specifically for gaming. It provides full access to the Steam ecosystem and powers hardware such as the Steam Deck, Steam Machine, and Legion Go S.

Starting with the recent release of SteamOS 3.8.10, Valve had deployed a range of compatibility updates to allow users to cobble together their own Steam Machine “using whatever PC parts you want.”

Related:Report: EA conducts layoffs in Hyderabad, India and the US

Griffais explained the operating system is now more compatible with recent Intel and AMD platforms. He also confirmed Valve has a “growing team” working on Nvidia driver support for SteamOS and said the company is collaborating “very closely” with the tech giant.

Although Nvidia support might not arrive this year, it’s something Valve is working on in the background. 

According to Griffais, Valve is committed to ensuring it’s possible (and relatively straightforward) to run SteamOS on most PC hardware—with the company focused on streamlining a rather finicky installation process (that has so far required the use of a Steam Deck recovery image) and delivering a winning user experience on console-like PC setups.

“If you have something that is similar to the use case of a Steam Machine, where you have a PC that’s gonna be plugged into a TV, and has a single hard drive that you’re not going to try and dual boot […] you can put SteamOS on there, and you’ll have an experience that is very similar to a Steam Deck docked or a Steam Machine, with some caveats [like a lack of HDMI-CEC support], of course,” said Griffais. 

“[But] the core bits of the experience are there. The SteamOS graphics driver, the shader precompilation […] you can get at all of that with the SteamOS.”

Given RAM isn’t getting any cheaper, it might not be that much more affordable to engineer your own Steam Machine—but it’ll at least be an option if stock is in short supply.

Related:Ubisoft eliminates 93 roles in San Francisco

Assassin’s Creed Black Flag Resynced Could Be the Comeback Fans Have Been Waiting For

Assassin’s Creed Black Flag Resynced Could Be the Comeback Fans Have Been Waiting For

Assassin’s Creed Black Flag Resynced is arriving at an usually pivotal moment. See, Black Flag is remembered in many quarters as the purest iteration of Assassin’s Creed, before the series sprawled toward systems-heavy RPG mechanics and overly-vast, if undeniably beautiful, open worlds. Edward Kenway’s beloved adventure occupied a distinct, swashbuckling fantasy whilst cohering to the Assassin series’ identity, and it’s this combination the developer has struggled to recapture in the thirteen years since.

Making Black Flag Resynced’s timing feel even more essential, however, is that the industry hasn’t fully satisfied the pirate fantasy popularised in the Jackdaw’s wake. And, with the developer searching for a renewed sense of direction – with both Assassin’s Creed and as a multi-national company – this remake carries significant weight. For them, it isn’t just about nostalgia; it’s about proving to players that they understand why one of the series’ most revered entries still has relevance. And, so far, as pre-order sales are mounting, it seems like players are starting to resonate again with what the developer is offering.

When Assassin’s Creed 4 Black Flag launched in 2013, it refined the Assassin’s Creed formula by shifting focus toward the fantasy of piracy while still anchoring the series’ core identity. It balanced high-tailing, open seas exploration and discovery with urban, line-of-sight parkour and stealth, feeling both expansive yet grounded. Crucially, you weren’t signposted by systems or narrow progression paths. You were set loose across the Caribbean, free to chase naval battles, treasure, and story at your own pace. In many ways, Black Flag was Assassin’s Creed at its most accessible, its most confident, and arguably its most culturally resonant.

What followed, however, wasn’t always a meaningful evolution for the series. Assassin’s Creed Unity and Assassin’s Creed Syndicate adhered closely to the established formula, but were beset by technical issues and growing sense of repetition, signalling series fatigue had set in.

Assassin’s Creed Origins was the developer’s response, a reinvention toward full-scale RPG design”

Assassin’s Creed Origins was the developer’s response, a reinvention toward full-scale RPG design, with Odyssey and Valhalla following suit. These games were commercially dominant, sure, but they shifted the series away from the immediacy that Black Flag did well to maintain. See, the act of being an assassin became increasingly more of a dormant layer within a more demanding structure, and it took until 2023’s Assassin’s Creed Mirage before the developer scaled back to stealth.

Then came Assassin’s Creed Shadows, a title that openly straddles the series’ two conflicting identities. To be clear, the franchise hasn’t failed so much as splintered, splitting between blockbuster RPG’ing and the focused, character-driven drama of its roots.

Seen through thirteen years of retrospect, Black Flag stands as both a high point and as arguably the last time the series nailed freedom and focus alike.

Tack onto this the enduring appeal of pirate fiction, and how the genre has proven surprisingly difficult for other games to realise. Sea of Thieves has found long-term success, but has leaned into multiplayer chaos and emergent storytelling, leaving a narrative-driven structure back at port. And despite years of development, Skull and Bones arrived as a systems-driven, live-service experience, with a mobile-style grind that fails to capitalise on pirating’s romanticism. Even more experimental takes, like last year’s Like a Dragon: Pirate Yakuza in Hawaii, show that pirate themes still have appeal, although that Yakuza spin-off stopped short of fully embracing them.

Truthfully, Windrose – launched recently into early access – appears the closest to realising Black Flag’s blend of authored narrative, player-driven freedom, and cinematic spectacle, with sea shantiness and open sea sailing of its own. Windrose, unlike those other pirate games, knows how it should feel to be the scourge of the seven seas.

The game still has a few updates ahead before it becomes the real pirating deal, and this is where Assassin’s Creed Black Flag Resynced is poised to swoop in and plunder an audience hungry for a fully-fledged pirate adventure.

The developer has confirmed that the remake will retain the original’s focus, bypassing the overwhelmingly dense RPG-like systems of Origins, Odyssey, and Valhalla. And what’s more, the original’s drawbacks are being addressed, namely the tedious “tailing” missions, with stealth mechanics and pirate lore both being expanded. And, with next-gen ocean-rendering technology, the Caribbean has never looked more authentic, aside from, you know, actually being there in real life.

There is, however, an underlying apprehension. The remake’s association with the developer introduces unavoidable scrutiny, shaped by the troubled development of Skull and Bones. Years of delays, shifting directions, and a lukewarm reception on release has cast a shadow on Black Flag Resynced. Given the same studio is at the helm, there are questions of execution and of trust. For players and the developer alike, Black Flag Resynced isn’t just an opportunity to revisit a classic, but it’s a test of whether the studio behind it can deliver a polished experience at a level fans and newcomers of the original game deserve.

Black Flag Resynced, then, represents an opportunity for revalidation, for the developer, sure, but for the company themselves on an institutional level.”

By and large, Black Flag Resynced’s player base know what they want from a remake, and are perhaps encouraged by the iteration shown, but it is possible that few will be fully committed until the remake’s promises are realised on launch.

Black Flag Resynced, then, represents an opportunity for revalidation, for the developer, sure, but for the company themselves on an institutional level. A smooth, well-received launch won’t just restore confidence in an ailing team, but could re-establish the developer’s place across the industry. See, as corporate and financial pressures have intensified, the developer has undergone numerous restructuring efforts, including studio closures and mass layoffs as part of a wider reassessment of its production pipeline. At this juncture, it feels like the developer couldn’t do anything but remake Black Flag – it’s a comparatively low-risk release with potential to reap substantial returns, both financially and in reputation.

Furthermore, Black Flag Resynced is the first title to emerge from the company’s newly unified structure, where consolidating all of its flagship franchises under one banner should bring tighter creative oversight and streamlined focus moving forward. Again, pre-order figures point to Black Flag Resynced delivering a home run, and it’s that potential success the developer are banking on to demonstrate that structural changes are enough to address creative challenges.

Still, Black Flag Resynced likely won’t be measured purely on technical upgrades, nor performance or nostalgic appeal. No, the remake has potential to reconnect with something more fundamental: the sense of identity Assassin’s Creed has been wrangling with in the years since the original Black Flag. Also, it could present the most fully-realised pirate fantasy yet, the blueprint laid out by the original that the industry has yet to truly replicate.

If it falls short, however, the implications will be hard to ignore. At worst, it would reinforce the notion that the series’ past successes are firmly in the rearview mirror, growing more distant as time goes by. The developer has burned a lot of goodwill to get to this stage, so even revisiting the enduring legacy of Assassin’s Creed 4: Black Flag might not be enough to steady the ship longterm. However, if there’s one title in the company’s canon that can restore former glory, it’s Black Flag. Now, all we can do is wait for July 9th, but if pre-order hype is any indication, the remake looks set to end the year as one of the biggest releases.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

After Years of Live-Service Chasing, Single-Player Games Are Winning Again

After Years of Live-Service Chasing, Single-Player Games Are Winning Again

In the years after Fortnite took over the live-service scene, the space became a very attractive option for eager publishers looking to carve out a piece of what was seen as a very lucrative, and previously unconquered, frontier in modern gaming. There was also Destiny, which did quite well alongside Apex Legends, GTA Online, and Warzone.

The notion that every franchise could be an ongoing source of engagement and revenue was an idea that was admittedly too good to pass up. It also could create interesting ways to keep players coming back for more. On paper, the concept worked, and things were looking pretty good for live-service titles all around.

But things have changed. Where single-player games once looked like stories that ended and could not be monetized forever, they are now the frontrunners of a new kind of push: finished products that deliver a certain experience, and feel complete in the process. Perhaps that concept should never have been abandoned in the first place? Here’s what we’ve got to say on the subject.

A Dream Built On Simplicity

As always, we’re going to open up our look into live-service’s merits with the positives first. It’s easy to see how the space was a very attractive option for publishers and developers. For starters, it was a way of sustaining revenue after a game’s launch, and a way to increase its shelf life and lower dependence on one-time sales.. It was also a way to maintain player engagement, allowing a developer to keep its audiences invested in an experience in a way that was previously impossible once they rolled the credits on a title. Battle passes, cosmetics, and the like were all ways to keep a game feeling alive, almost as if it was growing alongside the characters we were playing in them.

A live-service approach could turn a game into a platform, building a dedicated community of players around it that could withstand the test of time, which was certainly among the hardest challenges that any developer tried to beat. In an industry as competitive as modern gaming, the concept of a live-service title was certainly valid, and there’s no disputing that. But what went wrong? How has modern gaming pivoted back to crafting single-player experiences that could be seen as a one and done deal?

Well, we’d argue that while the live-service model was a brilliant idea for games that could support it, too many eager publishers attempted to implement it in games that could not support it. There was a gap between what could work, and the reality of how audiences would respond to games that might have been perceived as inferior thanks to efforts to make them feel like they were better off as a standalone, objectively complete experience.

The problem arose when publishers began to believe that every game could be a great addition to the live-service genre, a mistake that has now brought things full circle. Concord is probably the best example of this, as we’re all quite familiar with how Sony’s expensive premium-looking shooter crashed and burned before it even had the chance to show off what it could do. The damage extended beyond its scope, leading Sony to cancel two other projects that might have even succeeded had Sony not been as pushy as it had been with live-service titles.

But that’s speculation. What remains is the fact that live-service hasn’t collapsed because players hate multiplayer titles. We’ve got enough examples of successful ones on that front. But a market like that has the space for only a handful of games that have their players revisiting them regularly enough to keep them profitable in the way that they’re intended to be. The live-service space became a fight for scraps of time that players simply did not have enough of.

Instead, the gaming world has pivoted back to a safer, arguably more engaging approach.

Going Back To The Basics

You don’t have to look too far to see the truth in that argument. Sony’s recent State of Play began and ended with single-player experiences that hold a lot of promise, and have been generating quite a bit of hype. Marvel’s Wolverine and Laufey are evidence of a very deliberate showcase language, one that showcases PlayStation’s identity as a home for cinematic, single-player titles. That’s always been evident with titles like Marvel’s Spider-Man, Ghost of Tsushima, The Last of Us, the Horizon games, and Uncharted.

PlayStation’s live-service push through studios like Bungie, Firewalk, Haven, and a few others signalled a sort of change in priorities for the brand that did not end well enough. It wasn’t that PlayStation isn’t going to be a strong live-service platform if it manages to get the right title under its umbrella. But it has since realized that it needs to remember what kept people buying its consoles in the first place, and that live-service can no longer define the brand.

Over at Xbox, things are similar and perhaps a tad more intriguing. The brand’s recent strategy has been confusing, with some games aiming to be present across platforms even as others remain exclusive to it. Things get even more muddled when you factor in Game Pass, Xbox on PC and handhelds, and an entire ecosystem built around letting players get to their games no matter where they may be.

However, the recent Xbox Games Showcase threw a spanner in the works, with both Gears of War: E-Day and Clockwork Revolution being exclusive to the platform, and both of them aren’t timed ones at that. It’s proof that while a live-service game can, and perhaps should, exist everywhere thanks to its need for scale, single-player experiences are still ones that are able to define a platform, and effectively communicate its value to its intended audiences.

But what has caused this change of heart?

A Safer Way

It’s not as if single-player games come without any of the risks that their live-service counterparts carry. They’re still subject to critical and commercial scrutiny in a world that’s becoming increasingly discerning about games considering how expensive they’re becoming. But those are risks that are not just clearer, but also ones that developers and publishers have been dealing with from modern gaming’s early days.

A single-player title could easily win its target audiences over with a strong trailer or by being a part of a known IP. A good review score could mean improved sales for it while a clear launch window lets the hype around a desirable title build on its own (looking at you, GTA 6). The promise of a complete story is one whose value cannot be denied, as are the benefits of a finite marketing campaign. Hell, even a premium price could be seen as a way to increase the perceived value of what a game is bringing to the table.

When you compare that to what a live-service game needs to do to stay relevant, it’s easy to see why gaming’s big names are looking to return to releasing single-player games. While a single-player title needs to convince its players to pick up a copy and enjoy it, a live-service one needs them to do that and keep coming back to it for it to turn a profit. The former is like a restaurant that needs you to swing by a few times, but the latter is a place that needs you to move in, and consistently engage with what it’s offering for it to be valuable across the board.

We believe that distinction is best demonstrated by the wave of remakes and remasters that have come our way in recent years. Risk reduction is a major part of it, as such titles are taking players to familiar places to meet familiar faces, while giving them new ways to enjoy a game that was already among their favorites. The safest ways in 2026 aren’t merely single-player titles – they’re ones that are already names that garnered a lot of trust back in the day, and continue to do so today.

The same could be said for all the horror titles we’ve been seeing recently. Such games don’t need you to spend 500 hours with them. Instead, they need you to enjoy their atmospheres, the tension they bring, their pacing, and of course, all the memorable moments you’re likely to face when you’re dealing with whatever threats they throw at you. That makes them an almost natural counterpoint to live-service titles, and the notion that less content could also be as impactful as an abundance of it immediately comes to mind when you think of games like Onimusha: The Way of the Sword, Silent Hill f, and Resident Evil Requiem.

But does that mean the live-service genre is entirely dead? Not quite.

Nearly Gone But Not Forgotten

There’s still a lot to gain from having a successful live-service title. For the ones that manage to win, the benefits are certainly enormous. You only have to look at titles like Fortnite, Call of Duty, GTA Online, Minecraft, Roblox, Genshin Impact and its many imitators, and so many more to see how the genre can, and will continue to, generate a lot of revenue while keeping players firmly invested in the gameplay loops they sign up for.

But the notion that every publisher has the chops to cook up titles that can manage such a feat is certainly a thing of the past, and rightly so. It’s a matter of playing to one’s strengths, and being aligned with the potential of a concept that’s being shaped into a full-fledged experience. The idea of live-service hasn’t died out at the top, but in the middle where expensive projects launched to the sound of crickets, with the players that were supposed to be in their worlds already busy with other ones that had them more interested.

It’s a signal that audiences are tired, not of playing multiplayer or online games, but of ones that demand their loyalty on a nearly endless basis. There isn’t enough time to hop between titles that need you to engage with them regularly, and that’s why single-player titles have now come back as a refreshing change of pace that bring a polished, focused, and complete experience to the table.

On that note, we’re going to cap this one off by saying that it’s a welcome return to what’s been a very strong component of modern games, but it’s equally important to acknowledge how some games have managed to rise to astronomical success by making their players want to come back to what they’re offering.

Either way, the important part is to have fun, as we always say.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

EA Sports UFC 6 Interview – Flow State, The Legacy, Console Performance, And More

EA Sports UFC 6 Interview – Flow State, The Legacy, Console Performance, And More

EA recently released the newest entry in its UFC series – UFC 6 – and as you can see from our review, we’re certainly fans. However, we were also left wondering about quite a few questions about UFC 6. Thankfully, EA Sports has been kind enough to indulge us by providing details on a variety of subjects, from post-launch support, to console performance targets.

UFC 6 is placing a much bigger emphasis on fighter identity and personal stories this time, especially through The Legacy, Career Mode, and Hall of Legends. What was the core creative goal behind making the experience feel more personal, rather than just building another fight-to-fight sports game?

One of our core ambitions for UFC 6 was to deepen players’ connection to the fighters and the sport. We felt that if we were going to invest heavily in making fighters look, move, and fight more authentically than ever before, we also needed to give players a reason to care about who those fighters are.

That philosophy shaped a lot of the game. We wanted to move beyond simply recreating fights and instead help players understand the journeys, rivalries, challenges, and defining moments that make these athletes special. Every fighter has a story, and UFC 6 is built around bringing those stories to life both inside and outside the Octagon.

That thinking ultimately led to experiences like The Legacy and Hall of Legends, while also influencing how we evolved Career Mode. Whether you’re following Chris Carter’s journey, reliving iconic moments from UFC legends, or building your own path through the UFC, we wanted every fight to feel like it mattered because of the people involved, not just the result.

“One of our core ambitions for UFC 6 was to deepen players’ connection to the fighters and the sport.”

The Legacy introduces Chris Carter’s journey from the regional MMA scene to the UFC. How does this standalone prologue help onboard players into UFC 6’s systems while also giving them a proper narrative hook before Career Mode begins?

One of the challenges with previous Career Modes was balancing onboarding with long-term progression. New players needed to learn the systems, while returning players often found the mandatory onboarding long and repetitive, especially as it was tied to each new Career run.

The Legacy allowed us to solve both challenges simultaneously. It acts as a narrative-driven prologue that introduces players to the fundamentals of gameplay, training camps, progression systems, and decision-making through the context of Chris Carter’s story.

Because players are emotionally invested in Chris’ journey, the onboarding feels much more natural. Instead of teaching mechanics through isolated tutorials, we teach them through meaningful moments that support the narrative. By the time players reach the UFC, they have learned the core systems organically while also developing a connection to the characters and rivalries that define the story.

Once The Legacy concludes, players transition directly into Chris Carter’s UFC career, carrying their choices and experiences forward into the larger Career Mode experience.

Career Mode has been reworked to get players into the UFC much earlier, with more emphasis on choices, rivalries, social media, training, fitness, and long-term momentum. How much more reactive is this mode compared to UFC 5, and what kind of consequences can player decisions have over the course of a career?

Career Mode is significantly more reactive than it was in UFC 5. One of our major goals was increasing player agency and making decisions feel meaningful.

We overhauled our dialogue and narrative systems, expanded the number of events dramatically, and introduced more situations where player choices create lasting consequences. Decisions can influence finances, training opportunities, relationships, rivalry development, progression paths, and even the types of opportunities that become available later in a career.

Dialogue tree complexity has been considerably expanded, far beyond a single decision leading to new outcome loops, usually triggering a complex set of branching opportunities that are revealed to the player throughout multiple weeks/fights. The back end structure we built targets fans playing multiple career runs: our goal here is to offer a wide array of depth and breadth that makes each run feel different and refreshing, while organically reflecting their actions with much higher accuracy than UFC 5.

We also wanted Hype and Fitness to have a more meaningful impact on player decision-making. Players are constantly balancing short-term gains against long-term goals, and there is rarely a single “correct” answer. The result is a career experience where players feel more ownership over the journey and where different playthroughs can evolve in very different ways.

“We also wanted Hype and Fitness to have a more meaningful impact on player decision-making.”

UFC 6 reportedly expands the number of story events and dialogue choices significantly over UFC 5. How do these systems change the pacing of Career Mode, and how often should players expect meaningful decisions outside the Octagon to affect what happens inside it?

We expanded our narrative systems considerably in UFC 6 because we wanted decisions outside the Octagon to feel just as important as decisions inside it.

Compared to UFC 5, UFC 6 features significantly more narrative events, dialogue trees, and branching outcomes. Many of these events present players with choices that have meaningful gameplay consequences, whether that’s improving training opportunities, earning additional resources, developing rivalries, or influencing progression.

Our goal wasn’t simply to add more dialogue. We wanted narrative moments to serve as meaningful decision points that shape how players prepare for fights and build their careers. Players should regularly encounter situations where choices made between fights directly impact what happens when the cage door closes.

With training camps, fitness, hype, social media, and fighter condition all playing a bigger role, how does UFC 6 make the out-of-fight life of a UFC athlete feel important without slowing down the overall pace of the career experience?

We spent a lot of time refining that balance. We wanted the life of a UFC athlete to feel authentic and meaningful, but we also didn’t want players buried in menus or administrative tasks.

A big part of that effort was rebuilding our hubs and streamlining systems so players can quickly understand the impact of their choices. Information is presented more clearly, decision-making is more intentional, and actions tend to have more noticeable outcomes.

The result is that players spend less time navigating systems and more time making meaningful decisions. The out-of-fight experience becomes an extension of the overall strategy rather than something that interrupts the action.

Hall of Legends focuses on Max Holloway, Alex Pereira, and Zhang Weili. What made these three fighters the right choices for this mode, and how did the team approach representing their stories, cultures, rivalries, and defining career moments authentically?

Hall of Legends was built around the idea of celebrating the athletes who have helped define modern MMA and giving players a deeper understanding of why their stories resonate with fans around the world. Max Holloway, Alex Pereira, and Zhang Weili were natural choices because each represents a very different path to greatness. Their careers are filled with iconic moments, memorable rivalries, and personal journeys that have left a lasting impact on the sport.

What made the trio especially compelling was the diversity of experiences they brought to the mode. Max’s journey from Hawaii to becoming one of the most beloved champions in UFC history, Alex’s rise from kickboxing superstar to two-division UFC champion, and Zhang’s role in helping elevate MMA on a global stage each gave us unique stories to tell and distinct experiences to build.

Authenticity was a major focus throughout development. We worked closely with UFC archival footage, conducted extensive research, and collaborated with cultural consultants to ensure each Hall reflected the fighter’s background, achievements, and identity in a respectful and meaningful way. The environments, storytelling, and visual themes were all designed to capture the spirit of each athlete and the moments that defined their careers and the videos featured throughout the Halls were curated and edited by our team from hundreds of hours of UFC footage.

“Authenticity was a major focus throughout development.”

Hall of Legends seems to be part museum, part documentary, and part playable challenge mode. How do the interactive fight podiums work, and how much freedom will players have when exploring each fighter’s legacy?

Hall of Legends was designed as an interactive celebration of each fighter’s career, blending exploration, storytelling, and gameplay into a single experience. We wanted players to feel like they were stepping into a living museum where they could discover the moments, rivalries, and achievements that defined these athletes, rather than simply selecting challenges from a menu.

The interactive fight podiums are the centerpiece of that experience. Each podium represents a pivotal fight or career-defining moment. When activated, players transition seamlessly from curated UFC footage and cinematic storytelling into gameplay challenges inspired by what happened in the real event. Our goal was to create a stronger connection between the history of the sport and the gameplay itself, allowing players to experience and feel these iconic moments firsthand.

Player freedom was equally important. Every Hall can be explored at your own pace. You can spend time watching videos, interacting with exhibits, learning about a fighter’s journey and accomplishments, or jump directly into challenges and rewards through the pause menu. Nothing forces a specific path forward. We wanted the experience to feel personal and self-directed, giving players the freedom to engage with each fighter’s legacy in whatever way interests them most.

The new Flow State system is one of UFC 6’s biggest gameplay additions. How did the team balance making each fighter feel more authentic without letting certain Flow State perks become too dominant in competitive play?

The foundation of Flow State is authenticity, not power.

Our goal was never to give fighters arbitrary bonuses. Instead, we wanted to reward players for embracing the styles, tendencies, and strengths that make each athlete unique. The best Max Holloway player should feel different from the best Alex Pereira player because they’re succeeding through the same kinds of approaches that make those fighters effective in real life.

Flow State reinforces those identities by recognizing and rewarding authentic behavior. Whether it’s pressure, precision striking, counter-fighting, volume, or aggression, the system encourages players to lean into what makes a fighter special rather than treating every athlete as a collection of ratings.

From a competitive balance perspective, we were careful to ensure Flow State creates momentum, not inevitability. Entering Flow State can provide meaningful advantages, but players still have to earn those moments through smart decision-making and execution. Just as importantly, opponents have opportunities to recognize, disrupt, and respond to that momentum before it becomes overwhelming.

Ultimately, Flow State adds another layer of strategy while making fighters feel more distinct and authentic. It rewards players for understanding who these athletes are and how they fight, which aligns directly with our broader goal of bringing fighter identity to the forefront of UFC 6.

What kind of post-launch support can players expect after release? Beyond fighter updates, how substantial will the two planned expansions be, and can players expect new modes, Hall of Legends content, gameplay tuning, new fighters, or seasonal live-service updates?

Supporting UFC 6 after launch is a major priority for the team.

Players can expect continued roster updates, gameplay balancing, fighter additions, Fight Week content, challenges, rewards, and ongoing live-service support. We also have two major expansions planned as part of the Expansion Pass.

While we’ll share more details closer to their release, our ambition is for these expansions to deliver meaningful new experiences for players rather than simply incremental updates. We view UFC 6 as a long-term platform and we’re excited to continue supporting the game with new content and experiences throughout its lifecycle.

“Supporting UFC 6 after launch is a major priority for the team.”

On the technical side, what are the target resolutions and frame rates for UFC 6 on PS5, PS5 Pro, Xbox Series X, and Xbox Series S? Will each platform have separate Quality and Performance modes, or is the game targeting one unified visual/performance profile?

In general, we offer a single preset, handcrafted to guarantee the desired balance between performance and level of fidelity. This translates into different techniques and target resolutions across the supported consoles.

Diving more into specifics, here is a full breakdown:

Cinematics (30 fps)

  • PS5, PS5 Pro, Xbox Series X: TAA 4K DRS [1800p-2160p]
  • Xbox Series S: TAA 1080p DRS [900p-1080p]

Gameplay (60 fps)

  • PS5: FSR3 Native + DRS [1080p-1800p]->1800p + bilinear upsample from 1800p to 2160p. Typical internal resolution 1200p
  • Xbox Series X: FSR3 Native + DRS [1080p-1800p]->1800p + bilinear upsample from 1800p to 2160p. Typical internal resolution 1300p
  • PS5 Pro: Upgraded PSSR Native + DRS [1200p-2160p]->2160p. Typical internal resolution 1600p
  • Xbox Series S: FSR3 Native + DRS [600p-1080p]->1080p. Typical internal resolution 720p

Front End Main Menu (30 fps) Ray-Traced Direct Illumination enabled

  • PS5: FSR3 Native + DRS [1080p-1800p]->1800p + bilinear upsample from 1800p to 2160p. Typical internal resolution 1200p
  • Xbox Series X: FSR3 Native + DRS [1080p-1800p]->1800p + bilinear upsample from 1800p to 2160p. Typical internal resolution 1300p
  • PS5 Pro: Upgraded PSSR version Native + DRS [1200p-2160p]->2160p. Typical internal resolution 1600p
  • Xbox Series S: Ray-Traced Direct Illumination disabled, TAA 1080p DRS [900p-1080p]

Our intent is to target a unified visual/performance profile on all the platforms.

Will UFC 6 support PS5 Pro-specific enhancements at launch? If yes, is the game using PSSR or Enhanced PSSR, and what improvements should players expect in image quality, internal resolution, anti-aliasing, crowd detail, hair rendering, sweat, skin, cloth simulation, or replay quality?

Yes, specifically:

  • Latest version of PSSR instead of FSR3, providing reduced aliasing and ghosting.
  • Higher internal and target resolutions, increasing overall image clarity.
  • Improved shadow maps filtering, providing improved shadows and reduced jaggies.

Ray-Traced Ambient Occlusion (RTAO) is fully supported during gameplay and replays, making the overall scene feel more grounded by using scene wide information (vs screen space on other platforms which would present disocclusion artifacts), being able to capture finer details, small cavities and precise objects contact.

For PS5 Pro, is the goal to deliver a higher-resolution 60 FPS experience, a cleaner 4K output via PSSR, improved visual settings over base PS5, or any 120 Hz/high-frame-rate option for supported displays?

The main goal for PS5 Pro on UFC 6 is to deliver a higher-resolution 60fps experience, cleaner 4K output via the latest PSSR version, and improved visual settings over base PS5.

On Xbox Series X, what is the target resolution and frame rate compared to PS5 and PS5 Pro? Are there any platform-specific differences in visual settings, loading, crowd density, physics quality, replay frame rate, or animation fidelity?

Xbox Series X is at parity with PS5, but runs slightly faster and is able to typically push a higher internal resolution than PS5 (1300p vs 1200p).

PS5 Pro is able to push higher internal resolution, higher fidelity settings, AI upsampler and even raytraced effects within the same frame budget.

Crimson Desert Update 1.12.00 – 10 Major Fixes You May Not Know

Crimson Desert Update 1.12.00 – 10 Major Fixes You May Not Know

We’re back again with everything that’s in the latest 1.12.00 update for Crimson Desert. The developer is continuing to make meaningful changes to the game, as it has been doing for the past few months, and this one turns the developer’s focus to the housing and crafting systems. But that’s not all, as there have been a few changes to combat, Damiana, and Oongka’s functionality, fixes to a few progression blockers, and quality-of-life additions.

So, what’s new? Let’s dive right into a list that’s quite intriguing.

1. Exterior House Decorations

You’ve spent hours placing every bit of furniture and decorations just right inside the house you’re given early into your efforts to reassemble the Greymanes. What started with a simple flower basket is now an elaborate setup that reflects your growth and the extent of your travels.

All of that’s fine, but it didn’t make sense that the exterior of your house was as drab as your camp when you first set it up on Howling Hill. Not anymore! You’ve got a ton of options to add to your home’s exterior, and it’s quite a treat!

2. A Bunch of New Housing Items

There are fifty-eight new items that you can collect and add to the exterior of your homes. Yes, you read that right. They include Sotdaes, fountains, an assortment of facilities, braziers, wells, lights, carpets, automata toys, hanging pots for your plants, a music box, and even furniture for your pets in case they’re ones who prefer hanging out in the open instead of within your four walls.

That’s a lot of stuff to pick up and play around with, and this one’s going to keep you completionists and decorators quite busy until the next update arrives to overwhelm you with more stuff.

3. Workstations and Looms

The addition of all those new items for your houses is accompanied by new crafting options. The Workstation and Loom are where you’re going to go to get started with decorating your house’s exterior. There’s a Workstation in Hernand, at the Timberhand Saw Mill, as well as the Greymane camp, while a loom is waiting for you at the Hernand tailor shop.

Crafting recipes for items can be found in shops, won from claw machines, crafted in crafting missions for flower baskets, the newly added boxes of fortune in the Mystery Shop, and from orb roll challenges. That’s a great way to weave in new additions with exploration and gameplay instead of merely dumping them into shops.

4. More Integration For Damiane and Oongka

It’s almost a tradition at this point for Damiane and Oongka to have something added to their repertoire with each passing update, and this one’s no different. They can both equip the Visione now, which was an oversight that should have been remedied a long time ago. Well, better late than never. Additionally, they can now mount Blackstar, the noble dragon, finally recognizing them as valuable allies.

Oh, and they can now read memories and can learn Nature’s Snare through observation, which should give them an edge against those pesky flying enemies who attack at range.

They also get the cool loading screen that Kliff gets if you’re booting up the game with either of them as your last played character.

5. Sliding Chain Attacks

This one might not seem like much, but we can tell you that having chain attacks at your disposal while sliding immediately improves combat flow by a significant margin. If you hate having to have a little break in your momentum after trading blows with an enemy, this one’s going to have you grinning as you flit seamlessly between foes to sustain a continuous barrage of attacks that they’re going to struggle to keep up with.

6. Preserving Settings On Retrying Bosses

While observing enemy attacks to pick up new skills is cool and all, it gets really annoying when you have to do it time and time again if you’re the type who likes to hoard Palmar Pills and just restart a tough fight from scratch. It’s especially annoying on hard mode when your concentration could break thanks to a pop-up about a new skill.

That’s now a thing of the past, and it also extends to the primary and secondary weapons you had selected, your element of choice, arrows, food, and consumable items. Diving back into the fight with all the right stuff already in place is very welcome and can reduce a lot of friction that arises from having to select it all again in the heat of battle.

7. New Gear And Accessories

We’re pretty excited about this one as we like our warriors looking and feeling their very best every time they step out into Pywel. There’s the Greymane Light Armor for Kliff, alongside five new helmets for you to make more unique looks for him. Those include the Silent Conqueror Plate Helm, Sentinel of Tenacity Helm, Feral Sentinel Helm, Steelmaw Plate Helm, and the Sentinel of Trust Helm.

Damiane gets a pair of Honorary Cloth Gloves for her contributions to the Greymane cause. There’s also the new Greymane Signet accessory for those of you who are doubling down on being representatives of the Greymanes wherever you go in Pywel.

8. Improvements To Knowledge And Collectibles

There are a few new Knowledge entries that are now obtainable even if you’ve finished associated quests, an omission that’s sure to be good news for those of you who’ve been getting annoyed by incomplete lists thanks to your inner completionists. You can now get the entries for Exploding Bismuth Spiders, Jar Back Crabs, Darksworn Armor Spectral Soldiers, and Jared.

It’s always a good thing to reduce the number of missables in a title as big as this one, and this is definitely a step in the right direction for Pywel.

9. UI Improvements and Beyond

It isn’t just new content and combat tweaks with this one, as the settings menu is now easier to navigate thanks to being able to switch to the first or last entries from either end of a menu, while the Collectibles chest now clearly tells you what you already own and what you still need to find out in the world.

Furthermore, the disappearance of enemy icons from the minimap under certain conditions has now been addressed, and you’re prompted to set the minimum font size you prefer when you’re booting up a new game. That’s certainly a boon for readability, clarity, and reduced friction when navigating the game’s menus, where you do spend a fair bit of time as you go about your business. We’d call it a win for accessibility.

10. Miscellaneous Improvements

Last but certainly not least are fixes that improve on minor, yet important aspects of the experience that Pywel has to offer. Crashes have been addressed, as have performance and frame drops in certain conditions. Additionally, landing issues when you’re using Blackstar or a wyvern have been addressed, too.

There have also been fixes to NPC follow behaviour, housing placement, crashes when switching weapons after you use Nature’s Echo, controls not responding when you try to fire a shotgun while riding a wagon, and blocked progression during some missions.

Well, that’s another long list of fixes for us to test out alongside all of you dedicated Greymanes out there. We’re not going to keep you any longer, and hope our paths cross, either in Pywel or when the next awesome update to Crimson Desert comes along. Stay safe, fellow Greymanes, and don’t let those Black Bears gain an inch of land while you’re at it!

Steam Machine pricing starts at $1,049 for 512GB model

Steam Machine pricing starts at $1,049 for 512GB model

The Steam Machine—Valve’s bite-sized SteamOS-based console/PC hybrid hardware—is now available for pre-order, and lands with a price tag more comparable to a dedicated video game PC than a TV-based console. The price tag raises interesting questions about Valve’s ambitions for video game hardware, and reflects how AI-driven component shortages are choking the affordability of all computer hardware.

Valve is releasing two versions of the Steam Machine with different built-in memory sizes. A 512GB Steam Machine costs $1,049 ($1,128 with a Steam Controller), while a 2TB Steam Machine costs $1,349 ($1,428 with a Steam Controller).

The pricing does reflect the device’s hybrid nature. Like the Steam Deck, the Steam Machine is a Linux-based device that runs PC games on SteamOS, either through a native version or a compatibility layer called Proton. It can easily be used like a console in front of a TV, or at a desk like a personal computer. It can play more types of games than a $500 digital-only PlayStation 5, but isn’t as powerful as a prebuilt PC meant for video games, like the $1,800 ROG Strix G15DS

Related:We tested the Steam Controller

Unlike a traditional PC, the smaller form factor makes it easier to place in different home enviroments.

Valve has acknowledged that an ongoing shortage of memory and other hardware components driven by obsessive demand from generative AI companies has driven up the price of the Steam Machine and its predecessor, the Steam Deck. It’s unclear what original price point Valve hoped to sell the device at, though an interview with Aftermath and a blog post from the company offer some clues.

The blog post details why Valve doesn’t think of the Steam Machine as a traditional console, with one major element being that the company isn’t selling the hardware at a lower price to drive software adoption. “The traditional console model is to sell hardware at a loss and make up the revenue with subscription services or by selling games that are locked-in to the hardware,” the company stated. “We think this can make sense for a single business in the short term but that open ecosystems are better for customers over the long term.”

Meanwhile according to Aftermath, Valve engineer Pierre-Loup Griffais and designer Lawrence Yang suggested that the $200 price increase of the Steam Deck OLED (a 43 percent increase) as “a ballpark estimate of how much the Steam Machine’s target had moved.”

That may mean Valve originally hoped to sell the Steam Machine for anywhere from $200 to $500 cheaper, depending on how it measured the price increase and the cost of components, assembly, and shipping.

Related:‘Millimeters matter:’ Making the Steam Controller ‘just work’ on day one

#DRIVE Rally PS5 Review – Racing To Forget

#DRIVE Rally PS5 Review – Racing To Forget

Getting behind the wheel in #DRIVE Rally, I was immediately captivated by its simplicity. This isn’t a racer that needs you to pay attention to every little detail about your car. Nor does it need you to gauge perfect braking distances and racing lines when you’re hitting tight corners or hairpins. You just engage your handbrake just about enough to make your wheels take the turn without losing too much momentum, and then floor it to try and make up for the speed you lost over the course of the maneuver.

There’s a case to be made for that kind of racer. It’s fun, and the art style on offer takes you back to a time when this was all a racer could do. It’s plug-and-play at its best, and the lack of a learning curve is probably among its most welcoming features. There isn’t even a minimap to let you know what’s coming. Instead, you’re going to have to rely on your co-driver’s inputs, anticipating turns based on what they’re telling you, and shaking off crashes that would total your ride in the real world, bolstered by their reassuring words that you’re doing a half-decent job despite the impact.

The cel-shaded graphics support that kind of insanity, working well to present #DRIVE Rally as a title that doesn’t take itself too seriously. The graffiti-like menus and UI, the minimalistic HUD, and the lack of complex textures are all factors that let you focus on what matters the most in this one: the road and your ability to maintain your dominance over it. That isn’t to say that this is an ugly-looking game, far from it. But it also isn’t going to win any prizes on the visual front. They’re there to service the illusion of roads that are designed to test your reflexes more than your driving chops, and that’s the end of it.

The races themselves are not too challenging to be inaccessible, but they’re decidedly biased towards you, the player. Generous time frames let you dominate local leaderboards, progressing through championship stages with impunity to unlock a bunch of new cars and wads of cash in the process. If rally driving were as simple as the races I’ve taken on in this one, I’d be quite a rich man by now. Alas, this one isn’t a reflection of the sport, and it doesn’t need to be.

“If you finish a race in one of the game’s many regions as part of a Championship, you’ve seen more or less everything that the region has to offer, barring a few surprises.”

What it needs to be is fun, and it manages to do that reasonably well. At least for the first hour or so of playing it. Your co-drivers vary from region to region, and are a fun bunch up until you exhaust all of their available lines. They then become a symbol of the repetitiveness that creeps into every aspect of the experience. If you finish a race in one of the game’s many regions as part of a Championship, you’ve seen more or less everything that the region has to offer, barring a few surprises. I’m not going to forget barely avoiding a collision with a speeding train as I zoomed past a crossing anytime soon. But those surprises are too few and far between to make things interesting once the novelty wears off.

There’s a bit of humor in the mix, with your co-drivers often dropping quips about the situation. One of them even tells you that you’re driving with the consistency of a solid brick, for crying out loud. That one made me hit pause to chuckle to myself before I dove back into a race that felt like I’d done it a thousand times before, although it was only my third event in that particular region. I would have loved to see more variety in each region between races, but that simply isn’t a part of this one.

Of course, the Free Roam and Quick Race modes are there to break up the monotony, but they suffer from precisely the same problem. The former tasks you with finding all the letters of a specific word in a map that ditches fixed race tracks for a sort of racing sandbox, but it wasn’t enough to keep me invested in it long enough to spell out the word ‘pretzel’. Quick races are fun, but they’re also just more of the same thing that’s already on offer in Championships.

“The default controls were a tad too sensitive for my liking, and things don’t really get better from there despite a bit of tweaking.”

The Party mode is something that I can see being a fun way to pass an evening if you’ve got a few buddies to pass your controller to. You decide on a track, and each of you picks a car from all the ones you’ve managed to unlock up until that point. You could also choose to spend some of your in-game cash on unlocking new rides if you really like one that isn’t available to you. Each of you then takes a turn racing through the selected track, trying to achieve a time that the others can’t beat. It could be a nice way to enjoy your downtime and spend a lazy evening with something fun to do, but serious competitors are going to find more to enjoy in other titles.

The default controls were a tad too sensitive for my liking, and things don’t really get better from there despite a bit of tweaking. You’re going to be relying on your handbrake a lot in this one, and the lack of a rewind feature is quite frustrating when you face an inevitable crash that adds seconds to an otherwise perfect run through a tricky track. The game ran fairly well on a base PS5, although there was a lot of pop-in that proved very distracting, and I did encounter a single crash during my time with this one.

The audio isn’t much to write home about either. It’s serviceable enough to get the job done, but don’t expect to hear accurately reproduced engine sounds here. The soundtrack did stand out, though, and is probably my favorite part about #DRIVE Rally. I did find my co-drivers voices to be muffled when routing the audio through my TV’s soundbar, but using a good pair of headphones addressed that concern fairly well.

“If you’re in the market for an arcade racer that’s aimed at more casual players, this one might be up your alley.”

With all that’s been said, you’ve probably guessed that #DRIVE Rally isn’t something I can recommend if you’re a racing enthusiast. But if you’re in the market for an arcade racer that’s aimed at more casual players, this one might be up your alley. It’s a great option for young players and is probably going to keep them entertained for more than a few hours. Its asking price justifies what’s on offer, and picking it up on sale should make it even more attractive as an option.

However, it’s not something I can see many players returning to once they’re done with it, unless they’re specifically looking for something to pass a few hours with. Its repetitive nature takes away from the fun you could have if it had more variety in each region, and the gameplay loop doesn’t do too much to switch things up, even when you try racing in other regions. This one works best as a fun distraction, and is probably something you’d revisit when you wait on a more exciting title to download in the background, but that’s about it.

This game was reviewed on PlayStation 5.

The Real Reason Modern Games Take So Long to Make

The Real Reason Modern Games Take So Long to Make

Games really should be faster to make, shouldn’t they? After all, engines have grown in power, middleware is more abundant, and hardware architecture now semi-ubiquitous. So what gives?

Okay, gross over-simplication aside, here’s the bottom line: stronger tools have enabled loftier ambition, and that ambition has spiralled. Longer development cycles and skyrocketing budgets means the reality is fewer releases per studio. What’s more, expectation has grown in tandem with studio ambition. Publishers want bigger worlds, deeper mechanics, and sharper fidelity to match improvements in game development infrastructure, while players want value for money.

Neither can sustain the other indefinitely. What we have is a game development paradox, where slower timelines drive anticipation, and vice versa.

It wasn’t always like this. While the PS2-GameCube-Xbox generation of the early 2000s is remembered as a golden age for game development, where newfound complexity met creative freedom, it’d be remiss to class this era as easier. Shorter, linear experiences were common, with fewer systemic elements layering atop one another, but these were symptoms of weaker hardware. Ambition was contained behind limitations; fully-realised, but always with trade-offs.

In many ways, the spiral started here. As development tech grew in power, the scope of expectation grew alongside, and ambition came along for the ride. Soon enough, games needed cinematic presentation, seamless worlds, systemic design, and more. The genie was out the bottle, and everything started taking longer to build.

The arrival of x86 come the PS4 and Xbox One, however, removed some hardware friction. Migrating to a PC-like architecture made games easier to develop as studios found themselves already familiar with how it operated. Meanwhile, pre-established toolsets brought efficiency gains, and unified codebases made cross-platform releases more achievable. Game engines like Unity and Unreal Engine eroded technical barriers further, as studios adopted a universal framework which needed minimal adaptation to function smoothly.

“The arrival of x86 come the PS4 and Xbox One, however, removed some hardware friction.”

But, rising expectations still loomed large, from publishers who were requesting even bigger worlds, even sharper fidelity, with more features, more platforms, more content, post-release roadmaps, and so on. And then there’s all the tertiary requirements: community support, creator management, marketing, et cetera. We’re in a climate where expectation occupies many fronts.

The sheer volume of creation has led to one inevitability: bottlenecks. And if we zoom back into game development, comparing and contrasting the then and now, asset production, specifically, has grown exponentially more complex. See, a door used to be just a door. A flat texture, a simple animation, and maybe a loading trigger. Now it needs detail; material texture, lighting consistency, physical interaction, sound design, and more to behave correctly in every possible game state. Likewise, a tree was once a simple background dressing, as was a forest or distant mountain. Now it needs detailed geometry, wind simulation, and optimised draw distance across multiple vantage points. Multiply that across an entire biome, throw in emergent NPC behaviour or dynamic weather, and the scale of modern game development becomes clear. It’s not that the assets are harder to make, it’s that everything is now an asset, and they need to be of tangible high quality at that.

Yet, despite these bottlenecks in the production pipeline, countless AAA experiences – open world games, especially – seldom feel succinct. They’re bloated and long-winded, often trying to merge systems-driven, RPG-like mechanics with cinematic presentation. Now, we’re not steering toward a black and white argument here. It’s not: large open world equals bad. Remember, we’re assessing why so many games take an ice age to develop, so if two different production pipelines run at once – systemic and mechanical design alongside mocap-acted cinematography – then it’s bound to take a long time. Modern AAA development, quite often, isn’t just about making a game but making a movie and simulation simultaneously.

And look, even after all the assets are locked-in there’s still quality assurance to undertake. See, modern games don’t tend to ship on a single platform. They launch across consoles and PC hardware setups, with performance modes, accessibility options, store compliance, and more to account for. Every variable is like a moving target, where a fix in one area could break something in another. Viewing, again, through the lens of AAA design, with open worlds, branching quests, and emergent systems, then there are thousands of possible interactions which need to be tested. It isn’t just about squashing bugs; the bigger and more complex a world becomes, the harder it is to say conclusively that it works.

“Even after all the assets are locked-in there’s still quality assurance to undertake.”

Of course, work of this scale demands enormous budgets. Even games with sales in the millions that we’d otherwise assume were successful can struggle to recoup costs. As a knock-on effect, publishers now think of their shiniest titles in the context of a wider ecosystem, encompassing endless engagement, DLC, subscription-based services, and even cross-media expansion. Take Remedy Entertainment, for instance, whose 2019 release Control had sold upwards of two million units by 2021, yet this wasn’t claimed as a hit by the Finnish outfit. Sales reached four-and-a-half million by 2024, but Remedy had already signed an agreement with Annapurna to fund the game’s sequel, Control Resonant, alongside adapting both Control and Alan Wake to TV and film. This strategic partnership isn’t necessarily about ensuring survival, but it does underline a big-budget game’s need to sustain beyond sales.

Mentioning Remedy is pertinent to this discussion too, as the studio often avoids the long cycles between releases that are hampering the industry elsewhere. Instead, they’ve found a way to move faster. And, they’re not alone either: Insomniac Games, Resident Evil and FromSoftware share the same knack for haste. Delving into why, we can see that they each emphasise the same underlying philosophies for constraint, reuse, and organisational structure.

In Remedy’s case, they control the scope of their experiences tightly, while proprietary game engine Northlight allows them to build multiple projects in parallel without reinventing its tools. Elsewhere, Insomniac Games use a ‘leapfrog’ pipeline with multiple dedicated teams working across overlapping projects, supported by asset reuse and first-party finances. Meanwhile, FromSoftware leans into iteration, reusing core mechanics, animations, and design frameworks while maintaining a flat creative structure which allows for faster decision making.

The unifying theme, however, is discipline. Each of these studios builds on what they’ve already accomplished, avoiding unnecessary sprawl to keep their creative focus narrow enough to develop quickly. In an industry chasing size and breadth, these three studios show that speed comes from knowing what to leave out.

“FromSoftware leans into iteration, reusing core mechanics, animations, and design frameworks while maintaining a flat creative structure which allows for faster decision making.”

Of course, smaller, indie-focused teams avoid gargantuan gaps between releases too, despite using the same tools as their AAA counterparts. And, perhaps owing to more modest budgets and less investor pressure, the indie scene has blossomed into a hotbed of creativity and experimentation. They’re showing conclusively that it isn’t the development tools that are causing mass slowdown, but AAA’s tendency for colossal overreach.

Annual releases, like sports titles, ship quickly too, and interestingly they almost-always rely on trade-offs and constraints, like the trio of studios just-mentioned. Reused assets, recycled animations, and lightly refreshed mechanics ensure these titles hit their periodic release windows, but their iteration is seldom received positively.

If there’s demand for wholesale refresh without lengthy development cycles, then looking ahead, generative AI might unfortunately become more commonplace. It can accelerate asset creation while reducing costs, but it also raises difficult questions around ethics, authorship, and the role of developers themselves. Looking at generative AI from an art perspective, it has potential to hasten creative processes, but there’s widespread worry it’ll be deployed as an expression of creativity itself. If used morally, then faster production is possible.

Ultimately, games aren’t taking longer because developers have become less efficient. They’re taking longer because ambition, expectation, and cost has been spiralling. Development tools continue to improve, but that only pushes targets further away.

How I wish we were still stuck in the good old PS2 era. But then we wouldn’t have the insane graphics and production values that we all crave today, right?

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Godot tolerates ‘some AI assistance’ but will reject ‘slop’

Godot tolerates ‘some AI assistance’ but will reject ‘slop’

Godot veteran Rémi Verschelde has stressed the free, open-source game engine is not being “vibe coded” after some users expressed concern over its current generative AI policy.

As it stands, the guidelines covering pull requests (PR) discourage generative AI usage and prohibit contributions made entirely using tech such as ChatGPT, Claude, Grok, and more. Yet, use of the divisive technology is permitted in some instances, including for translation purposes and single-line code completion. 

“We acknowledge that AI can be useful, but we are convinced that human effort results in better and more relevant contributions,” read the current guidelines. “If you do use AI, we expect that you put in effort to proofread and improve anything it generates, and that you disclose what you used AI for. As maintainers spend significant time reviewing your code, please make sure that the code you submit is well-tested and functional. Please be respectful of their time and only submit something you have put thought and effort into.” 

Related:French union STJV to commence national strike outside Quantic Dream

Verschelde—who has spent almost a decade working on the engine and co-founded major Godot backer W4 Games—has moved to provide additional context and claimed the Godot foundation and maintainers remain “fairly critical” of generative AI usage.

“I see some concerns raised about Godot’s policy on contributions using AI. TL;DR: Godot isn’t vibe-coded. As a whole, the Godot foundation and maintainers are fairly critical of AI usage, and don’t make nor accept vibe-coded contributions. Godot doesn’t include AI features nor intends to add any,” he said in a thread on Bluesky

“Our policy tolerates some AI assistance in the contribution process (‘some’ is load-bearing: debugging, searching for information, surgical changes to existing code). I know it’s already crossing the line for a number of people, for valid reasons, and I fully respect that position.” 

In February, Verschelde said “AI slop” pull requests had become overwhelming for those attempting to maintain the engine. To address that issue, he explained Godot is preparing to roll out a more detailed generative AI policy that will be published soon. “It’s a bit more restrictive, but not strictly a blanket ban,” added Verschelde. 

He also suggested the idea that Godot is now “full of slop” is a wild misconception. 

“Any slop PR is automatically rejected, as simple as that,” Verschelde continued. “All other PRs are submitted by humans who are expected to take responsibility over the code they submit, and they undergo a PR review by expert maintainers to ensure quality. They need to understand it, test it, be confident in the implementation, be willing to help maintain it if it’s merged.

Related:‘Larger budgets and longer schedules do not lead to better games:’ Thank You For Your Application recoups dev costs in 22 hours

“Likewise, they need to be able to assert copyright over it. That precludes any substantial vibe-coding. If a PR has an AI disclosure, or signs of undisclosed AI usage, it gets scrutinized more as we mechanically trust it less (especially from new contributors).” 

Verschelde explained Godot maintainers merged around 47 pull requests with AI disclosures out of 3,700 over the past two release cycles—so around 1.27 percent. That included some submitted by Verschelde himself, who has been experimenting with the technology to better understand its impact.

“I’m well aware that AI is a sensitive topic, and that some of you may be upset to learn that Godot even tolerates some of it,” said Verschelde. “I believe we have a fairly pragmatic stance that keeps AI at arm’s length, based on our experience maintaining Godot for 12 years. I know that won’t satisfy everyone.”

City of the Wolves Showcases Fist of the North Star’s Kenshiro in New Trailer

City of the Wolves Showcases Fist of the North Star’s Kenshiro in New Trailer

SNK Corporation has released a brand-new trailer to prepare for the arrival of Fist of the North Star protagonist Kenshiro into the Fatal Fury: City of the Wolves roster. Kenshiro will be arriving this month, and the trailer, which you can check out below, gives us a better look at his various abilities in the game. The trailer has also confirmed that Kenshiro will be playable in Episodes of South Town, complete with the ability to get level up by getting into various fights.

As you might expect, Kenshiro is largely equipped with close-range abilities based on his pressure-point-focused martial art – the Hokuto Shinken. The martial art focuses on causing internal damage to Kenshiro’s targets by targeting specific hidden pressure points throughout their body, destroying it from the inside. SNK has described his in-game combat style as being “highly technical”, since quite a few of his moves will revolve around status changes and combo options that leave the opponent guessing.

Kenshiro in Fatal Fury: City of the Wolves is being voiced by Clayton Alexander in English, and Shunsuke Takeuchi in Japanese. His arcade mode story revolves around Kenshiro trying to figure out why he is in the strange world of Fatal Fury. However, the answers to these questions will have to wait, since Kenshiro has to ensure that the weak stop suffering at the hands of tyrants in South City. To do this, he has decided to enter the new King of Fighters tournament in the hopes of confronting Wolfgang Krauser.

In Episodes of South Town, Kenshiro will be able to meet popular Fatal Fury characters like Terry and Mai, among others. The story here largely revolves around a strange miasma spreading across the city.

Kenshiro is available as part of the Season 2 pass of Fatal Fury: City of the Wolves, available for $19.99.

The character was first announced as making his way to Fatal Fury: City of the Wolves all the way back in Japan. At the time, the trailer didn’t really give us any indication of his gameplay. Rather, it focused on setting the tone and involved Kenshiro showing up just in the nick of time in a city ravaged by dust and pollution before a young girl and a child are about to get assaulted by some thugs in an alley.

His June release window was announced back in March with a new trailer that, while still avoiding any gameplay reveals for Kenshiro, at least gave us our first look at his in-game design.

Kenshiro will be the sixth character coming to Fatal Fury: City of the Wolves as part of its Season 2 pass. SNK has confirmed that it has plans to release six more characters in the coming months before wrapping the game’s second season up. The last character added to the roster was Mr. Karate, who arrived back in May. Season 2 has also brought in Kim Jae Hoon, Nightmare Geese, Blue Mary, and Wolfgang Krauser.

Fatal Fury: City of the Wolves is available on PC, PS4, PS5, and Xbox Series X/S. For more details, check out our review from back when it first came out.

French union to commence national strike outside Quantic Dream

French union to commence national strike outside Quantic Dream

French labor union Le Syndicat des Travailleureuses du Jeu Vidéo (STJV) is calling for a national strike across the country’s video game sector on June 25, 2026, in protest of major layoffs that continue to decimate companies such as Ubisoft and Quantic Dream. 

STJV said an “exceptional disastrous situation” requires an equally exceptional response and explained the French video game industry is currently in a critical condition. 

The strike will begin with a picket outside the Paris office of Detroit: Become Human developer Quantic Dream, which last month cancelled Spellcaster Chronicles and confirmed it was preparing to downsize. According to STJV, the studio could eliminate around 115 roles—representing a quarter of its workforce in France. 

STJV members include employees at notable French companies such as Ubisoft, Don’t Nod, Quantic Dream, and Spiders—all of which have been accused of mismanagement by the union in recent years.

Related:‘Larger budgets and longer schedules do not lead to better games:’ Thank You For Your Application recoups dev costs in 22 hours

As instability and upheaval continues to engulf studios across the video game industry, STJV has called on rank-and-file employees to hold management to account for a crisis it claims was avoidable. 

“After years of warnings about particularly difficult working conditions, and after securing convictions against numerous companies for their illegal activities and shortcomings, studio closures and layoff plans are now multiplying in France and abroad. Let’s not fool ourselves into thinking these factors are unrelated,” said the union in a statement shared online.

“The failure of our leaders to train and retain a skilled workforce, their repeated abuse against workers, their deep-seated stance against unions, their incompetence in project management, and their inability to listen to warnings have all directly led to the current situation. This crisis was avoidable, but our bosses chose to drive blindly towards disaster.”

STJV is also demanding the French government stop subsiding video game companies without adequate oversight, and claimed the rise of generative AI tools and an overreliance on outsourcing mean working conditions will only continue to deteriorate.

“We know that this situation will only repeat itself and even worsen if habits and processes are not fundamentally changed. Workers must have a voice so that management stops imposing foolish and harmful decisions that lead to the predictable failure of projects, which endangers workers. Democracy must prevail in the workplace,” added the union.

Obsidian Entertainment is Facing a Class Action Lawsuit for Wage Theft, Breaking Labor Laws

Obsidian Entertainment is Facing a Class Action Lawsuit for Wage Theft, Breaking Labor Laws

Obsidian Entertainment – a studio known for games like Avowed, Grounded, and The Outer Worlds 2 – is now facing legal troubles. The company is facing a class action lawsuit alleging that it has “engaged in a systematic pattern of wage and hour violations”. The lawsuit is being handled through a PAGA (Private Attorneys General Act) firm, and targets Obsidian for having broken the California Labor Code and Industrial Welfare Commission (IWC) wage orders.

The main argument of the lawsuit is that “non-exempt employees”, like QA testers, weren’t paid adequately for their time despite being forced to work overtime and having meal and rest breaks denied to them. The current iteration of the lawsuit is an amended complaint, which was filed in January 2026, with the original lawsuit having been filed all the way back in October.

In this lawsuit, Obsidian is being represented by Fisher & Phillips – a law firm known for focusing primarily on corporate defense, handling aspects like mitigating corporate risk, defending companies from employee lawsuits, and handling labor union negotiations, among other things. The primary defense by Obsidian’s lawyers, filed back in March, posits the idea that the affected workers had “consented to and/or acquiesced in the alleged conduct by Defendant of which Plaintiff now complains.”

The law firm is also attempting to ensure that this lawsuit never reaches the courtroom by trying to invoke a forced arbitration clause that would involve both sides of the suit entering arbitration instead of a courtroom with a judge.

The company has also filed a response where it “denies, generally and specifically, each and every allegation”, and has requested that the lawsuit be “dismissed in its entirety with prejudice”, which would mean that it could not be filed again.

The plaintiff has alleged that Obsidian’s practices resulted in increased profits, and that the company had failed to “pay all wages (including minimum wages and overtime wages).” Money that was supposed to be due “upon separation of employment,” as well as parts of regular wages, were also not being paid in a “timely manner”. Other alleged violations of employee rights include the lack of law-mandated rest breaks and not reimbursing “necessary business-related costs” or providing “accurate itemized wage statements”.

The class action lawsuit is open to be joined by “all persons currently or formerly employed by any or all Defendants as nonexempt employees in the State of California at any time between October 9, 2021 and the date of class certification,” and “all members of the Class who separated their employment with any or all Defendants at any time between October 9, 2022 and the date of class certification.”

The goal of the lawsuit is to seek “monetary relief” for those affected by Obsidian’s actions, which have also been described as wage theft. This relief includes “unpaid wages, unreimbursed business expenses, benefits, interest, attorneys’ fees, costs and expenses, and penalties” that it should face due to its violations of the state’s Labor and Civil Procedure Codes.

No more details about the lawsuit have come out since then, and neither Xbox nor Obsidian Entertainment have made any statements about the matter.

The Witcher 4 Studio’s Co-CEO “Has Doubts” If Generative AI is “The Path to Follow” to Make Games

The Witcher 4 Studio’s Co-CEO “Has Doubts” If Generative AI is “The Path to Follow” to Make Games

While CD Projekt co-CEO Michał Nowakowski has already spoken about how he doesn’t think that generative AI can “sit down and make games”, he has now reiterated his thoughts on the subject in an interview with EDGE Magazine’s Knowledge newsletter. As caught by GamesRadar, Nowakowski recalls a conversation he had with another game developer about the use of generative AI. This unnamed developer, he said, was using AI at his new studio, and was discussing how the tool had accelerated his company’s development pipelines.

“I was in a conversation with a person who started a studio and was telling me: ‘I’m running a primarily AI-based studio. I can have 40 prototypes within a week, two weeks from now I can have five games that I chose are going to be the best, and three weeks from now, I’m actually launching a game.’” Nowakowski went on to note that he still had doubts about whether this concept would even work out.

“Maybe that’s going to be successful, but I have some doubts whether this is really the path to follow.”

Nowakowski had last spoken about the use of generative AI in game development during an earnings report from back in December 2025. At the time, he said that the studio had no plans to hire more ‘classic’ IT people to integrate generative AI tools in its development pipelines.

“We are not really hiring ‘classic’ IT – but I understand this is supposed to be about gaming industry talent – the availability of talent has perhaps increased a bit over the past three years, but I’m not sure I’d actually ascribe it to AI, to be perfectly honest – some studios have been going through turmoil; there were some project closures and so on, which led to many redundancies in the gaming industry; we’ve all seen that – it’s been very dramatic in many cases – but – literally kill me here, but I don’t recall a single time when it would be attributable directly to AI,” he explained.

He then went on to note that the studio was using AI tools in “productivity areas”, and while he didn’t explain what it meant, he noted that these tools aren’t capable of handling the creative aspects of game development.

“At least I don’t know about that. And as for reducing headcount thanks to AI – I don’t imagine that. Our usage of AI is mainly in the productivity areas, and that’s where we see the largest benefits of that. The benefits are real, they’re meaningful, but it’s not a situation – and I’m unaware of such a situation – where AI could ‘sit down and make games,’ he said. “That’s our take. It doesn’t mean it’s not gonna be useful, but it’s not gonna be making The Witcher 5, or 6, or anything like that.”

There have been quite a few recent conversations about the use of generative AI. Palworld developer Pocketpair’s head of communications and publishing, John Buckley, said that the company doesn’t plan on using these tools because “gamers don’t want it.” On the other hand, Crystal Dynamics has confirmed that generative AI was used in the earlier processes of the development of Tomb Raider: Legacy of Atlantis.

Fireteam Elite 2 Director Promises “Infinite Ways” to Coordinate With Teammates

Fireteam Elite 2 Director Promises “Infinite Ways” to Coordinate With Teammates

Aliens: Fireteam Elite 2 is adamant about improving the customisation from the original, especially with the introduction of the Specialist class. However, it hasn’t stopped there, as players can also use new elemental damage and customize their weapons in a myriad of ways.

Such is the variety available that director Chris Cross says four medics could enter a mission with completely different loadouts. Speaking to TechRadar, he said, “There’s enough customization that you can take four medics in, and they’ll all be different.

“It’s mostly weapon synergy, damage synergy, ability synergy. It’s funny, you would think that four medics are not as offensively capable, but actually, you can take a poison medic and drop off a med station that puts poison out; it’s almost a cheat code, because almost everybody’s running at overclocked helps. It’s totally awesome.”

He also touted an “infinite amount of ways to coordinate with your buds, on how you want to kit up as a group…You could customize to your heart’s content.” Of course, all these different methods of dealing damage will need to be managed carefully since friendly fire applies at higher difficulties. As Cross notes, crouching becomes “very important” to avoid any unwanted team-killing.

Aliens: Fireteam Elite 2 is out this Summer for Xbox Series X/S, PS5, and PC with a release date yet to be confirmed. Unlike its predecessor, up to four players can team together as you scour the universe to combat the Xenomorphs. Not that they’ll make it easy for you, especially since they’re smarter and have new types in their ranks.

You can check out the entire Prologue here, which highlights just how much more tense and chaotic encounters can be. Alongside the campaign, Fireteam Elite 2 also features new Horde maps where you’ll face waves of increasingly challenging foes for greater rewards. We’ve yet to see how different it is from the first game, so stay tuned for updates.

Hidden Mountain to “Expand” Vertical Exploration for a “Multi-Layered Experience”

Hidden Mountain to “Expand” Vertical Exploration for a “Multi-Layered Experience”

The content never stops for Where Winds Meet, with not one but two multi-part expansions released thus far. July kicks off another with Hidden Mountain, where players venture to Bujian Mountain and interact with the Mohist Sect.

Aside from the new Hand Guard Discipline, which adds a more fist-heavy combat style to the game, very little is known about the expansion’s content. And while Everstone Studio is holding off until it gets closer to launch, it did offer a few teases in an interview with WCCF Tech.

As Eric Zheng, Head of Publishing, explains, “Unlike previous regions, this is our first attempt to explore and showcase the beauty of cliffs and summits. To bring this vision to life, we’ve significantly enhanced the region’s atmosphere and environmental detail through three core elements: wind, light, and stone.

“Dappled sunlight dances across rugged mountainsides, the wind echoes through the forests, and ancient stone paths bear the marks of time. Together, these elements help create a world that feels tangible, immersive, and alive.”

Also, unlike the flatter environments that players have usually traversed, Everstone is aiming to “expand exploration vertically, crafting a multi-layered experience.” It should feel new and exciting, and a significant shift from the chases through the Imperial Palace.

However, the underlying theme for Hidden Mountain is “humanity’s pursuit of wisdom and knowledge.” “If Hexi was a tribute to timeless poetry and painting, then with Bujian Mountain, we want to honor the ancient sages’ pursuit of reason and ultimate ‘truth,’” says Zheng.

“This expansion explores a deeper theme: humanity’s pursuit of wisdom and knowledge. Throughout history, countless people have devoted their lives to seeking answers. Whether their conclusions proved right or wrong, their pursuit of knowledge has continued to push humanity forward, inspiring generations across time and expanding the boundaries of what we believe is possible.”

There will be a new campaign to venture through, and given the game’s combat-heavy approach, you can expect some challenging new foes, so stay tuned for more details in the coming weeks. In the meantime, Where Winds Meet recently launched for Xbox Series X/S, joining the likes of PS5, PC, iOS and Android. The free-to-play open-world action RPG has also crossed 80 million players in its lifetime.

A Realm Beyond Aims for “Zen-Like Fluidity” With Its Flight Mechanics, Says Toys for Bob

A Realm Beyond Aims for “Zen-Like Fluidity” With Its Flight Mechanics, Says Toys for Bob

As much as Gears of War: E-Day, Clockwork Revolution and other first-party titles hogged the spotlight at the Xbox Games Showcase, Spyro: A Realm Beyond had its fair share of attention. Not only is it the first mainline title since The Legend of Spyro: Dawn of the Dragon, but it looks to elevate the franchise to new heights. Quite literally, in fact, as it promises true dragon flight.

Toys for Bob has discussed this before, but in an interview with GamesRadar, associate creative director Lou Studdert said the team is aiming for “a zen-like fluidity; we want chaining of moves and exploration – for you to really be interacting with the environment as this quadruped who is its own unique beast.” It’s all for the sake of enabling players to seamlessly transition between exploration on the ground and in the skies.

And it’s far from a gimmick. “Honing in on that feeling, that experience, has been our north star. We want to push the sense of wonder, adventure, and awe that this franchise uniquely delivers,” said Studdert.

But is there a danger of diverting too far from what made the original trilogy, which Toys for Bob remade to great success? Studdert points to the studio’s experience with Crash Bandicoot 4: It’s About Time. “What we like to do when we start working on a new project, especially if it is an established IP, is to really hone in on what emotions it brings out.”

Studio head Paul Yan added, “That tension is so real, right? I’m proud of the team. They are thinking that through very thoughtfully, and listening to the community as we do. Because you have these two extremes: If you stick too much to nostalgia, then you basically just rehash what’s been done before; and on the other extreme, if you innovate too much, then all of a sudden players don’t recognize the series anymore.”

Thankfully, those who enjoyed the Reignited Trilogy should feel right at home with A Realm Beyond. “We learned a lot during the development of Reignited,” continued Yan. “We’ve carried a lot of those lessons forward into A Realm Beyond – and obviously they are very different projects; we aren’t recreating classics this time. But we’ve built up a confidence in our instincts for what feels tonally right for this character, and I can’t wait for fans to see the direction we’re taking the series in.”

Spyro: A Realm Beyond launches in 2027 for Xbox Series X/S, PS5, PC, and Nintendo Switch 2. For more details on how the flight mechanics work and how Toys for Bob is designing its worlds around the same, head here.

Campaign Evolved Won’t Have Theater or Photo Modes, Or Post-Launch Content Like Firefight

Campaign Evolved Won’t Have Theater or Photo Modes, Or Post-Launch Content Like Firefight

Halo Studios managed to avert too much ill-will for Halo: Campaign Evolved by recently clarifying the requirements for its local co-op mode. Unfortunately, those looking for certain features such as Theater or Photo Mode may end up disappointed all the same.

In an extensive Q&A on Halo Waypoint, the developer said, “The Blind Skull, which hides your HUD UI, weapons, and hands from view, combined with the Acrophobia Skull, which allows you to fly, should be able to provide some incredible screenshot opportunities, but there are no current plans for a Photo Mode or Theater Mode in Halo: Campaign Evolved.”

“Current” plans could mean something changes down the line. But at present, the development team isn’t looking to add any more content post-launch, be it story DLC, more Skulls, customization options or even Firefight. “Halo: Campaign Evolved is meant to focus on remaking the original campaign of Halo: Combat Evolved and providing three fun, new prequel missions. There are no plans to expand the game into a live service with continued content or feature additions.”

And no, there won’t be a demo either. While this has never really been a thing for the franchise, pre- and post-Bungie, Halo Studios’ objective seems pretty clear: “If you’re excited and want to get your hands on the game as soon as possible, you can pre-order the Premium Edition and get up to 5 days of early access beginning July 23, 2026!” Long story short, if you want to play early, then prepare to pay.

For what it’s worth, though, the Premium Edition costs $70 and also offers other bonuses like additional skins and the digital story and art collection. Those not keen on advanced access can fork over $50 for the Standard Edition, which is pretty reasonable. As for the lack of Theater Mode and plans to support the title after launch, well, we’ll let you be the judge.

Halo: Campaign Evolved launches on July 28th for Xbox Series X/S, PS5, and PC. It will also be available on day one for Game Pass Ultimate and PC Game Pass.

Total consumer spending on games topped $60B in the US in 2025

Total consumer spending on games topped $60B in the US in 2025

The total consumer spending on games topped $60 billion in the US in 2025, according to the latest report by the Entertainment Software Association (ESA).

As shown in the ESA’s 2026 Essential Facts About the US Video Game Industry report, video games are outpacing consumer spending on movies, TV, and music combined.

Sourced via Circana, the total figure amounts to $60.7 billion. This is made out of $52.3 billion spent on content, $5.4 billion on hardware, and $2.95 billion on accessories. The figure is almost as high as 2021, the year with the highest spending thus far at $61.7 billion.

The report also includes a breakdown from a US-based survey to showcase more details about the total consumer spending. It’s important to note that these surveys were conducted by YouGov in February of this year, with 13,545 total respondents.

The number of respondents includes 9,932 players who spend at least one hour per week playing video games on a smartphone, tablet, PC, console, or VR headset. Out of the 9,932, 7,971 are adults, and 1,961 are kids or teens. The remaining 3,613 are adults who either don’t play video games or spend less than an hour per week playing.

Related:Kabam consolidating LA office and making layoffs

As per the report, 43 percent of the surveyed consumers purchased a game. 33 percent were digital copies, and 24 percent were physical. It’s worth noting that 58 percent of respondents opted for a free download. 35 percent purchased a game subscription, and 19 percent borrowed, traded, or rented a game.

What attributes are deemed most important when considering a new game? Among total players over the age of 18, it comes down to price (52 percent), quality of gameplay (47 percent), interesting story/premise (41 percent), the game’s genre (41 percent), the quality of the graphics (37 percent), and whether or not it includes single player gameplay (37 percent).

When it comes to spending on cosmetic items and downloadable content, 58 percent of the surveyed players over the age of 8 have ever purchased in-game content. In decreasing order, this includes in-game currency (34 percent), skins or customization items (27 percent), season passes/battle passes (26 percent), expansion packs (26 percent), additional maps/levels (19 percent), and randomized content packs (15 percent).

The ESA report also has an interesting metric about parental direction when it comes to in-game purchases. 54 percent of parents purchased in-game content for their children. 93 Percent of parents who have purchased in-game content for their children said that they needed to approve purchases.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

PlayerUnknown Productions lays off staff and halts development

PlayerUnknown Productions lays off staff and halts development

PlayerUnknown Productions, the studio founded by Brendan “PlayerUnknown” Greene, is restructuring the team and halting development on Prologue: Go Wayback.

Announced via the game’s Steam page, the studio said it had to make a hard decision to “restructure our studio to a smaller team.” As “a result,” further development of Prologue: Go Wayback, which launched in early access in November of last year, will be halted.

“Our main priority at the moment is to support our employees during this difficult transition,” the studio wrote, without disclosing the exact number of staff affected or how they’re planning on supporting them.

The statement goes on to say that the studio hopes it can return to Go Wayback in the future. In the meantime, PlayerUnknown Productions is working on an update that will push the game out of early access and make it free-to-play.

For those who’ve purchased the game, the team is “investigating offering refunds” to customers.

Related:Kabam consolidating LA office and making layoffs

“Please stand by for more information on this over the coming weeks, which we will communicate here on Steam and on our Discord,” concludes the statement.

Greene, who worked on PlayerUnknown’s Battlegrounds (PUBG) as lead designer and director, and helped to popularize the battle royale genre, split from parent company Krafton to form his new studio back in 2021.

Since then, Krafton has held a minority stake in the new venture. The first project was the ‘Prologue’ franchise. In a statement at the time, the studio said the following: “Together with a team of game developers and researchers, we explore new possibilities of interaction and connection within the game space.”

A year later, Greene spoke about Artemis, which would be the next project after Prologue, which turned out to be a tech demo of sorts named Prologue: Go Wayback. Artemis, in turn, would be a game that incorporated blockchain technology. “I was fascinated with this idea of digital spaces, places where there are no real rules but a set of systems that you can use,” said Green of Artemis at the time. “That fascinated me, and still does. I never considered just walking away.”

PUBG sold over 70 million copies worldwide by mid 2020. Krafton has continued working on the IP, albeit with uneven results. In late March of this year, the publisher shuttered the 5v5 top-down tactical shooter PUBG Blindspot after being in early access for less than two months.

How Replaced devs fixed lore display bloat with a stylish gadget

How Replaced devs fixed lore display bloat with a stylish gadget

Replaced, a 2.5D pixel art adventure game released by Sad Cat Studios and Thunderful Publishing in April, originally had a lore problem. The narrative team wanted to feature a vast number of lore items with a graphical display, emphasizing the cyberpunk-meets-noir aesthetic. But this decision quickly bloated the scope of the project.

In order to combat this, game director Yura Zhdanovich was inspired by the GameBoy Camera and Sony’s Walkman to create an in-game device that can serve as a hub for scanned items (as well as a music player for songs found during the player’s travels).

The so-called Wingman can be opened at any time by protagonist Reach during exploration sequences. Rather than popping a menu up on screen, the camera shifts to a first-person perspective, showcasing the sci-fi gadget up close with a view of the protagonist’s hand manually controlling it.

“The hand animation itself is a heavily stylized 3D model with [full-screen] pixel post processing—that pipeline made iteration much easier,” Zhdanovich said over email. In Replaced, aside from some close-up shots during cutscenes, characters and key elements tend to be quite far away from the player’s vicinity, making the Wingman stand out.

Related:Resource management? Survival games are about time management.

Implementing the gadget was a lifesaver. At first, the protagonist would inspect different categories of items. This, as the director explains, would have required unique sets of animations for each group. In the final iteration, once you scan an item that has a lore entry, it automatically gets added to the Wingman. Everything is centralized in it.

The Wingman has a wheel on the right side. Whenever you scroll upwards or downwards, the hand matches the action with an animation, creating the fantasy of a tactile, grounded element.

Capturing this feel was important, considering retro tech like Sony’s Walkman was used as an inspiration.

“Nowadays we have lots of fidget toys that are here to compensate the lack of tactile interactions with objects/tech,” Zhdanovich says. “Everything we do on our smartphones is just tapping and swiping. You don’t get this satisfying snap of closing your flip phone anymore (and I would not risk a sassy closing flip with modern flip smartphones). So animating Reach’s hand and making all of the Wingman parts tactile was a part of us trying to immerse you in this world.”

Because of the Wingman’s change in perspective, the team had to be wary of edge cases when there are NPCs or obstacles around the character that can make transition look ugly. “It does not really pause the game, so we had to be mindful of restriction zones in the game where the player can’t actually use it,” he says.

Related:Analyzing Mouse: P.I. For Hire’s audacious worldbuilding – Narrative Notebook #4

There was another big consideration in mind: text legibility. This wasn’t related to the UI style—which is itself inspired by the first generation iPod. There’s a fine line between having a readable and unreadable text, since the gadget’s not exactly taking up all the screen real estate like a traditional overlay UI would.

The Wingman that never was (and the Wingman that will be)

Zhdanovich said the team wanted to add mini-games, more settings, and an animated cassette change process when cycling through music, which were left off the table. But hacking animations are still in process. A hacking add-on will be added in one of the post-launch updates planned for the game.

The team wanted for this hacking module to be present at launch, but as Zhdanovich explains, the idea for the in-game device came later in development. In a way, this helped to create visualization opportunities for some of the gameplay elements that the team was already working on, such as the video conference-style conversations that happen with key characters in the story.

The Wingman serves as a solution that both fits the in-game universe and saved the team time and effort with the plentiful lore entries. “The decisions have always been informed by one strong notion, which is “let’s not create extra entities—better make use of what we have to the fullest extent and support the core theme,'” the director says.

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

“It was a bit of a risk, especially in the screen real estate debate, but it paid off big time.”

PlayStation’s first party downturn and Microsoft and Valve sued

PlayStation’s first party downturn and Microsoft and Valve sued

I don’t believe in miracles but I’m turning 33 this Sunday, which is incidentally the very same day I’ll be heading to a Los Campesinos! gig to thrash around to an onslaught of timeless indie bangers. Sheer coincidence or divine intervention? I’ll let you decide.

On the off chance you want to commemorate the occasion, here’s a link to the group’s latest live album. A veritable feast for any lapsed emos out there. 

I’ll be taking a very long weekend to celebrate the occasion (and partake in some wedding festivities on Friday—not mine,  your invite wasn’t lost in the post), so I am once again desperately hoping this newsletter isn’t woefully outdated when Friday rolls around. I don’t think I’ve missed any of this week’s hottest conversation starters, but game industry news is like buses, you wait for one and then two plow through a wall right in front of you. 

via Gematsu // Vampire Survivors developer Poncle is opening a new studio in Japan that will allow the studio to develop multiple projects simultaneously. The company is also reportedly interesting in establishing a foothold in Italy.

Related:Kabam consolidating LA office and making layoffs

via Game Developer // A potential social media ban in the UK could be extended to some video game platforms. The UK government has pledged to restrict how teenagers interact with social media, but it’s currently unclear whether that will mean a full Australia-style ban or something more nuanced. In any case, UK online safety minister Kanishka Narayan has indicated that any action could impact video game companies operating online platforms.

via Bloomberg // Yacht Club Games previously said the launch of Mina the Hollower would be make or break for the studio, and after selling faster than discounted RAM during its first few days on shelves it appears there will be no breaking for now, at least. But what about baking? Well, a celebratory muffin never goes amiss.

via Nintendo // Japanese console maker Nintendo has confirmed it will comply with an incoming EU regulation that will require hardware sold in the region to include replaceable batteries, suggesting the Switch lineup might soon be getting, well, switched up. 

via Game File // Sony has witnessed sales of first-party titles gradually dwindle since 2020, when the company sold almost 60 million copies of titles it had produced internally. Stephen Totilo over at Game File has compiled data that shows how, despite a small rebound last year, Sony has struggled to maintain even pre-pandemic interest in its first-party offerings. Food for thought.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

via PlayStation // The biggest conversation starters to emerge from Sony’s lengthy State of Play showcase were Marvel’s Wolverine and God of War Laufey. The former is a kinetic, third-person brawler featuring everybody’s favorite x-person, while the latter is a kinetic, third-person brawler featuring everybody’s favorite gelatinous cube. The key difference? Decadent amounts of arm hair.

via Aftermath // A new lawsuit highlighted by Aftermath is what you might call a twofer. That’s because it’s targeting both Microsoft and Valve for allegedly canoodling over release dates and pricing in order to stifle competition on PC platforms. The lawsuit also claims that Microsoft is taking kickback deals from Valve “as remuneration for agreeing not to compete with Steam.” It’s worth digging into this one.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

via Game Developer // Atari continued its steady stream of acquisitions this week by purchasing Australian indie studio Hipster Whale in a deal that could eventually cost almost $40 million. The move will bolster Atari’s expertise and presence within the mobile market.

How That’s No Moon’s Crossfire evolves the cover-based shooter

How That’s No Moon’s Crossfire evolves the cover-based shooter

Since the early 2020s, the staff at That’s No Moon have been working on their debut game in heavy secrecy. Pulling together developers formerly from Naughty Dog, Infinity Ward, Bungie, and other noteworthy studios, their upcoming project has just made its debut at Summer Game Fest 2026. It’s a single-player narrative-focused reimagining of Smilegate’s multiplayer shooter Crossfire

The upcoming “tactical action-adventure” shooter bears many familiar hallmarks of a narrative-driven action game, like The Last of Us and Gears of War, but it also carries a lofty goal: redefining how players engage in cover-based combat. It’s all tied to how they’ll navigate the environment to find organic cover. 

During a recent studio visit to That’s No Moon, we spoke with chief creative officer and co-founder Taylor Kurosaki and game director Jacob Minkoff about the making of Crossfire and how their focus on creating an “adaptive cover” system has the potential to move the “genre forward.”

Related:Resource management? Survival games are about time management.

Described as a reimagining of the world of the original Crossfire, Kurosaki stated they had a lot of leeway in coming up with a new game.

“We see this arrangement we have with publisher Smilegate as a similar relationship between Sony and Naughty Dog, with how the publisher is giving trust to our vision,” said Kurosaki. “We’re very comfortable with the sort of partnership we have with Smilegate, we’re energized by it, and at the end of the day, we want to make a game where the gameplay and the narrative are inextricably linked to one another. That’s been our north star from day one.”

Building a “tactical action-adventure” game

Remedy Entertainment released a single-player campaign for the online game Crossfire X in 2022, but the core game eventually discontinued service. While Crossfire is a popular shooter in Eastern territories, it’s not a well-known hit in the West. This, however, presented an opportunity for the developers at That’s No Moon. Instead of a companion mode in an existing online shooter, the developers focused on a new concept for a Crossfire game that leaned on the studio’s experience with single-player narrative action-adventures.

This new Crossfire shifts the gameplay to a 3rd person perspective and leans into military-style action, with an added bit of horror. Focusing on two protagonists from opposing sides, Layla and Cross (played by Claudia Doumit and Ricky Whittle, respectively) will have to work together to face a mysterious threat within a hostile battlefield that corrupts ally and foe alike.

Related:Analyzing Mouse: P.I. For Hire’s audacious worldbuilding – Narrative Notebook #4

The SGF trailer did well to showcase the overall tone of Crossfire while also highlighting the growing camaraderie between Layla and Cross. During our visit to the studio, we got a deeper dive into the gameplay, which revealed that the core action is enhanced by survival-lite elements and resource management from games like The Last of Us and Escape from Tarkov.

“War is a very singular pressure to put on characters, and we then get to reveal their true nature, and we’ve certainly focused that with our previous work that is close to that war genre,” said Kurosaki. “That genre has a sense of adventure, and we love the sense of playing in a contiguous space, where you’ll navigate where they’ll go to reach a destination, and then, of course, when you’re at the top, you can look back down to where you started, and it’s all there.”

“Our game uses a single world map, so it’s a connected world. So we get to combine these two loves of ours, single-player action-adventure games and telling stories in the war genre, and then to innovate on top of that, and really push the medium forward. We’ve never been more excited for a project than this one.”

Rebooting the cover-based shooter

The moment-to-moment action of Crossfire channels the familiar style of third-person military-shooter combat, where players must make tactical decisions about how to engage enemies by leveraging position, finding the right cover for defense, and picking the best moments to strike. The Crossfire team also wanted to innovate by redesigning the pacing and flow of how players navigate and find cover in environments. 

Related:The art of game writing in ‘non-narrative’ games ft. Emma Kidwell and Harrison Pink

In a move away from the “rectilinear” shooters that signpost combat encounters with clear and obvious spots for cover—such as chest-high walls and large objects to push your character up against—Crossfire focuses on a more open-ended approach with an adaptive cover system, where players will have to find “organic” cover from the terrain and geometry.

Essentially, this means carefully positioning yourself against rugged terrain and environmental objects to find effective cover that adapts to each engagement. According to game director Jacob Minkoff, the current technology in Unreal Engine 5’s Nanite and Lumen systems allowed the developers to lean into enhanced environmental detail.

“I am kind of a SIGGRAPH nerd, and I like reading the papers and seeing all the new videos they release about the new tech coming out,” said Minkoff. “Like 12 years ago, I’d seen a video on phase function neural networks, which was a new method of using motion matching for animation, and the whole pitch was that it would allow you to have a third-person character action game where the character was able to navigate incredibly complex environments.”

“And then I saw the Unreal Engine 5 was providing the rendering technology to create incredibly complex organic environments, and those two things together made me feel that there’s this technology that will allow us to make characters navigate the environment in a much more realistic way, and those pieces together generated the concept of adaptive cover,” he continued. 

“It wasn’t something that I knew this game was going to be from the start, but these goals of creating more natural, more biomechanically realistic simulation characters that move in more real environments that feel and look more real. I’ve always wanted to be part of a game that does that, for me it’s a continuation of that goal of trying to make the most innovative art that pushes the medium forward.”

Much like Death Stranding pushes players to be mindful when navigating rugged, hazardous terrain, Crossfire fosters a similar mindfulness in its cover system. In addition to having to get low and find protection where you can get it, the characters themselves will adapt and position their bodies in ways to fit the improvised cover, with the character animations carefully shifting and adapting their posture and stance near slopes and shorter obstructions.

With Crossfire, it’s clear that the developers at That’s No Moon are aiming to mix up familiar triple-A action-adventure spectacle with a more free-form approach. It’s an interesting way to tackle that challenge, to be sure, especially with the development team hanging its proverbial hat on the concept of “adaptive cover.” Seeing it in action across multiple playthroughs made for some exhilarating action beats and plenty of potential for player choice with different approaches to encounters—an encouraging sign for a game that wants to reboot the whole approach to the genre.

Xbox console exclusives are returning on a ‘case-by-case’ basis

Xbox console exclusives are returning on a ‘case-by-case’ basis

Microsoft is reprioritizing Xbox console exclusives starting with Gears of War: E-Day and Clockwork Revolution to encourage consumers to purchase console hardware. 

As noted on Xbox Wire, the company confirmed the move during the Xbox Games Showcase 2026 and emphasized exclusivity will be permanent. 

“As part of our focus on the return of Xbox, we also announced that Gears of War: E-Day and Clockwork Revolution will be Xbox console exclusives,” reads the post. “These are not timed exclusives. Games already announced for multiplatform releases will stick to that plan—we’re committed to investing in and growing Xbox both on console and beyond.”

It’s another notable pivot under the leadership of newly-minted Xbox president Asha Sharma, who has lowered the price of Xbox Game Pass, announced next-generation hardware, and introduced a litany of more superficial changes—such as rebranding ‘Xbox’ as ‘XBOX’—since taking charge of the gaming division in February

Related:Kabam consolidating LA office and making layoffs

Former Xbox leaders Phil Spencer and Sarah Bond previously chose to bring notable first-party Xbox titles such as Indiana Jones and the Great Circle, Starfield, Forza Horizon 6, and Grounded, to rival console platforms including Nintendo Switch and PlayStation 5. 

In January 2025, Spencer said there was no reason to put a “ring fence” around Xbox Game Studios titles and said the company’s multiplatform strategy was about finding players. 

Now, just over a year later, that philosophy is seemingly being kicked to the curb. 

Elaborating on the rationale for the u-turn during an interview with Gamertag Radio, Xbox chief content officer Matt Booty said exclusivity will be decided on a case-by-case basis and will ensure players have a reason to purchase Xbox console hardware.

“We want people to have a reason to get onboard with Xbox. We want them to have a reason to buy an Xbox—a reason to be an Xbox fan,” he explained. 

Booty noted that large multiplayer games and live service titles will continue to be multiplatform, and said that if Xbox has already promised something to players it is committed to honoring that promise.

“It’s going to be case-by-case, but we’re going to be clear that when it’s got a date, it’s got a platform and you’ll know what the choice is going to be,” he continued. 

At the time of writing, that seems to indicate that Halo: Campaign Evolved will still launch on PlayStation 5 in 2026—given the remake has already been handed a July 28 release date. Fable has also been handed a February 23, 2027, launch date on PC, PS5, and Xbox Series X | S.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

Game Developer has reached out to Microsoft for comment. 

Telltale Games is back, but can it learn from its past mistakes?

Telltale Games is back, but can it learn from its past mistakes?

Telltale Games has risen from the ashes (for the second time). Last week, the makers of The Wolf Among Us 2 resurfaced after years of radio silence during the Summer Game Fest livestream with a new trailer and the announcement that PM Studios would be publishing the game, and that the two companies will be releasing a remaster of 2013’s The Wolf Among Us later this year (officially dubbedThe Wolf Among Us Remastered). 

PM Studios is funding The Wolf Among Us 2, with CEO Michael Yum telling Game Developer that the company is laser-focused on supporting the storytelling studio to make sure it’s “shining.” “We always have the philosophy of being creator-first,” he said. “Our role is to be a supporting team…where we give production stability, distribution, go-to-market [strategy], and helping Telltale finish making this game.”

The news may be bittersweet for some in the game development community. On the one hand, it’s good news to see a storied studio return to the stage in an era of ongoing layoffs and studio closures. However Telltale’s 2018 “majority studio closure” was a deeply traumatic event for the developers who lost their jobs, and the studio has struggled with The Wolf Among Us 2‘s development, leading to a round of layoffs in 2023. Tales of the studio’s strengths and weaknesses have trickled out into the public realm over the years since, and it’s become clear that a number of flawed decisions from company leadership put the studio on the path to collapse.

Related:Returnal director will be ‘responsibly ambitious’ to ensure his new studio prospers

What then, should the game industry expect of the Telltale Games of 2026? Has the company learned from its past mistakes?

It’s a topic we raised with CEO Jamie Ottilie during an interview with Game Developer that took place in advance of last Friday’s announcement. According to him, Telltale has spent the last two years overhauling its technology and processes to make The Wolf Among Us 2 the first of many games from this new incarnation of the company. The changes he described divert sharply from the studio’s past practices, and offer a case study in how developers can try to shed flawed workflows to produce better games and working conditions alike.

Ottilie says Telltale has abandoned many past practices

Telltale Games alumni and others close to the company may be surprised by some of the drastic shifts Ottilie described. Gone is the beloved (and infamous) “Telltale Tool,” which for all its strengths, was held back by its lack of a physics system and other outdated features. Ottilie said this version of The Wolf Among Us 2 (another version of the game was in development at Telltale before its 2018 crash) was originally being produced in a modified version Unreal Engine 4 that integrated the legacy tech, but in 2022 the company realized it had to abandon that path.

Related:How to direct unconventional games like Control Resonant

“That looked like a great idea on paper,” he said. “It seemed to promise lots of production efficiencies, time savings, and the best of both of worlds…that turned out not to be true.”

This workflow, he said, wouldn’t allow developers to produce content at “the speed and quality” needed to make the game. “We took the hard choice to reset, and unfortunately when you do a pipeline reset, it really involves going back to square one and unwinding everything. There’s going to be a period of time where you’re not producing content.”

Now the company is working in Unreal Engine 5, and working with co-development studios Trick and Side (as Ottilie detailed in an interview with IGN) to juggle labor needs. This was also when the studio decided to seek a publisher to bring The Wolf Among Us 2 to market, leading to them to sign with PM Studios in 2024. 

Telltale is also abandoning the process of dividing its developers into rotating teams that work on different game series. Though some employees are working on the remastered version of The Wolf Among Us, the sequel is largely being made by “one consistent team from start to finish.” The game will also be “content complete” before launch, with the entire story playable on day one. He praised Adhoc Studios’ episodic strategy for releasing Dispatch over the course of several weeks, but said this single-date strategy.

Related:Stories from making Marvel Rivals

The story will still be told “episodically,” but Ottilie said working with PM Studios led the team to decide that a single release date would “make the most sense” as a go-to-market strategy.

These production changes aren’t just academic in nature. As tales of life at Telltale crept out over the years, it was clear that its production practices had a huge impact on developers’ quality of life. Game Developer has heard from workers who’ve said that studio leadership mandated a formulaic approach to storytelling, and that the company played fast and loose with job titles, sometimes not properly crediting developers properly for their work on the game.

Has the studio moved past those practices? Ottilie said that the answer is “yes.”

No plot mandates, avoiding crunch, and proper crediting

In conversations with various Telltale Games alumni over the years, we’ve heard repeatedly that executive leadership at the studio pressed developers to follow a repetitive formula for each of its games. Some developers have said that formula led to declining interest in its games. 

“We didn’t really follow that approach,” Ottilie said when asked about the making of The Wolf Among Us 2. “We came at this from ‘what’s the best story we can tell here? How are we going to do that? What’s that feel like?'” He said his approach as CEO was to choose the game’s creative leadership and then “get out of their way.”

“It’s not my job to go into the room and second-guess how they want to tell a story,” he said, adding that while he is giving feedback and offering suggestions, he avoids being prescriptivist in his approach. He did say that some Telltale design knowledge—like the amount of time players should go without pushing a button onscreen—is still with the studio, but The Wolf Among Us 2 won’t be following a familiar roadmap.

On the topic of improper crediting, Ottilie actually said he “wasn’t aware” of the company’s history with that practice. “From our perspective, [proper crediting] is pretty mandated,” he promised. “People get job titles and have descriptions, and that’s what they’re doing on the game. Their credit will reflect what they’re doing on the game.”

“My [vice president] of operations will put my head in a box if I try to change that.”

And then there’s the topic of crunch. Previous reporting on Telltale attributed crunch to a number of factors, from the constant pace of episode releases to regular demands from CEO Kevin Bruner to make changes close to a game’s ship date (as described by Game Informer). More studios in the game industry have begun to adopt the notion that crunch is a result of “poor planning,” but the game industry is still learning how to properly plan game production, and even teams with the best intentions can be tasked with performing unpaid overtime.

“We’re obviously trying to avoid crunching,” Ottilie said. “I work in production, I work the same hours my team does. I don’t want to crunch—I’ve got kids and a life and stuff to do. Work-life balance is really important. People don’t do their best work when they’re ground up.”

He acknowledged that Telltale Games used to “build” crunch into its schedule, calling it a “crappy way to make games.” He also said ship dates in the game industry used to be heavily set by marketing departments, who wouldn’t bend when told by developers those dates weren’t possible. “We had this disconnect between marketing and development, where marketing would have a date, developers would know the date wasn’t possible, and then marketing would stamp their feet and say ‘we need the date.'”

“At the end of the day, you broke teams, you made a bad product, and that wasn’t a healthy thing…I don’t think you ever completely get away from having to work a little bit extra here and there to to make things better—particularly if you care, and you’re doing it because you want [the game] to be better. But there’s a world of difference between mandated crunch.” 

“We’re not going to mandate crunch at all. We won’t name a release date until we’re confident in our ability to name a release date. And when we’re wrong—as evidenced by what we did in ’22 and ’23—we move it.”

Yum, the PM Studios CEO, weighed in here, saying that when he was arranging the company’s publishing deal with Telltale he pressed the company to give him a realistic development timeline. “I’ve funded over 200 games now and I’ve [rarely] seen one finish on time,” he quipped. “A big part of how I work is that I don’t push people on milestones.”

One pillar of Telltale’s old strategy is up in the air: the reliance on other companies’ intellectual properties. As the years went on, Telltale went from working with cheaper licenses like Sam and Max and Back to the Future to more expensive properties like Marvel Comics, DC Comics, and Game of Thrones. Licensed games can be big business, but highs fees and reduced creative control can leave studios exposed to factors outside their control.

Ottilie said that for now, the studio is focused on The Wolf Among Us 2 (which, for the unfamiliar, is based on the comic book series Fables created by Bill Willingham), and hasn’t decided if its next project will be an original IP or another licensed game. “We love Fables, and we’re happy to be working on Wolf, and what we’re doing now probably isn’t what we’re doing next,” he said, though he didn’t rule out the possibility of other Fables-inspired games.

“From a company growth plan, we’re really looking for sequential development of new games and stability—like a sequential slate of titles, instead of going parallel and trying to run multiple teams,” he said. “It’s like ‘hey, let’s do this really well, and then we’ll pick up another IP and put it into concept development before this game is done, so we have something that’s ready to go.”

Xbox is rethinking Project Helix strategy due to memory crisis

Xbox is rethinking Project Helix strategy due to memory crisis

Matthew Ball, Xbox’s chief strategy officer, said the ongoing memory crisis is not getting any better, in the light of Project Helix, the company’s upcoming console.

In an interview at The Game Business Live this past weekend, via GameSpot, Ball spoke about the plans for the console amidst the memory chip supply crisis—driven by rampant investment in artificial intelligence data centers (thanks, Reuters).

“The window in which we and others are gonna have to work through is getting longer, and that is going to constrain the category,” he said.

Ball said that he previously underestimated how bad things might get. In late April, the newly-appointed Xbox CEO Asha Sharma said key component shortages could impact the price and availability of next-generation hardware.

At the time, Sharma said the company would be taking the potential impact into consideration, and that the company was not ready to share a launch timeline for the moment, mentioning that “the world’s pretty dynamic.”

Related:Kabam consolidating LA office and making layoffs

Now, based on the conversation with Ball, demand for Xbox consoles is outstripping supply. The chief strategy officer said Xbox is producing them “as quickly as possible,” while adding that “there is a severe limitation to how quickly we can do that.”

Speaking about Helix specifically, Ball said, “We are working very hard to rethink everything that we can about Helix, which is a console we are committed to shipping.”

For the time being, Xbox is rethinking what the console model can look like, and trying to remain flexible. Ball also mentioned the crisis may have acute effects for two or two and a half years.

“We are working very hard to figure out the best way to navigate it or a way that works for everyone, that does not ask too much from players, but also doesn’t detract from the other investments that we need to make as a company,” he added. “We also have tens of millions of people who we ask to spend $500 which is still an incredible sum of money. Those people that we asked to buy a console years ago, we still have an obligation to them to meet their expectations and to have them feel rewarded for which platform they chose.”

Xbox is far from the only company facing issues regarding memory shortage. PlayStation’s hardware sales went down amidst the ongoing crisis, alongside price hikes. Then, Nex Playground, Nintendo, and Valve all increased hardware pricing, noting the memory shortage as either the main or one of the prevalent factors.

Nintendo of Europe to pay $40M fine for Joy-Con drift issues

Nintendo of Europe to pay $40M fine for Joy-Con drift issues

Nintendo of Europe has agreed to pay a €35 million fine (around $40 million) after a French regulator claimed the company misled customers about Joy-Con drift defects on the original Nintendo Switch controllers.

The news was reported by Le Monde yesterday (thanks, GamesIndustry.Biz), sharing details about the culmination of an investigation by France’s General Directorate for Competition, Consumer Affairs, and Fraud Control (DGCCRF).

The investigation found that Nintendo was aware of technical defects, which included responsiveness issues and drift, as early as 2018. Yet, the company did not inform consumers until 2020, two years later.

The DGCCRF said this led to consumers buying unnecessary replacement controllers. The National Investigation Service (SNE) of the DGCCRF determined that Nintendo of Europe misled consumers by failing to disclose Joy-Con controller defects transparently.

Nintendo of Europe said in a statement that it did not “intentionally mislead consumers.” Moreover, the company stated that agreeing to the settlement “does not constitute an admission of guilt and reflects only the amicable resolution of legal proceedings.”

Related:Kabam consolidating LA office and making layoffs

The investigation originally began after a 2020 complaint from the French consumer association UFC-Que Choisir, the same group that has sued the likes of Ubisoft and Valve over the years.

When the complaints from European consumer right groups first started, the aim was to open a dialogue with Nintendo that would encourage the company to address the drift issue. They weren’t the only ones. A mere year before, a class-action lawsuit in the United States collected multiple testimonies from Switch owners that had ran into trouble with their Joy-Cons, including one individual that said he encountered the issue with both new and freshly repaired controllers. That lawsuit was dismissed in 2024.

Xbox CEO unsure whether Activision Blizzard merger is paying off

Xbox CEO unsure whether Activision Blizzard merger is paying off

It appears the jury is still out as to whether Microsoft’s seismic $68.7 billion merger with Call of Duty maker Activision Blizzard represented good value for money. 

During an on-stage interview at Bloomberg Tech 2026, Xbox CEO Asha Sharma was asked whether the deal—which currently stands as the largest video game acquisition in history—is paying off. Despite praising the company itself, she notably failed to provide an affirmative answer. 

“I don’t know anybody in entertainment who wouldn’t want Call of Duty, which is now grossing in more revenue than [the] Marvel Cinematic Universe; who wouldn’t want one of the top three apps in the world in Candy Crush; who wouldn’t want World of Warcraft; who wouldn’t want a team that for 20 years has been able to create predictable hits every single year,” said Sharma. 

“I love Activision Blizzard King. Look, it was bought at a time before ChatGPT. It was bought at a time when our strategy was predominantly on the core consoles. It was a time when we were right in the middle of COVID. So it’s hard to say how to think about those decisions, but I think these are incredible assets and we continue to invest in them.”

Related:Kabam consolidating LA office and making layoffs

Microsoft has sanctioned four major rounds of layoffs since completing its merger with Activision Blizzard in 2023.

Those cuts included widespread redundancies across Xbox Game Studios, with the company eliminating 1,900 roles in 2024 before shuttering key studios such as Arkane Austin, Alpha Dog Games, and Tango Gameworks (the latter of which was eventually salvaged by Krafton).

It then laid off another 650 video game workers in September 2024.

In July 2025, Microsoft reportedly laid off 4 percent of its total workforce, with those cuts impacting studios and divisions such as King, Zenimax, and The Initiative. 

Xbox hardware sales have also failed to set the world alight since the merger concluded and remain in steady decline

ESA says anti-deepfake act could ‘devastate’ video game industry

ESA says anti-deepfake act could ‘devastate’ video game industry

The Entertainment Software Association (ESA) has argued against SAG-AFTRA’s Nurture Originals, Foster Art, and Keep Entertainment Safe (No Fakes) act, arguing that there isn’t a clear distinction between harmful deepfakes and legitimate digital replicas of people.

Stanley Pierre-Louis, president and CEO of the ESA, voiced his concerns in a letter addressed to the US Senate Judiciary Committee, specifically chairman Chuck Grassley and ranking member Dick Durbin.

According to Pierre-Louis, as it’s currently drafted, the No Fakes act “creates a level of uncertainty that poses a real threat to existing games and to the future of video game development in the United States.”

The main gripe is centered around the act’s definition of “digital replica,” which could lead to lawsuits by people who may “even by coincidence” resemble a game character.

Pierre-Louis, then, argues that while the industry would likely prevail against such claims in court, the time and expense of litigating such suits would be “economically devastating.”

Related:Kabam consolidating LA office and making layoffs

The letter also argues that the act creates liability for certain tools and services used to create said replicas.

“We are concerned that the bill, as drafted, fails to adequately differentiate between tools and services built specifically to enable the creation of harmful digital replicas, and the potential for third-party abuse of innovative, multi-purpose, and otherwise legitimate tools capable of creating digital replicas,” Pierre-Louis says.

The letter concludes by saying that these aren’t the only problems with the bill, and that ESA has offered “common-sense” solutions to narrow the legislation in a way that addresses legitimate harms. “Unfortunately, some proponents of the bill have resisted [accommodations to] our unique concerns,” the letter reads.

The bill was originally introduced in 2024, but it didn’t pass before the US elections. It was then reintroduced in the senate in April of last year, where it received bi-partisan support. During a press conference at the time, the union said that, if passed, the bill would establish “a federal right in voice and likeness to protect against unauthorized use of digital replicas.”

National executive director and chief negotiator Duncan Crabtree-Ireland explained that the bill would allow SAG-AFTRA members and workers who rely on their face and voice for their livelihood to demand that platforms “remove illegal voice and image clones.” It would also grant a legal path towards seeking damages from “those who intentionally cause harm.”

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

The main exceptions to the bill, however, include a digital replica that is used in “bona fide commentary, criticism, scholarship, satire, or parody.” The goal of the act, then, would be to provide “one strong, consent-based framework for digital replicas uses in expressive works nationwide.”

In May of last year, SAG-AFTRA publicly released new proposed terms in response to an offer made by video game companies on April 30. While the terms were related to protections around generative AI practices, replicas were also in conversation.

For example, video game studios were pursuing a model where they could use a performer’s replica for a franchise they’ve worked on before without special permission, but willing to pay minimum scale. The union held that companies should always have to give the worker notice and get their explicit consent first.

The union also rejected unlimited digital replica use buyouts “without a strong, clear justification,” arguing that rather than a convenience, whenever buyouts are introduced, they offer a purposeful discount to employers.

As announced by SAG-AFTRA earlier this week, the Senate Judiciary Committee has placed the No Fakes bill on their agenda for June 11.

“Here’s the hard truth: Deepfakes can ruin lives,” reads the open letter. “It doesn’t matter if you’re a public figure or a high school student being exploited by predators on the internet. The passage of the No Fakes Act would put the necessary protections in place to ensure people have the power to say, ‘Not my face. Not my voice. Not without my consent,’ and the power to deliver real consequences to those who violate their rights.”

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Ubisoft cutting jobs and shutting Winnipeg and Belgrade studios

Ubisoft cutting jobs and shutting Winnipeg and Belgrade studios

Ubisoft Winnipeg and Ubisoft Belgrade are being shuttered by the French publisher, which is also proposing further job reductions across its Barcelona studio and global publishing business. 

A source familiar with the situation told Game Developer the company is taking action to reduce costs and focus on new strategic priorities. The layoffs are currently pending consultation and could result in up to 380 roles being eliminated. 

Ubisoft Barcelona is expected to remain open but will be restructured to focus solely on the Rainbow Six franchise. 

Ubisoft Winnipeg was primarily tasked with developing the company’s proprietary Anvil and Snowdrop engines, which have been used on notable titles such as Tom Clancy’s Rainbow Six Siege and Immortals Fenyx Rising

The company’s Belgrade studio was established in 2016 and initially focused on PC releases before shifting to console projects such as Tom Clancy’s Ghost Recon Wildlands, Steep, The Crew 2, and Skull & Bones

Related:Kabam consolidating LA office and making layoffs

Earlier this year, Ubisoft initiated a sweeping restructuring program to become a more “gamer-centric” company. The move will result in the company being reorganized into five ‘creative houses’ that will each take charge of key franchises. The publisher is also enacting a widespread return-to-office mandate that will require all teams to work on-site five days a week. 

The cost-reduction initiative was announced shortly after the Assassin’s Creed maker secured a $1.25 billion investment from Chinese giant Tencent, which acquired a stake in one of the company’s newly-minted creative houses, Vantage Studios. 

A number of French unions that include Ubisoft workers responded to the news by staging an international strike in February. 

Ubisoft has cancelled a number of projects and laid off hundreds in recent years, with the company cutting roles and proposing redundancies across its offices in Abu Dhabi, Paris, Toronto, Halifax, North Carolina, Sweden, and more.

Game Developer has reached out to Ubisoft for comment.

Xbox announces business ‘reset’ amid reports of layoffs

Xbox announces business ‘reset’ amid reports of layoffs

Xbox CEO Asha Sharma is preparing to reset Microsoft’s video game division after years of decline.

According to Bloomberg, the move will result in major cuts across the division shortly after the conclusion of Microsoft’s fiscal year on June 30, 2026. Xbox is reportedly also planning to reduce marketing budgets and spending across other areas of the business. 

Additional sources speaking to The Verge have indicated the cuts might even result in a studio closure or changes to the Xbox Game Studios lineup.

In a memo sent to workers yesterday and subsequently published online, Sharma and Xbox chief content officer Matt Booty stated that Xbox is preparing to reset in order to “revive” the company.

“It is important to have both optimism and realism as we work to reset the business,” reads the memo, which suggests notable changes will be made in the next 100 days.

The message explains that Xbox has spent over $20 billion on content, platform, and hardware investments over the past five years (excluding its Activision Blizzard King merger) only to see annual revenue decline by almost $500 million over that period. 

Related:Kabam consolidating LA office and making layoffs

“Going forward, this cannot continue,” states the memo. 

Sharma and Booty added that an ongoing memory and component shortage—driven by rampant investment in AI technology by major tech companies including Microsoft (thanks, Yahoo! Finance)—represents a huge challenge for the division. 

“When I joined as CEO in February, the price we paid for console storage components was over 2x as high as we paid last fall. These costs have since doubled again. And as we plan for the 2027 holiday season, we expect another significant increase, taking us over 5x the prices we paid only two years earlier,” the memo continues. 

“Memory costs have followed a broadly similar trajectory. While the entire industry is facing a components crisis, we believe we have been impacted more greatly than many of our peers due to the choices we made over the last half decade. We are currently unable to make as many consoles as players want to buy, and we need a new business model and partnerships for hardware as we remain committed to Helix.”

Both leaders stated that Xbox has found itself “over extended” after expanding its studio system at breakneck speed with the acquisitions of ZeniMax Media and Activision Blizzard. Microsoft spent almost $70 billion on the Call of Duty maker in 2023 but Sharma recently suggested it’s unclear whether the deal is paying off.

In addition, Sharma and Booty said Xbox needs to become more “self-reliant” as opposed to leaning hard on third-party vendors. “We must increase the value we ship to players while decreasing the time it takes to do so. Going forward, we’ll evolve and rebuild our stack and look at capabilities across all of XBOX and potential M&A to help us win in hardware, PC, mobile, and streaming,” the memo adds.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

The memo doesn’t explicitly state that layoffs are imminent, but Microsoft has shown more than willing to downsize in recent years.

The company has sanctioned four major rounds of layoffs since completing its merger with Activision Blizzard, eliminating thousands of roles across Xbox Game Studios and beyond while shuttering notable studios such as Arkane Austin, Alpha Dog Games, and The Initiative. 

Game Developer has reached out to Microsoft for comment.

What happened when independent game publications revived bundles?

What happened when independent game publications revived bundles?

Video game media isn’t doing so hot. The past few years have been studded by layoffs and site closures. This year alone, Eurogamer, Polygon, The Verge, Inverse, AV Club, and more have cut staff. 

It’s the same story across the wider media industry, too. Thousands of journalists have been laid off. There’s a mix of reasons: A lack of advertising money, fewer clicks thanks to Google’s insistence on pushing generative AI, divided attention, and the ever-changing nature of how people consume news. Executives are so far removed from the actual day-to-day work of producing journalism, and insist on making decisions that decimate their companies. 

Some journalists, out of jobs with few options for new ones, have turned to independence—taking a cue from the worker-owned, independent outlets that came before them, like Defector. Independent games media continues to grow and there are now multiple publications dedicated to games: AftermathRascal News, Rogue, Mothership, Post Games, Skybox, The Indie Informer, People Make GamesGame File, and more. 

Related:Kabam consolidating LA office and making layoffs

Traditional, corporate thinking would label these publications as competitors. According to Aftermath co-founder Riley MacLeod, that’s accurate in some ways. There are limited dollars and time to go around, but MacLeod feels indie media publications can do things differently than their more mainstream counterparts.

Instead of competing, they can help each other. 

“Bigger picture, I think a lot of us are realizing how challenging being a small outlet can be, and we’re exploring if we can pool our needs or resources to do more together than we could do on our own,” MacLeod explained. “I think that in some ways it’s true that we’re ‘competitors,’ but we also know that people sub to lots of different sites, and I would hope readers are happier to support an ecosystem of people working together than some kind of cut-throat competitive market.”

One way to do that is with subscription bundles. It’s an idea that is perhaps a touch old school, according to Rascal News co-founder and editing lead Chase Carter, who notes that people used to bundle together physical magazine subscriptions all the time. 

“Bundling subscriptions is an old model, relative to modern media,” Carter said. “But the platform-dominated internet isn’t built to handle it. Our own webhosts and CMS can’t support it as yet. With Trustfnd as the connective tissue, we essentially sold a discounted sampler of five websites for a month with the hope that it would entice one site’s existing audience to try a different flavor of independent media.” 

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

With that goal in mind, Podcast Never Post and games websites Aftermath, Rogue, and Rascal News partnered up to create the Independent Media Collective bundle, which ended at the start of June.

They used Trustfnd, founded by Michaël Jarjour and René Piftzner, which is designed specifically to help publications on the Ghost and Beehiiv platforms create bundles and (hopefully) drive subscriptions. Carter said both car culture publication Alloy and video essayist Jenna Stoeber both participated in spirit, because they operate on platforms that aren’t compatible with Trustfnd just yet. The collective instead sent out discounts for their publications.

“Independent journalists are now the primary source of information for millions and millions of people—including me,” Jarjour told Game Developer. “I used to be a reporter myself and then started working on the tech and business of journalism. Independent journalists fill the gaps that cratering institutions have left, serving many niches that legacy media has given up on. But in today’s ecosystem, the cards are stacked against journalism. New audience growth now comes from platforms that can turn downright hostile to journalism overnight.” 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

“We knew we were acting as guinea pigs for a barely soft-launched software and accepted that role gladly”

Trustfnd wants to help journalists navigate those challenges. Jarjour said it’s about letting writers and publications “grow faster and earn more together.” The platform came out of beta in May and the Independent Media Collective bundle was, in part, a test run. Before that, Trustfnd worked with The Handbasket, Local News International, Spitfire News, and Garbage Day. Trustfnd is accessible to journalists for $25 a month, and Jarjour said journalists “pay nothing until they grow and can pause or cancel anytime.” 

“It worked well but imperfectly, both in a technical and results-minded sense,” explained Carter, appraising the impact of the bundle. “We knew we were acting as guinea pigs for a barely soft-launched software and accepted that role gladly.” 

Carter said the bundle sold 835 subscriptions at a 50 percent discount, which added up to $12 for a month’s subscription to four websites. That generated $2,478.50 for the group to split evenly. “That probably doesn’t sound like a lot of money, and it isn’t when compared to what sponsored content, ad revenue, or promotional deals can bring in,” Carter added. “But this was an experiment in cross-promotion with very little work needed on our end.” 

Rogue co-founder Cass Marshall said the bundle was “a huge boon” for the website, which they explained is the “smallest outlet” that took part. “While it’s not as simple as someone simply subbing through the site, any drawbacks are made up for with visibility,” they added.

Rogue was established by ex-Polygon colleagues following layoffs in 2025 and has been operating for roughly a year. “I think we’re more aware of our limitations, and better situated as writers,” Marshall said. “I’m hoping to keep doing deep dive stuff like the History of Helldivers, but I feel a lot more confident in cataloging some of the weirder parts of internet culture and how they intersect with the industry.” 

MacLeod said Aftermath saw the least sales, because anybody already subscribed to the site didn’t have to pay again. For context, any outlet a person was already subscribed to was removed from the bundle, and the bundle price was adjusted accordingly. “This suggests to me that a lot of our subscribers checked out new-to-them sites via the bundle,” MacLeod said. “I’m really happy about this, and really glad if we used our bigger size to help boost our peers’ work.”

The bundle, which ended recently, offered a month’s subscription to participating websites. MacLeod said they’re still figuring out how effective the bundle was at generating new subscriptions. Once the bundle ended, subscribers needed to re-subscribe to individual sites. Carter, however, noted that people aren’t sticking around as Rascal News has hoped. 

“Everyone is facing subscription churn that, based on those who self-reported when cancelling, can be attributed to rising cost of living, an onset recession, and a political reality that makes internet memberships feel like even more of a luxury,” Carter added. “It is what it is, as they say.” 

Carter explained that participating publications didn’t expect the bundle to be a “silver bullet to our financial struggles.” For little extra work, all involved were successful in bringing in new readers for each other. “Solidarity feels like a very important part of the scene right now, for which I am grateful,” Marshall said. 

The next step for a bundle like this is figuring out how to reduce friction.

“I understand why the system works this way but worry it’s a bit clunky and easy to lose the bundle momentum,” MacLeod said. “But being able to actually do this thing readers have wanted for so long was really exciting—like so much of owning a business, bundled subs sound so easy until you actually start trying to figure them out, and then there’s all these little challenges and technical hurdles. So even if this first foray doesn’t ultimately net us a ton of new subscribers (though I hope it does!) I’m still really glad we did it.”

Experimentation is a way forward. Independent media has its pain points—fewer people doing a lot of different jobs, job security, and reaching sustainability. 

Yet, for Carter, that’s all part of the process. “So much of the independent media project is imperfect experimentation, taking cautious steps into the unknown without a map or a guide. I wish our margin for failure wasn’t so razor thin, but it beats another round of layoffs from a Jim Spanfeller wannabe.”

[Ed. note: Nicole Carpenter contributes to Aftermath, and has been published on several independent websites like Rogue, Rascal News, and others.]

Pokemon Go scans aren’t used for drone training

Pokemon Go scans aren’t used for drone training

Update 6/12: A spokesperson for Niantic Spatial has provided Game Developer with a statement clarifying the company’s relationship with Scopely-owned Niantic and its business partner Vantor.

“Now as part of Scopely, Pokémon Go data is not shared with Niantic Spatial,” the company stated. “AR Scans collected through Pokémon Go were submitted voluntarily by players who opted into the feature and were subject to the applicable Terms of Service and Privacy Policy at the time.”

“The discontinuation of AR scanning and the end of data sharing with Niantic Spatial were part of the transition planning associated with Pokémon Go‘s move to Scopely.”

The original story follows below.

Nearly 30 billion scans made my Pokémon Go players have reportedly been sold to a military drone technology company.

The report, conducted by Trouw and published on June 5, shows how the scans—videos of a location recorded by users that are then saved and rewarded by the app—have reportedly led to a navigation system developed for military drones and robots. (Note: we read the report using Mozilla Firefox’s in-browser translation tool).

Related:Kabam consolidating LA office and making layoffs

According to Trouw, these scans are now owned by Niantic Spatial, which originated from Niantic, developer of Pokémon Go. Said scans have been used to train a 3D model that allows players to navigate spaces with precision even when the GPS signal is dropped.

Niantic Spatial isn’t operating alone, however. In December of last year, the company partnered with Vantor, a provider of “unified spatial intelligence” that works across the defense, intelligence, and commercial sectors. 

According to the report, Vantor denied that it will use data from Pokémon Go. But the company, according to Trouw, also doesn’t want to confirm or deny whether that means that the model was trained with that data.

In late 2024, a representative for Niantic confirmed in a statement the studio has spent the past five years building AI models that power the VPS needed for its Large Geospatial Model. When players opt-in to sharing their AR scans, that data feeds the VPS, and Niantic assured that players’ personal data “[has not] been sold to anyone.”

Now, Trouw reports that Niantic Spatial isn’t being clear about the exact role the Pokémon Go data will play in Vantor’s model. In response to previous questions from Trouw on the company’s collaboration with Coco Robotics, a spokesperson replied saying the scans have been used to train an “early version” of the model.

In that response, Niantic Spatial also emphasized that players have voluntarily agreed to the terms, and that the company is working ethically. “We are committed to working with all our customers and partners to ensure that Niantic Spatial’s products are used responsibly, while respecting human rights and ethical principles,” the company told the publication.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

When asked a follow-up question about cooperating with a defense company, Niantic Spatial told Trouw that it doesn’t have “any new information to share at the moment.”

According to Jeroen van den Hoven, professor of ethics and technology at TU Delft, a distinct conclusion can be drawn. “Without the large amount of scans from all those gamers, the development of this system would never have been so fast,” van den Hoven told Trouw. “The players have indirectly, in a perhaps minimal yet effective way, contributed to military applications.”

Game Developer has contacted Scopely, Niantic, and Pokémon Company for clarification on the matter.

Playstack sold and Xbox preparing business ‘reset’

Playstack sold and Xbox preparing business ‘reset’

It’s World Cup season and that means these intros might become unbearable for those of you who couldn’t care less about a handful of blokes attempting to pelt a ball into a net. 

For better or worse, I am far too invested in their noble efforts, which is precisely why I scrambled out of bed at the crack of dawn to watch Czechia take on South Korea in a titanic clash that would have meant nothing to me two weeks ago but now has me giddier than a mouse in a cheese factory. No spoilers here, but it turned out to be a cracker. 

Still, with the football itself about to take centre stage, let’s not forget just how badly FIFA fumbled the bag by failing to take the United States (one of three host nations alongside Canada and Mexico) to task for treating some participating teams and officials with all the respect and dignity you’d expect from a country led by Donald J. Trump. 

The BBC has a pretty good writeup on why this year’s tournament is every bit as controversial as those held in Russia and Qatar in 2018 and 2022, and I implore anybody watching the tournament to give it a read. Okay, now I’ll get on with that video game news you’re feverishly craving. 

Related:Kabam consolidating LA office and making layoffs

via TruFin // UK investment group TruFin has sold its majority stake in Playstack to Integrated Media Company (IMC) after shareholders approved the deal earlier this week. As noted in our initial report on the proposed sale, IMC is the investment group that owns entertainment brands such as Fandom and GameSpot. The company is a subsidiary of Texas Pacific Group, a global management asset firm with over $306 billion in assets worldwide. 

via Game Developer // Xbox leaders Asha Sharma and Matt Booty have told workers the division will look to “reset” in the next 100 days after becoming over extended. According to reports from Bloomberg and The Verge, that means more layoffs and possibly even a studio closure are on the horizon. Same as it ever was. 

via IGN // After appearing to suggest the James Bond franchise might be yanked away from 007 First Light developer IO Interactive, Amazon’s head of gaming Jeff Gattis has attempted to set the record straight. Speaking to IGN at Summer Game Fest, Gattis explained Amazon will be “smart” about how it proceeds and indicated First Light—which has topped 3 million sales—will likely get a sequel.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

via Game Developer // Hundreds of jobs are at risk of being eliminated within Ubisoft with the French publisher closing its studios in Winnipeg and Belgrade and downsizing its team in Barcelona. A source familiar with the situation informed Game Developer the company is also preparing to make cuts across its global publishing business.

via Game Developer // Xbox continues to solve perceived problems created by none other than Xbox. This week, the division confirmed it will be pivoting back towards console exclusives to give consumers a reason to purchase hardware. Gears of War: E-Day and Clockwork Revolution will be the first titles to take up the mantle.

via The Indiana Lawyer // It’s possible that arbitration clauses included in Roblox’s terms of use could prevent those suing the company over alleged child-safety issues from having their day in court. One person who claims their child was groomed on the platform believes Roblox is attempting to resole those legal issues behind closed doors because “they don’t want everybody to know what actually is going on.”

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

via Game Developer // Metro Awakening developer Vertigo Studios Amsterdam has been shuttered by parent company Plaion, which you might recognize as a subdiairy of Embracer Group. It’s unclear how many people have been laid off as a result of the closure.

via GamesIndustry.biz // During a recent interview, Take-Two’s former head of AI, Luke Dicken—who was laid off earlier this year—shares some fascinating thoughts on how the dawn of generative AI technology has polluted the conversation surrounding broader AI usage in video games, which was prevalent long before the likes of OpenAI started muscling in on the conversation. This one is well worth a read. 

Playstack CEO doesn’t want to rock the boat after majority buyout

Playstack CEO doesn’t want to rock the boat after majority buyout

UK publisher Playstack, best known for bringing hits like Balatro and Abiotic Factor to market, is under new ownership. 

An 84.5 percent stake in the company has been sold to investment group Integrated Media Company (IMC) by previous owner TruFin. The deal valued Playstack at around £125 million ($169 million). 

Notably, IMC also owns entertainment brands such as Fandom, Screen Junkies, Fanatical, and GameSpot, the latter of which is a major video game publication that has covered multiple Playstack titles. 

Let’s pull the lens back even further. IMC is also subsidiary of Texas Pacific Group (TPG), an American private equity firm that styles itself as a “leader in the alternative asset space.” TPG manages $306 billion in assets according to an explainer on its website, but what does this all mean for a publisher that has cemented itself on the global stage in recent years?

During a recent interview with Game Developer, Playstack CEO and co-founder Harvey Elliott reiterated that it’ll be a case of business as usual under IMC and TPG. He stressed that Playstack’s new owners aren’t looking to upend the company’s existing model, which has enabled it to maintain an 85 percent hit ratio—meaning the vast majority of titles published by Playstack have generated a positive return on development costs. 

Related:Kabam consolidating LA office and making layoffs

“I wanted backers who would buy into what we wanted to do,” said Elliott. “We, like a lot of people, get excited about games and excited about opportunities. But we’re also very mindful that were have a really talented, focused team. There’s about 70 of us in Playstack. I’ve said I don’t want that team to grow dramatically. I like the Playstack team at that size. It feels like the right group for us. We do have a little bit of headroom that we’ve already budgeted for in our plans, but if something came along and we thought ‘there’s a game we really love and it’s going to be a three year investment and it needs a significant fund,’ that would sometimes be a little harder to build into our normal working capital plans. With the new backing they’re basically happy to support us.”

Elliott explained that Playstack was perhaps reaching the limits of what it could do under TruFin after growing significantly under the UK investment firm. He suggests TruFin would have looked for an exit sooner rather than later after seeing the publisher transform from a loss-making business into one that reported full-year profits before tax of £12.2 million in 2025.

 In short, he feels Playstack is now better placed because it has the runaway needed to implement a new long-term growth plan. Crucially, he said no team members will be departing as a result of the majority takeover. “We’re here with a new backer for the next 10 years,” he added, before noting that expansion could also include a measured pivot into video game development via mergers and acquisitions. 

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

“Yeah, I think [studio acquisitions] are on the table for sure,” continued Elliott. “But it’s for Playstack to decide [what we want to do] and say what feels good to us. My natural instinct isn’t to suddenly build more internal teams and internal studios because there are so many fantastic developers out there we get to work with, so I don’t think we’ll see a dramatic shift in our business. But I do like having internal dev teams because they can help with all the games we’ve got and it keeps our tools a little bit sharper because we understand [production] more.”

“We care very much about our integrity and we think that’s important”

It’s clear Playstack will have more cash to spend under its new owners, but that doesn’t mean it will simply throw money at the wall. The company’s 2025 slate comprises nine releases (a record for the publisher), and Elliott doesn’t expect that to suddenly grow exponentially. If anything, he explained Playstack might be able to publish a few more titles each year, but that it is more interested in having the chance to better scale each project it signs.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Ultimately Elliott said he’d be very happy maintaining Playstack’s current hit rate while continuing to take the big swings he feels have come to define the company. He added that Playstack will continue to be “mindful” of budgets as it moves forward, because he’s wary of overspending on a game and subsequently leaving developers in the lurch. 

Right now, he feels the ideal budget is probably under $1 million, but admitted that each year the company signs a game or two that “push those budgets quite significantly.”

“In the end, it will also come down to ‘what do we think the potential is for this game? Where do we think it could really get to?’ Maybe we need to invest more in some titles that we think are great, but with just a little bit more [could be even better],” said Elliott. “There’s not a rule. There’s not a limit, but games that cost under $1 million tend to have the potential to work really well.”

As for the fact Playstack is now owned by the same company as GameSpot (which is part of the Fandom family), Elliott doesn’t feel it’s a situation that will create a conflict of interest. 

“We care very much about our integrity and we think that’s important. You as a journalist completely have your own standards of journalistic integrity and I’d expect nothing less from the teams at GameSpot. Fandom is a different kind of business, so they have a huge audience reach and have lots of things they do, but it’s not what we do. We publish great games. Maybe there are some learnings at some point in the future if we run into each other at a mixer, but I don’t expect there to be any conflicts or preferential treatment. They’ve all got to do their own jobs.”

Microsoft CEO says Xbox must become ‘sustainable business’

Microsoft CEO says Xbox must become ‘sustainable business’

Rumblings of major change—and potentially expansive layoffs—at Xbox continue to sound following Asha Sharma’s ominous pronouncement of a business “reset” earlier this month. Those rumblings come from sources speaking to The Information about a potential restructuring of Microsoft’s video game division as well as CEO Satya Nadella himself.

The one-two punch of potentially ominous developments began on Friday when The Information reported that three people with direct knowledge of high-level conversations at Xbox alleged that the company is considering spinning out Xbox into a standalone business unit, similar to LinkedIn or Github. Such a move would make it easier to sell Xbox or find a business partner to jointly invest in the new company.

That same day, Nadella took to the stage of Hard Fork Live in San Francisco to offer stern words about the state of Xbox in between proclamations about the future of AI technology. “The challenge now is for us to think about how do you innovate both in hardware as well as in games going forward in an economically viable way,” he said. “No one can accuse Microsoft of not having invested in for the last 25 years. Now we have to turn this into a sustainable business that delivers what is fundamentally one of the best sources of entertainment.”

Related:Microsoft launching improved Xbox Adaptive Thumbstick Toppers

His next comments proved particularly eyebrow-raising, as he implied that Microsoft has been “subsidizing” that means of entertainment rather than building a profitable business. “The challenge we have is we’ve not been monetizing that entertainment,” he said. “In fact if anything, we’ve been subsidizing that entertainment.”

“There’s more monetization of Xbox games happening on YouTube than at Microsoft,” he stated, seemingly alluding to the thousands of content creators earning advertising revenue while playing Xbox games like Minecraft and Forza Horizon 6.

He did add Xbox wouldn’t do anything “unnatural,” and that the company wants to build “great games and great hardware,” but that the company has to do it in an “economically sustainable way.”

Xbox faces many challenges of Microsoft’s making

Other details from The Information and Nadella’s comments offer more context about Xbox’s plans to beef up the business—though the problems they’re looking to solve appear to have been caused by Microsoft itself.

Over at The Information, sources say the company is looking to speed up development timelines of big-ticket games in the Halo, Fallout, and Elder Scrolls series, which admittedly have seen longer and longer development cycles at subsidiaries Halo Studios and Bethesda Softworks. Meanwhile Nadella acknowledged that the company’s need to adjust its Xbox hardware plans is driven by price increases driven by generative AI companies effectively mass pre-ordering the world’s supply of memory chips.

Related:Sony confirms PS5 hardware is about to become even more expensive

But Microsoft played a major role in contributing to slow development timelines and price increases. Multiple former employees have criticized upper management at Halo Studios for poor, allegedly abusive business practices. And in 2020, Bloomberg reporter Jason Schreier reported that the studio’s reliance on contract workers collided with Microsoft’s strict 18-month limits, slowing down the making of Halo Infinite.

Meanwhile, Bethesda Softworks has long employed lengthy development cycles on big-ticket games like Fallout 4, Starfield, and now The Elder Scrolls VI, but parent company ZeniMax Media offset those timelines with games from other subsidiaries like Arkane Studios, iD Software, ZeniMax Online Studios, and Tango Gameworks.

Those games didn’t necessarily always perform well, but they did build a bankable back catalogue and enable knowledge sharing and support between studios. After Xbox’s $7.5 billion purchase of ZeniMax, it closed Arkane Austin, Tango Gameworks, and support studio Alpha Dog Games (Krafton stepped in to revive the Hi-Fi Rush developer), closing those opportunities. It also canceled a new live service game codenamed “Blackbird” from ZeniMax Online Studios that was apparently so far in production that former Microsoft Gaming CEO Phil Spencer couldn’t tear himself away from it during a meeting.

Related:The next Xbox is codenamed “Project Helix,” will also play PC games

We should also note that Asha Sharma’s recent comments casting doubt on Xbox’s approximately $69 billion purchase of Activision Blizzard were undoubtedly fueled by the reported underperformance of Call of Duty: Black Ops 7, which has been partly attributed to its day-one inclusion on Xbox Game Pass Ultimate, which took place after Microsoft raised the price of the subscription service (and then lowered it again earlier in 2026). The placement may have into the game’s sales while doing little to bump up Game Pass subscribers.

As for the memory price increases driven by AI companies—those began to catch the public eye in October 2025 when OpenAI struck a major deal with Samsung and SK for 900,000 DRAM wafer starts per month, locking up much of the world’s anticipated supply of memory before it’s even been produced.

Nadella said those increases “wouldn’t be permanent,” and that Microsoft would re-examine Xbox’s hardware model in the future. But OpenAI’s biggest business partner is in its race to corner the AI market is…of course, Microsoft.

EA unveils new platform to insert ads ‘directly into gameplay’

EA unveils new platform to insert ads ‘directly into gameplay’

Electronic Arts (EA) is charging headlong into the world of in-game advertising with a new ad platform called…well, EA Advertising. The new business venture promises to “connect brands to highly-engaged audiences” that allows companies to purchase in-game ads that range from real-time in-game placement to custom in-game content that is “designed to enhance, not disrupt, the player experience.”

“In these interactive gameplay environments, brands become part of the game itself, reflecting how players engage with advertising in real-world contexts,” EA declared in a post announcing the new platform. “In these interactive gameplay environments, brands become part of the game itself, reflecting how players engage with advertising in real-world contexts.” 

“Brands can activate across live environments, tailoring placements to meet campaign objectives, and update campaigns with ongoing optimization informed by aggregated engagement insights.”

Related:‘Not-for-profit’ biz models can make for better showcases, say Triple-i Initiative organizers

A few high-profile companies have already partnered with EA for a series of in-game campaigns promoting their products. These include credit card company Visa, hardware and home improvement retail company Lowe’s, energy drink producer Red Bull, Comcast subsidiaries Xfinity and Peacock, and Geoff Keighley’s favorite soda soda company Mountain Dew.

EA’s announcement primarily puts the company’s portfolio of sports games (which includes franchises like Madden NFL, EA Sports FC, and EA NHL) front-and-center, promising products like “stadium signage” alongside custom in-game content to connect advertisers with players. Given how sports stadiums are already plastered with advertisements, EA’s promise that these ads reflect “how players engage with advertising in real-world contexts” is seemingly well-founded.

But games outside the EA Sports portfolio also appear to be pitched to brands as potential advertising beachheads. The EA Advertising website includes skate. and The Sims 4 in a gallery of “endless communities” that share “one love of gaming.” 

There’s no immediate word whether these ads would be injected into single-player games like BioWare’s next Mass Effect game or its first-person-shooter live service games, Apex Legends and Battlefield 6. It also doesn’t immediately state if it will allow other video game companies to purchase their own advertisements. 

If it did, that could lead to a situation where a studio with cash to burn could cheekily promote their own game directly to EA’s players.

EA’s announcement follows the news earlier this year that it saw a nine percent boost in net bookings year-over-year, delivering “strongest net bookings quarter of the fiscal year in Q4.” Those numbers were announced after laying off an unknown number of Battlefield 6 developers in March.

Related:Important lessons from running a successful video game crowdfunding campaign

This new advertising platform is certainly a potent business opportunity for EA, though it may soon be unclear how much revenue the platform brings in for the company. If all goes according to plan, the company will soon be fully taken private by a consortium of investors led by Saudi Arabia in a $55 billion buyout.

Game Developer has reached out to EA for a comment on this story and will update it when the company responds.

Multiple Xbox game studios negotiating to avoid closure

Multiple Xbox game studios negotiating to avoid closure

Update 6/15: Bloomberg News is now reporting that the heads of multiple Xbox studios, including Double Fine, Ninja Theory, and Compulsion Games, are all actively negotiating to spin off into independent companies to preserve their future as the Microsoft video game subsidiary prepares to shut down some of its less-profitable game development shops.

These negotiations are not guaranteed to end in success, and employees at these studios have apparently been given permission to look for jobs elsewhere.

Even a successful reclamation of independence could still lead to layoffs at these companies, which would then also be operating without the funding and support promised by Microsoft.

Original story follows below:

Microsoft-owned Xbox and Microsoft Game Studios are reportedly looking to shut down South of Midnight and We Happy Few developer Compulsion Games—but studio leadership is reportedly ‘in negotiations’ over its potential fate.

Related:Kabam consolidating LA office and making layoffs

This news comes from the team at Kotaku, who spoke with multiple sources aware of Xbox’s plans. After initial publication, one source informed Kotaku of the ongoing negotiations.

Few other details are available at this time, including the number of employees that would be impacted. The credits for South of Midnight list approximately 115 individuals under the list of “Midnight Internal” employees (the bulk of whom are assumedly from Compulsion Games). As Kotaku notes however, the studio has been recruiting for a “fascinating, intriguing brand new IP,” leaving the final number unknown.

Closing the Peabody award-winning studio would be a sharp about-face for Xbox CEO Asha Sharma and chief content officer Matt Booty, who both praised the studio and its role in Xbox’s strategy in an April 2026 interview with Game File. “We’re also dedicated to places where new IP can come to life and where these stories can be told,” Booty said.

Today’s news lands less than a week after Sharma sent a memo to all Xbox staff about the need for a “business reset” in Microsoft’s video game division, which was quickly followed by reports that the company is planning major layoffs in July. Then last Friday, Xbox insiders informed The Information that Microsoft is mulling over spinning off Xbox into a separate business unit, while company CEO Satya Nadella said the company must make Xbox a “sustainable” business.

In that interview, he declared that Microsoft had been “subsidizing that entertainment,” and not “monetizing” it.

Game Developer has reached out to Xbox for comment on this story and will update it when the company responds.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

UK social media ban will restrict some features on game platforms

UK social media ban will restrict some features on game platforms

The UK government has confirmed it will ban social media for under 16s and impose some restrictions on video game platforms that offer communications and livestreaming functionality.

The move comes after the government ran a national consultation from March to May 2026 that it said showed “overwhelming public demand for action” with 9 out of 10 parents backing a social media ban for children aged 16 and under.

Although the government noted that children in that age group will still be able to “access the online world safely for learning, news, games, and staying in touch with known friends”—meaning video games have avoided an outright ban—it explained “high-risk features” including livestreaming and communications with strangers will be restricted on video game platforms.

“This will be backed up by stronger requirements for age checks on platforms,” adds an explainer on the UK government website.

Related:Kabam consolidating LA office and making layoffs

It’s currently unclear how the UK government will seek to regulate those platforms—or which video game platforms will be impacted. 

“Yes it’s hard. Hard to legislate for. Hard to regulate. Hard to enforce,” said UK prime minister Keir Starmer in a Sky News broadcast. “That’s why we sought a wide range of views on this. That’s why we listened to people. Had a conversation. We looked carefully at the evidence. Learned from countries like Australia, that are taking similar steps.

“We’re not just bringing forward a ban. We’re going further. We’re taking world-leading action on gaming services and live streaming platforms, where at the moment strangers can contact any child unchecked. Just think about that. Is there a situation in the offline world where you would just let your child pair up with a stranger? An adult that you don’t know anything about. No. So we’re taking action on that.”

UK video game industry trade body Ukie responded to the news by welcoming the decision to distinguish video games from social media in the proposed restrictions for under 16s, and said it has offered to act as a technical partner with the government to co-create the regulations that will apply to game platforms.

The organization also stressed that many video game platforms already include parental controls that can be used to restrict young users from chatting with strangers, and noted that new age rating criteria being introduced by PEGI will result in titles with unrestricted communication features being automatically rated PEGI 18 regardless of their content.

As noted by the BBC earlier this year, Australian internet regulator eSafety has suggested the country’s own social media ban has fallen short of expectations due to a lack of compliance from those companies impacted.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

In another report from the BBC published in May, Scotland’s children commissioner Nicola Killean questioned the effectiveness of a ban and said it could even drive children towards more dangerous corners of the internet. 

The UK government has pledged to outline how the ban will be implemented in the coming months and said the legislation will come into effect from Spring 2027. 

Horses begins recouping dev costs after selling 30,000 copies

Horses begins recouping dev costs after selling 30,000 copies

Santa Ragione’s surreal horror title Horses, which was banned on Steam and the Epic Games Store, has begun recouping its development costs after selling 30,000 copies worldwide and generating $100,000 in revenue.

In an email sent to Game Developer, Santa Ragione co-founder and studio director Pietro Righi Riva explained the Italian company doesn’t have enough cash to kickstart production on another project but has managed to successfully pay back its private investors.

“For anyone curious about where that went: of the $100k, $30k went to the game’s director, Andrea Lucco Borlera, who spent years working on it in his own time, and $62k went to the game’s private funders, covering their $50k investment and providing a return,” said Riva. “That leaves $8k for Santa Ragione. It isn’t enough to begin anything new, but it’s a start toward recouping our $50k in development costs.”

Santa Ragione previously said it was facing closure after Horses was banned from Steam over content platform owner Valve described as concerning. After Epic also decided to block Horses from launching on the Epic Game Store, the title eventually made its debut on Itch.io, GOG, and the Humble Store. 

Related:Kabam consolidating LA office and making layoffs

Horses went on to win multiple awards including the 2026 IGF Nuovo Award and Best Experience at the Italian Video Game Awards.

Riva said he is “eternally grateful” to everybody who supported the studio over the years and hopes the difficulties surrounding the distribution of Horses sparked important conversations around censorship.

Horses uses grotesque, subversive imagery to confront power, faith, and violence. We reject subjective obscenity standards and believe this kind of moralizing censorship evokes a darker past in which vague notions of ‘decency’ were used to silence artists. Games are an artistic medium and lawful works for adults should remain accessible,” said Santa Ragione in a statement when Horses was banned on Steam. 

“We respect players enough to present the game as intended and to let adults choose what to play; lawful works should not be made unreachable by a monopolistic storefront’s opaque decisions.”

The final update for Horses was rolled out this week and brings Japanese, Korean, Spanish, German, French, and Russian language support. 

Treyarch studio head steps down after 22 years

Treyarch studio head steps down after 22 years

Mark Gordon, the studio head at Call of Duty maker Treyarch, has retired from his role after a 22 year tenure.

The studio shared the news yesterday via social media. In the statement, Treyarch highlights Gordon’s contributions to the franchise, which involved the likes of Call of Duty 2: Big Red One, Call of Duty 3, World at War, and the entirety of the Black Ops series.

As for the studio’s leadership, Treyarch’s Kevin Hendrickson and Yale Miller will step up as co-studio heads.

“Kevin and Yale are veterans of the franchise with decades of development and leadership experience, both bringing a wealth of deep game knowledge and a shared commitment to Treyarch’s culture and creative ambition,” reads the statement.

Treyarch has been under Activision for over two decades. In 2023, Activision Blizzard was purchased by Microsoft for approximately $69 billion. During the last couple of years, the studio has been at the center of reports about crunch and culture issues, with the QA department reportedly bearing the brunt of it all. In late 2021, QA employees at the studio joined Raven Software and other devs in a walkout over the sudden firings at Raven.

Related:Kabam consolidating LA office and making layoffs

Treyarch has also seen some drama with studio leadership. In 2020, co-studio head Jason Blundell parted ways with the studio after 13 years. Then, five years later, co-founder Peter T. Akemann pled guilty and took a deal after piloting a drone during the Los Angeles fires in January, which damaged a firefighting aircraft.

All the while, Activision continues to pour ridiculous amounts of money in the Call of Duty franchise. In 2025, court filings unveiled that the company spent almost $1.8 billion developing three titles of the series. Yet, by the end of 2025, shortly after Activision announced a partnership with Paramount to develop a live action Call of Duty film, staff acknowledged the franchise has not met people’s expectations fully, ditching back-to-back releases of Modern Warfare and Black Ops games. Now, the plan is to drive “innovation that is meaningful, not incremental.”

2026 has been similarly tumultuous. Activision shut down Call of Duty: Warzone Mobile, while just last week, Xbox CEO Asha Sharma wasn’t able to provide an affirmative answer regarding whether the $68.7 billion merger between Microsoft and Activision represented good value for money.

“I don’t know anybody in entertainment who wouldn’t want Call of Duty, which is now grossing in more revenue than [the] Marvel Cinematic Universe; who wouldn’t want one of the top three apps in the world in Candy Crush; who wouldn’t want World of Warcraft; who wouldn’t want a team that for 20 years has been able to create predictable hits every single year,” said Sharma.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

Now, just a few days after, multiple Xbox game studio heads are reportedly negotiating with Xbox to avoid closure, including Double Fine, Ninja Theory, and Compulsion Games.

P.I. For Hire’s audacious worldbuilding

P.I. For Hire’s audacious worldbuilding

What’s the right amount of worldbuilding for a game like Fumi Games and Playside’s Mouse: P.I. For Hire?

If you ask the developers (and we did, more on that later), the answer is “a lot.” That much is obvious when you blaze through the studio’s debut first-person shooter, which puts you in the shoes of “Jack,” a mouse detective hired to look into the disappearance of a stage magician that, like all great mysteries, turns out to be part of an elaborate conspiracy involving cultists, cops, and “The Big Mouse Party” (BMP), a cartoonified version of the German American Bund. The player investigates this mystery not through deduction and logic puzzles, but by pouring bullets, turpentine, and cannonballs into hordes of cartoon enemies across a monochromatic coterie of locales.

This all takes place in a world portrayed in a “rubber hose” animation style that was popular in 1920s and 1930s animation (the very first image you see is of a steamboat named “Willie,” of course). It’s a fine example of what we’d call a “pastiche,” a work so referential of other games and media that it practically emulates them. And yet for a pastiche, Fumi Games has poured an unusual amount of original storytelling and worldbuilding into its debut game.

Related:Star Trek: Voyager – Across the Unknown reinvents TV storytelling for survival strategy – Narrative Notebook #3

Why is that surprising? Because when Fumi first teased the game in 2023, there wasn’t any sign this would be a game with extensive dialogue sequences, characters with overlapping backstories, and big narrative setpieces. The gameplay is inspired by the story-light shooters of the ’90s, and there’s a case for just making it the kind of game where players aggressively press forward.

But as Fumi Games CEO and co-founder Mateusz Michalak and lead narrative designer Mateusz Lechowski reminded us, this game does star a classic private detective. Detectives need mysteries to solve. And to craft a mystery worth solving, you need characters with hidden agendas, and a world that those agendas take place against. What follows is a fascinating tension where the game’s setting strives to be interesting, but not cross so far into real-world commentary.

Yet commentary—unintentional or not—cannot help but surface from the spicy stew of worldbuilding Fumi Games has cooked up. It’s a fantastic case study for developers who want to flesh out their game worlds—even if that risks writing uncomfortable metaphors that flatten or sand over real-world events.

What works about Mouse‘s worldbuilding?

Mouse: P.I. For Hire is at its best when the characters treat its cartoon pastiche world with absolute sincerity.

In Mouse: P.I. For Hire, the different threads of Jack’s investigation come to represent the different elements of this cartoon riff on the 1930s. The game’s central locale, a metropolis named Mouseburg, squishes a number of American settings together, from New York City to Los Angeles to the Louisiana Bayou, each with a different animated adversary fleshed out by repeated visits to these areas. Everyone in the world is a cartoon animal of some sort, with mice, shrews, and gators being some of the characters who meet (and sometimes try to murder) our gumshoe hero.

The anthropomorphizing of these animals creates the fascinating tonal tension in Mouse‘s story. This cartoon world is inspired by real-life history but not meant to be a direct metaphor or commentary on real events. However, the plot threads through subjects like the targeted abduction of shrews, police complicity in fascism, and the aforementioned BMP. 

There’s tension here because, for the most part, Fumi Games’ worldbuilding strategy works. There are three main mysteries at the heart of Jack’s investigation that lay the groundwork for the drama. In his quest for justice, Jack must answer three big questions.

  • What happened to Steve Bandel, a celebrated stage magician who served overseas with Jack in a great war nicknamed the “Quite Big Affair”?

  • Who killed Betty Lynch, a Mousewood starlet who adored the spotlight almost as much as she did cozying up with mobsters and powerful politicians?

  • Who is kidnapping Mouseburg’s shrew population?

Mouse‘s greatest storytelling advantage is that like all great detective stories, it knows the cast of characters—and all the potential suspects—matter far more than the answers to the big mysteries. Throughout the game, players encounter characters like politician Cornelius Stilton, gearhead surrogate daughter Tammy Tumbler, and journalist Wanda Fuller, who all take the game’s world and lore deeply seriously. They’re all a bit over-the-top, inspired by the performances of classic Film Noir movies (and maybe a bit of German Expressionist Cinema), but they all act as though alcoholic cheese, falling anvils, and crashing through walls and leaving behind silhouette-shaped holes are a part of everyday life.

Michalak explained that his animation background informed the decision to take a more earnest approach to the story rather than just leaning on parody. “In animation, the most important and crucial thing always is art, but the storyline, the narrative, the script, is also crucial,” he said. 

“There’s something about this kind of hard-boiled theme that we went for… that was already there in the concept and that was asking us to just take it a little bit further,” said Lechowski, noting that most other “boomer shooters” (first-person shooters with gameplay inspired by shooters from the 1990s) usually have very bare-bones narratives. “It was calling us to make a noir story that fits a boomer shooter. It was a separate challenge to make a story that resembles a detective experience, but doesn’t interfere With running and gunning.” 

He added that The Naked Gun film series also proved to be a surprising reference point here—not so much as a parody, but as a reference for how characters can treat situations with deadly seriousness while the audience takes in the jokes and gags.

That sincerity is really necessary for one worldbuilding thread inspired by both classic rubber-hose cartoons and, as Lewchowskiput it, the Fumi Games’ team adoration for otherworldly horror—the plotline involving a cult trying to enter the demon world.

From rubber-hose cartoons to True Detective, David Lynch, and Remedy Entertainment

Mouse‘s detective tale starts as a missing persons case but slowly ramps up into a horror-themed mystery that Lechowski says was inspired by Remedy Entertainment’s games, David Lynch’s films and TV shows, and the first season of the HBO show True Detective. That’s because Stage magician Steve Bandel hasn’t just vanished, he’s absconded to a pocket dimension called “The Unknown.”

The Unknown becomes an anchor point not just for the mystery, but the level design itself. One of Mouse‘s standout features is a spree of levels with unique setpieces inspired by each area’s identity. The movie studio levels are set on soundstages, a riverboat level weaves the player in and out of a VIP-only party, and a number of areas set in swampy or gothic locales slowly introduce the player to the madness of The Unknown.

This narrative justification opens the door for the level designers to experiment with more outlandish setpieces—leading to false doors and non-Euclidean geometry, eventually sending players to The Unknown itself. The whole affair might surprise players who came to Mouse with expectations of a purely noir-inspired tale, but Lechowski said it comes from his and the team’s love for “good cosmic horror.” 

Blending the cosmic horror genre (derived from the works of H.P. Lovecraft) isn’t “easily translatable” into rubber hose animation because cosmic horror is generally a somber, serious genre of storytelling. “Anything that even resembles satire is just undercutting the whole thing,” he explained. “We [asked], ‘why not take a swing at it and introduce some concepts that could possibly be built upon—that seed this idea in my player’s mind that there is something going on behind the curtains of this world, that there are some entities that are not what they necessarily seem, but sometimes they are.'”

Here, Lechowski was alluding to works of fiction that blend true crime and cosmic horror, playing with the notion that supernatural forces might be driving the dark events of the story, but its equally possible that plain human evil is at work. In Lynch’s beloved series Twin Peaks, the evil entity “Bob” does play a role in the murder of Laura Palmer—but in the film Fire Walk With Me, it’s established that Leland Palmer’s very human abuse of his own daughter, and how everyone in Twin Peaks allows it and other nefarious abuse to proceed unimpeded, is the far greater horror. 

Mouse pays tribute to Lynch in a literal fashion too. Betty Lynch is named in honor of the beloved film director, and one specific cutscene was modeled after a shot from Mulholland Drive.

Likewise, in seasons one and four of the HBO show True Detective, the possibility of supernatural horrors like The Yellow King and a mysterious “spiral” creature buried in the Arctic ice is afoot. Again, these beings don’t become literally responsible for the murders at the heart of the mysteries, but the ambiguity of their existence is intertwined with the killers’ horrible acts.

“We also love [Remedy Entertainment’s] games, that was an inspiration too,” he said, adding that when this blending of true crime and horror is done properly, it “gives more than it takes” from the seriousness of conspiracy and murder.

But there’s another reason this setpiece works so well: it captures an element of Rubber Hose animation that’s not as recognizable as a gritty take on Steamboat Willie.  Animation houses like Fleischer Studios regularly flirted with the horror genre. In Swing You Sinners!, a cartoon dog is tormented by ghosts for his crimes, while Minnie The Moocher features a Rotoscoped Cab Calloway and a gang of skeletons haunting Betty Boop. And in Shiver Me Timbers, Popeye the Sailor and pals are terrorized by ghosts aboard a beached tall ship.

Mouse isn’t even the first game to pay tribute to those shorts—the final boss of Studio MDHR’s Cuphead is none other than the devil himself. Horror plays an important role in rubber hose animation history, and crafting setpieces inspired by these shorts shows there’s more to Mouse than meets the eye.

Unfortunately, while the characters’ commitment to fear of The Unknown helps make Mouse something special, its flirtations with real-world horror fall flat.

Sometimes Mouse flies too close to the sun

While playing Mouse, I regularly caught myself saying this phrase over and over again: “That’s a crazy choice for this game to make.”

Sometimes I was referencing the aforementioned horror sequences. But other times I was gobsmacked by when the game wanted to reach for real-world politics—and when it preferred to shy away.

The final villains of Mouse are ultimately those old reliable punching bags: the Nazis. Fumi Games deserves credit for not just placing German Nazis at the heart of the story, but by directly referencing the German American Bund and spotlighting how hatred and fascism don’t just grow overseas. In Mouse, the Big Mouse Party and a German-accented mad scientist from “The Old World” (the game’s nickname for Europe) are at the heart of a terror campaign targeting Mouseburg’s Shrew population. By the end of the game, it’s revealed that the Big Mouse Party recruited the Mouseburg police force to kidnap shrews and force them out of their homes. 

The shrews are characterized as a racial minority in Mouseburg who face bigotry from the city’s mice population. On paper, they don’t stand in for any real-world ethnic group. The BMP’s partnership with the Nazis summons evokes historic discrimination of Jews in the United States, but Lechowski added that a police raid on their hometown of “the Shrew Thicket” was inspired by the Tulsa race massacre of 1921, where a mob of white Tulsans tore through the city’s Black neighborhoods, destroying buildings and killing anywhere from 39 to 300 people.

Toss in the character of “Old Shrew,” a Voodoo priestess with a Bayou accent, and it becomes clear that this fictional marginalized group carries the burden of representing many American minorities that still face discrimination to this day. 

Lechowski affirmed that the shrews are not meant to stand in for any real-world ethnic group. “We tend to melt together center certain concepts. They represent a lot of oppressions that were happening in the time period all over the world,” he said.

Fumi’s intent here is clear, but in my time with the game, I found the choice wanting. It’s an example of Fantastic Racism, a storytelling trope where real-world bigotry is projected onto made-up groups or races in fantasy settings. As YouTuber Princess Weekes pointed out in a 2025 video essay on the topic, stories that derive bigotry based on narratively-justified differences between groups (here, the literal physical species difference between mice and shrews, and what appears to be a mystical connection between the Shrews and the Unknown) can risk validating racist beliefs.

And look, I’ll just say it. “Shrew” rhymes with “Jew,” and as a Jewish American, the rhyming just kept conjuring a very specific image with unfortunate connotations. With plenty of antisemitic propaganda comparing Jews to rodents out in the world, even loosely implying a reference to a real-world group raised the hairs on the back of my neck.

To be clear, I wasn’t offended by this depiction (though I can’t speak for anyone with ties to Voodoo culture, or even other Jewish folks playing the game). But it created an uneasy feeling of where I was supposed to take Mouse‘s real-world references as sharp and pointed and where they were supposed to just be for entertainment purposes. 

It’s surprising that Fumi chose such a middle-ground approach here when other bits of political commentary in the game seem so pointed. Making the cops antagonists is a strong fit for Mouse not just because of the ever-unfolding corruption exposed in policing, but also because early 20th-century fiction primarily depicted cops as bumbling or corrupt, leaving private detectives to root out crime and serve justice.

Meanwhile a late-game gag about the editor-in-chief of a major newspaper is doing “cheese bumps” with members of the BMP got a laugh out of me, partly for feeling like a direct jab at media executives who play at political neutrality but then cozy up with far-right regimes. Beyond that, there are references to American war veterans suffering from PTSD, worker strikes, and abuses in mental asylums.

Lechowski and Michalak both mused on the fact that real-world political events, like Russia’s invasion of Ukraine and the looming tide of war on their own border (Fumi Games is based in Poland), may have influenced their work. Mouse‘s setting explicitly evokes the window between World Wars I and II, an era that may or may not reflect our modern day perhaps too closely (history has yet to determine that topic). 

Mouse takes these moments seriously (while delivering a gag-a-minute to the player), but if its depiction of real-world bigotry is too diluted to make a specific point, its characters can’t commit to the same kind of commentary that makes the rest of the game so fascinating.

I sympathize with Fumi on this topic, and I think they just missed the mark. The treatment of minorities is a potent theme when building a fictional setting, especially when your fictional world’s villains are cut from the same mold as the monsters of our own. Games like Wolfenstein: The New Order make it look easy, but it’s tough to build space for both genuine commentary on hatred and bombastic cartoon violence.

When you get it right, it makes punching those villains in the jaw feel that much better.

June’s inspiration recommendations – a world in black-and-white.

If there’s one thing I’ll stress about my time with Mouse: P.I. For Hire, it’s that I admire Fumi for taking such big swings even if all of them didn’t work out. I’d much rather play games or experience art that tries to be ambitious not just in craft, but in theme and storytelling. 

So let’s take a breather from discussing heady politics and celebrate a few selected black-and-white pieces that go beyond the shadows of detective fiction. Put these pictures on to stretch your boundaries and think more widely about what can be done with this beloved visual style.

  • Killer of Sheep

    • This 1978 black-and-white film from director and then-UCLA grad student Charles Burnett was one of the most challenging movies I encountered in films school. I credit it with helping smash my preconceptions of the fundamental elements of moviemaking. The film follows a slaughterhouse worker named Stan as he struggles through life in the impoverished Los Angeles neighborhood of Watts. There’s no conventional plot, no character arcs, and no satisfying conclusion—just a somber observance of a bleak and difficult life.

  • La Jetée

    • French director Chris Marker made cinematic history with this 28-minute film that would eventually inspire celebrated movies like The Terminator and 12 Monkeys. If you’re into post-apocalyptic fiction and time travel, this is a fantastic early example of the genre. But if you’re more ambitious, you’ll study how the film tells its story not through moving images, but through a series of photos shot on an everyday Pentax Spotmatic. The only exception is a pair of shots of actress Hélène Châtelain shot in 35 millimeter, each mere seconds long. This is one of my favorite films—and frankly one I’m surprised I see rarely referenced in modern media.

  • His Girl Friday

    • Howard Hawks’ iconic 1940 screwball comedy about a newspaper editor (Cary Grant) and his reporter ex-wife (Rosalind Russell) is far lighter fare than today’s other recommendations, with its madcap dialogue filtered through mid-Atlantic accents still inspiring iconic performances to this day. 86 years later, it’s still a hilarious film, but on a recent rewatch I was struck by the power of a scene from midway through the movie where the wife of a condemned man castigates the journalists feverishly documenting the hunt for her husband.

    • The scene casts a dark shadow on the life of these reporters and their tawdry practices, and it’s the only moment in this chatterbox film where the cast falls into silence. But even when no one is speaking, this might be the moment where the film (and the play it’s based on, The Front Page) has the most to say about the newspaper business.

That’s it for June. Stay cool out there, and I wish you luck in making worldbuilding choices as bold as Fumi Games’.

EU Commission to ‘engage with the industry’ on Stop Killing Games

EU Commission to ‘engage with the industry’ on Stop Killing Games

The EU Commission has said it will engage with the game industry following the European Citizens’ Initiative (ECI) on the disabling of video games by publishers, referring to the Stop Killing Games initative (also known as Stop Destroying Videogames).

Via a press release issued yesterday, the Commission says it plans to engage with consumers and publishers by the end of 2026 to “explore ways to improve industry standards.”

For context, the ECI invited the Commission to propose legislation that ensures players can continue to play video games after the publishers stop providing support for them commercially. At this stage, the Commission cites existing intellectual property rights as a barrier to imposing legal obligations on publishers.

For example, under EU copyright law, rights holders enjoy exclusive rights over their creations. Other intellectual property rights may also be relevant as they may protect different visual and technological aspects of a video game. 

Related:Kabam consolidating LA office and making layoffs

Yet, the Commission has “committed” to taking several steps. The first involves initiating an exchange with the video game industry and consumer representatives. The aim is to draw up an industry code of conduct on managing video games’ “end of life.”

The Commission says it will work with consumer organizations and authorities to raise awareness about the applicable rights of consumers, including safeguards that protect their economic interests.

“The Commission will report on the application of the Directive on digital content and digital services before the end of the year,” the announcement reads. “Active enforcement of these existing consumer rights can also incentivize the providers to offer video games with longer lifespans and explore solutions for meeting consumer expectations.”

The Commission also mentions that existing EU consumer law already provides some safeguards. For example, video game providers must inform consumers about the duration and the conditions for terminating the contract before the consumers sign up for a video game.

“The Directive on digital content and digital services provides consumers with remedies when the content or service provided does not conform with the contract and what consumers could reasonably expect. Consumers may be entitled to proportionate refund of their purchases,” the Commission said.

The European consumer movement Stop Killing Games started back in 2024, a year after Ubisoft delisted The Crew from digital marketplaces and then shut down its servers, rendering the game permanently unplayable. This was aggravated when players started receiving a notification that their game license was being revoked without any refunds. Despite backlash, Ubisoft’s stance was that consumers only bought a limited access to the game, not full ownership.

Related:Report: Former Xbox president Sarah Bond and Take-Two CEO Strauss Zelnick linked to Peter Thiel’s secret society

Now, in April of this year, French consumer association UFC-Que Choisir sued Ubisoft over The Crew’s shutdown. The lawsuit alleges that Ubisoft misled consumers about the permanence of their purchase, and imposed abusive contractual clauses stripping players of ownership rights.

While the consumer association filed the lawsuit, the Stop Killing Games group is backing it, having united more than 1.3 million signatures. That passed the threshold mandating a review by the EU executive, which is expected to present its findings by the end of July. 

Resource management? Survival games are about time management.

Resource management? Survival games are about time management.

Survival games are tough to define. Many of them force the player to “survive” as a main component of gameplay, of course, but does that involve gathering food so you don’t starve? Finding or building shelter? Does it involve combat? Is it something else entirely? 

According to Seth Rosen, game director and lead designer on Ironwood Studios’ Pacific Drive, survival games are actually simpler to explain.

“Fundamentally, survival games are time management games,” he said during his GDC Festival of Gaming 2026 talk, “Pacific Drive Under the Hood: Survival Fundamentals, Systems Design, and Speeding Past Tropes.” 

Rosen has experience with survival games. Before Ironwood Studios, he was a technical designer at Klei Entertainment working on the Don’t Starve series. He had no interest in the genre at first. In fact, he criticizes it in the talk, saying that the market is filled with games that are busy but that “[lack] richness.” They give players tasks to complete without a goal to work toward, a fantasy to live out, or even an interesting setting. 

Related:Data and player sentiment highlight the value of authentic LGBTQ narratives

But those pitfalls come from other developers misunderstanding what is actually at the core of these kinds of games. In order for designers to create survival crafting games that feel meaningful rather than just tasks upon tasks, Rosen suggests focusing on just one element: time management.

“The moment to moment gameplay—gathering materials, crafting, managing, ticking meters—none of that matters. That’s the smoke and mirrors. They’re just differently patterned plates to spin as you move through the game world. Time is the only real resource.”

Time management? More like plate management

According to Rosen, survival crafting games have their players balance plates, which he defines as “a cycle or loop that the player goes through as problems appear and get resolved.” Anybody who’s played a survival game can understand what he’s talking about. These kinds of games often have the player juggle a bunch of different systems and tasks. In the case of Pacific Drive, you’re tasked with escaping the Olympic Exclusion Zone, a quarantined and mostly abandoned area in the Pacific Northwest full of dangerous anomalies that threaten to kill you. To do this, you have one tool: an old station wagon that quickly becomes your best friend.

To escape, you have to manage your car’s “health” in the face of those anomalies. That involves repairing and upgrading your car, so you need to gather materials. (Rosen says the car has 27 different parts you need to maintain.) You also need to upgrade your shop so that you can make those upgrades. Then while you’re out in the Zone, you must keep your car topped off with power and gas. That’s not even getting into “quirks” your car can incur or all the anomalies you have to face, with each bringing a unique obstacle to your journey.

Related:Finding inspiration and a bit of hope in CorgiSpace

Pacific Drive is, like many survival games of its ilk, a mechanically complex game. There are a lot of moving parts, but they’re not just there for the sake of it. They all come together to create friction that forces the player to juggle multiple tasks at once.

Take this common situation in Pacific Drive. You’re out in the Zone looking for resources to get the next upgrade for your Fabrication Station. However, a Bolt Bunny attaches itself to your car, shooting electricity through the whole body and causing your car’s battery to drain much faster. So now, you have to figure out how to get out of that area, either by finding a new battery source or the nearest exit. This upends your plan, so you have to come up with a new one. 

This is the cycle of Pacific Drive, and one that has three elements: pressure, stakes, and failure.

“Numerous plates create pressure through competing demands on the player’s time. Even when the cycles are slow or their impact is small, the variety of cycles under spin rates and consequences provide heuristics for the player to take into account as they constantly update their plan and the inevitable collisions happen at different and interesting times through the different schedules,” Rosen said.

Related:How can your game win the ‘attention war?’ Turn to storytelling

It’s annoying and could cause the end of your run, but it equips you with new knowledge you can use to adapt later. When you overcome this new tension, you feel accomplished and fulfilled. You survived the encounter, and therefore, you can keep going. 

“This combination produces the emotional core of survival, which means problem solving under duress,” Rosen said. “These are games about working your way out of trouble after you poke something with a stick or things didn’t go according to your plan. These moments generate drama and little systemic stories that feel deeply and intimately your own.”

Make sure all the plates present a substantial meal

All of this comes back to one idea: to make a survival crafting game stick, just make sure all that survival and crafting means something. Present the main goal of your game while making it seem like there’s a lot going on. That’s the point of plate spinning. 

This is all the more important as these kinds of games grow in popularity. Besides the releases of more classic survival fare like Palworld and Satisfactory, the industry has seen the rise of survival “friendslop” games like Peak and the continued success of sandbox titles like Minecraft that take classic survival gameplay and remove the pressure and danger from other titles like Pacific Drive

For developers working on survival games right now, focusing on the basics is the key to making something worthwhile. 

“[Friendslop] has a huge market share, but when you look at top-rated lists, you see games like Pacific Drive: single-player games that are less about construction and more about their setting, theme and player fantasy. These are the games that connect most with players,” Rosen said.

Game Developer and GDC are sibling organizations under Informa Festivals.

Rockstar suffers legal blow in union busting dispute

Rockstar suffers legal blow in union busting dispute

A UK employment tribunal has ruled against Grand Theft Auto maker Rockstar in the latest stage of a high-profile legal dispute centred on allegations of union busting. 

The latest preliminary tribunal decision upheld the right of fired IWGB union workers to continue bringing blacklisting claims against the studio at the final trial, which will run from September 10 to October 15, 2026. 

IWGB describes blacklisting as the “practice of compiling information about workers involved in union activity in order to discriminate against them.”

At the latest preliminary hearing between the two parties, IWGB said Rockstar sought to narrow the scope of the dispute by striking blacklisting claims from the case, but was ultimately preventing from doing so.

The decision means the ousted union workers, who claim they were fired for engaging in union activity, can bring those allegations against Rockstar at trial.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

As noted above, the court case will conclude just over a month before the planned release of Grand Theft Auto VI on November 19, which Rockstar parent company Take-Two expects to be one of the biggest product launches in entertainment history.

Ellie Dunstan, one of the more than 30 workers fired by Rockstar last year, described the latest ruling as a “huge moment.”

“Our case will now be heard in full and put to the test as it should be. The world will get to see for itself the evidence as to what happened last October,” said Dunstan. 

“We loved our work at Rockstar. Losing our passion, our colleagues and our incomes in the blink of an eye was devastating, and the company management has treated us with disdain ever since, refusing to grant us appeals or respond to basic evidence requests. After months of fighting to have our voices heard, this is a moment to celebrate. The judgment shows that even against a company with Rockstar’s resources, workers can stand together and demand accountability.”

IWGB Game Workers Branch chair Spring McParlin-Jones said the ruling represents a major blow to Rockstar’s attempts to “avoid scrutiny.”

“The tribunal has refused to let Rockstar off the hook, finding that serious factual questions remain about how these workers were identified, listed and dismissed – questions that must now be tested at a full hearing,” added McParlin-Jones. 

“From the moment employees were escorted from their buildings without warning, and throughout every subsequent stage of the legal proceedings, Rockstar has attempted to avoid accountability—denying workers a fair hearing, failing to engage with basic evidence requests, and now attempting to limit scrutiny of the allegations brought against them. Gamers all over the world have seen through these tactics, and now a tribunal has also cast doubt on Rockstar’s version of events.” 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

Rockstar maintains the firings were a direct response to employees leaking confidential information in a Discord channel.

In January, impacted workers were denied interim relief following another preliminary hearing—although it’s worth noting interim relief is rarely granted in the UK.

Former Housemarque director wants his new studio to live forever

Former Housemarque director wants his new studio to live forever

Returnal director Harry Krueger recently told Game Developer he’s determined to ensure Cosmic Division, the indie studio he founded in May 2026 to build gameplay-first experiences using a “lean and mean” philosophy, is capable of standing the test of time. 

Specifically, he explained he chose to leave Returnal and Resogun developer Housemarque after 15 years to build what he describes as a “forever studio.” During his time at the PlayStation subsidiary—acquired by the Japanese hardware maker in 2021— Krueger said he learned a profound lesson he intends to take forward: “the game is the boss.” 

“Everything ultimately exists in servitude of creating the best possible game experience. That often means leaving your ego at the door, and allowing the game itself to dictate what’s best. It’s important to aim for rapid and lightweight iteration, and be willing to test and refine ideas relentlessly until everything settles into a cohesive whole,” he said during an email exchange with Game Developer.

Related:Telltale Games is back, but can it learn from its past mistakes?

“It also means embracing uncertainty along the way. Games are a creative endeavor, and there’s no fixed formula for success. Some of the best features can emerge unexpectedly through happy accidents, experimentation, and adapting to surprises or constraints during development.”

Krueger added that huge budgets cannot replace good chemistry, and said Cosmic Division will prioritize recruiting the right characters in order to punch above its weight. “[At Housemarque] I also learned that the right people can act as a significant multiplier for creativity and momentum. No matter your budget, you cannot buy good chemistry, and even a relatively small team of highly aligned developers can accomplish extraordinary things,” he continued. 

The Finnish studio currently comprises five employees, and while Krueger has lofty ambitions he doesn’t expect the team to ever expand beyond 50 members. “For our first project, we’ll likely be able to achieve our ambitions with a team significantly smaller than that,” he added.

He said it’s an approach that will allow Cosmic Division to balance flexibility and ambition to scale selectively when needed while keeping internal operations “agile, focused, and sustainable.” 

There’s that word again. Sustainable. In recent years, the notion of “sustainable growth” is a phrase you hear thrown around when a company is making cuts. It’s rare a week goes by without a studio or publisher downsizing in the current climate, so how does Krueger intend to scale in an industry that feels downright hostile to developers? 

Related:How to direct unconventional games like Control Resonant

“‘Lean and mean’ isn’t a PR tagline for us, it’s a foundational philosophy. I’d say our goal as a studio is to be ‘responsibly ambitious.’ The industry has gone through a difficult cycle of overexpansion followed by painful corrections, and we want to avoid contributing to that pattern. With Cosmic Division, we aim to shoot for the stars, but also keep our feet firmly on the ground,” he said. 

“I believe it’s always easy for creative ambitions to spiral outward, and every project has the potential to become your magnum opus. But good design is ultimately about setting constraints, and I believe the same is true for running a studio, especially in its early stages of growth.”

“We see AI the same way we see any other technology: as a tool, not a savior”

Krueger offered a familiar refrain: that constraints foster creativity. He suggested that smaller teams are perhaps more capable of taking bigger creative swings if they can stay focused and adaptive. “Once projects grow beyond a certain size and expectations start piling up, it can become much harder to deliver on all fronts sustainably and without compromise. And too much compromise usually leads to mediocrity,” he continued. “In the end, more is not always better, often it’s just more.” 

Related:Stories from making Marvel Rivals

When asked how much financing he raised to establish Cosmic Division, Krueger said the company will be sharing more details about its partners and financial situation in the future. He stressed however, that the team will always budget in service of the game they’re building. “We want to pick our battles carefully, and avoid scaling beyond what the project genuinely requires,” he added. 

As for whether other not Cosmic Division will leverage generative AI to accelerate production—a familiar refrain in some exec-laden corners of the industry—the newly-minted studio founder said the (often divisive) technology could perhaps become a useful tool but that it will never be a “savior.”

“For us, rapid iteration means that it should be easy to test ideas quickly, discard what doesn’t work, and double-down on what does. Smaller teams are naturally suited for that approach because decision-making is quicker and lighter, and ripple effects are easier to compartmentalize and manage. A lean team structure allows us to prototype, review, adapt, and course-correct without excessive process overhead,” he said.

“Games aren’t just systems—often we’re chasing a feeling, and trying to give shape to the intangible. It’s not always an exact science, and finding the fun and allowing the design to settle takes time. This is something that we intend to prioritize at Cosmic Division. It’s important to leave room for that iterative discovery process, rather than rushing prematurely toward scale.

“As for AI, it’s obviously one of the biggest discussions happening in the industry right now, and the conversation often swings between extremes. People who dismiss it entirely may miss useful opportunities, while those expecting it to solve every problem are likely to end up disappointed. We see AI the same way we see any other technology: as a tool, not a savior. It can accelerate certain workflows and reduce friction in some areas, but it’s not a replacement for creative vision, taste, or craftsmanship. We’re keeping an open mind and actively exploring the space, but we’re approaching it thoughtfully rather than dogmatically.”

Ultimately, Krueger hopes that Cosmic Division’s work will eventually speak for itself and said sustainability means creating a studio capable of enduring, where the craft of building video games is celebrated and ambition is balanced with responsibility.

“Throughout my career I’ve been fortunate enough to stand on the shoulders of giants, and lucky enough to work only on award-winning projects alongside some exceptional people. Now, Cosmic Division is my third job in the industry, and I’d like it to be my last,” he continued.

“The goal is to build the ‘forever studio,’ rather than chase aggressive growth or short-term wins. Practically that means growing slowly and responsibly, managing project scope carefully, maintaining a healthy runway, and being very deliberate about the people and partners we bring onboard. Especially while building our first project and the studio simultaneously, it’s important to be measured and not bite off more than we can chew.”

Xbox knew of Ninja Theory split when showing its new game

Xbox knew of Ninja Theory split when showing its new game

Microsoft reportedly had already planned to sunset or split with Hellblade: Senua’s Sacrifice maker Ninja Theory when it showcased its new title, Saga, on its June 7 presentation.

The allegation comes from Game File, based on a source familiar with Microsoft’s plans who spoke with the publication under anonymity. By the time Ninja Theory revealed the third title in the Hellblade franchise, Senua, its parent company was reportedly set on splitting with the team.

The thinking, based on what the source told Game File, was that the promise of a newly announced game could help draw investor interest in the studio. Yet, it’s unclear if anyone atop Ninja Theory was involved in the reported plan.

This is one of multiple reports regarding internal turmoil at Xbox. According to Bloomberg News, the heads of multiple Xbox studios, including Double Fine, Compulsion Games, and yes, Ninja Theory, are all actively negotiating to spin off into independent companies to preserve their future. This is due to Xbox being reportedly preparing to shut down what it deems to be less-profitable game development teams.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Yet, the reported negotiations are not guaranteed to end in success. Employees at these studios have apparently been given permission to look for jobs elsewhere. Moreover, even if studios are able to spin off and reclaim independence, the move could still lead to layoffs, as they would be operating without the funding and support promised by Microsoft.

Last week, Xbox CEO Asha Sharma said she was preparing to reset Microsoft’s video game division after years of decline. According to reports, the move is bound to result i major cuts across the division shortly after the conclusion of Microsoft’s fiscal year on June 30, 2026. Xbox is reportedly also planning to reduce marketing budgets and spending across other areas of the business. Rumblings of possible cuts that could lead to a studio closure or changes to the Xbox Game Studios lineup also started last week.

“It is important to have both optimism and realism as we work to reset the business,” reads a memo sent by Sharma and Xbox chief content officer Matt Booty.

E-Day Technical Director Explains How Unreal Engine 5’s Tech Helped in Development

E-Day Technical Director Explains How Unreal Engine 5’s Tech Helped in Development

Developer The Coalition has revealed more details about how it made use of Unreal Engine 5’s features for the development of the upcoming Gears of War: E-Day. As part of Epic Games’ recent State of Unreal showcase, technical director Kate Rayner spoke about how the team “rebuilt everything from scratch” to ensure that the chaos of Emergence Day could be accurately portrayed.

The fact that the team rebuilt all of its assets for Gears of War: E-Day also explains why the game took so long to develop, with The Coalition’s last entry being 2019’s Gears 5.

In the tech demo, which you can check out below, we get a close look at the various settings of Gears of War: E-Day, from the ruined outdoor environments to stores that have been left in a bloody mess by the Locust springing its surprise attack on the humans of Sera. The video also notes that the demo was running on an Xbox Series X at a frame rate of 60 FPS.

“In previous games, a space like this was limited to three shadowcasters in view,” explained Rayner as she gave a tour of one of Kalona’s large stores. “With MegaLights, we now have hundreds of light sources, all casting shadows at 60 frames per second on Xbox Series X.”

She also went on to discuss other features of Unreal Engine 5 that were used for the space, like animated area lights for a TV display wall. The tech allowed the studio to create a moody atmosphere thanks to how the TVs are able to cast soft shadows and act as their own light sources, all rendered entirely on the GPU.

Unreal Engine 5 also allowed The Coalition to include dynamic geometry throughout the space, like pillars lined with tiles. When shot at, the pillar remains unaffected, while its various tiles realistically break apart and fall down. Similarly, various refrigerators also have completely destroyable glass windows, complete with realistically-refracted light depending on damage like individual bullet holes.

“There is no way we’d ever be able to achieve this effect, or have this many ray-traced area lights on current-generation hardware without MegaLights,” said Rayner.

The technology also has tangible effects on gameplay, with Rayner showcasing how volumetric light and fog work whenever new Locusts pop up through their E-holes. “One of the things we’re super excited about that was unthinkable in the past is having shadows on every single one of our muzzle flashes. This is a really great improvement that adds to the dynamic combat of Gears, with a more believable firing experience that puts you right in the middle of the action like never before,” she said.

Creative director Matt Searcy, brand director Nicole Fawcette, art director Aryan Hanbeck, along with Rayner, had previously discussed how Gears of War: E-Day is the studio’s first game since 2015 to not reuse any assets or code.

Gears of War: E-Day is being developed for PC and Xbox Series X/S, and is slated for release on October 6th. It will also be one of the first recent games, along with 2027’s Clockwork Revolution, to be console-exclusive to the Xbox Series X/S.

OtherSide Entertainment lays off 17 employees

OtherSide Entertainment lays off 17 employees

OtherSide Entertainment, the studio spearheaded by veteran developers like Warren Spector and Paul Neurath, has laid off staff.

In a statement sent to Game Developer, a spokesperson said the following: “After the cancelation of a game under development codenamed Argos, OtherSide Entertainment had to sadly say goodbye to 17 team members, effective end of May.”

The spokesperson adds that Argos “could have been a huge success in normal times,” but that the current gaming landscape, deemed as “brutally challenging,” rendered the project’s continuation “unviable for now.”

“To any studios out there hiring, we cannot recommend these impacted people highly enough,” concludes the statement. The studio didn’t provide a list of names of the affected staff.

Yesterday, a handful of developers took it to LinkedIn to announce their departures from OtherSide, mentioning being part of layoffs.

“Even though I was just there for a year, this team truly taught me a lot, and I’ve learned so much from them,” wrote a world builder and level designer on staff.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

“A few weeks ago I was laid off from my job at OtherSide Entertainment after the Argos project was canceled. As a result, I’m back on the job hunt again and am available for work!,” wrote a senior 3D artist.

Given the timeline of events, OtherSide laid off 17 team members shortly after the launch of Thick as Thieves on May 20. The game, initially a stealth experience based around player-versus-player as well as player-vs-environment, was pivoted to being a two-player co-op and single player game. This was announced the month before release.

As for the studio’s recent history, OtherSide entered into a “strategic partnership” with video game firm Aonic Group back in 2023. This, as stated at the time, would allow OtherSide to “greatly enhance [its] ability to grow the studio and deliver original titles.”

Studio director Warren Spector said the Swedish firm’s “cultural values are in line with the kind of studio Paul and I wanted to create when we founded OtherSide. I see great things coming from this partnership, things that will surprise and delight players.”

Terminator Dark Fate – Defiance: Uprising Review

Terminator Dark Fate – Defiance: Uprising Review

Hit & Miss

HIGH Post-Apocalyptic conquest.

LOW Repetitive mission objectives.

WTF Insta-Fail in an RTS!?

Terminator Dark Fate – Defiance was Slitherine’s real-time strategy take on the world of James Cameron’s Terminator. The second and latest DLC to the game, Uprising, continues the story of the Founders — the early human resistance against Skynet machines and their quest to fight back against the remaining Legion machines and human renegade groups that threaten the survival of mankind.

The basic gameplay elements are unchanged, and Uprising is a skirmish add-on to the base game. The goal of the new single-player campaign is to capture new regions in the new world map controlled by enemy forces.

The map is comprised of 22 tiles. Each tile is a mission played in real-time during which the player needs to hold points of interest and wait for reinforcements while fighting off enemies and ultimately forcing them to retreat. By conquering the tiles and defeating enemies, players gain control of regions, which will then reward them with access to different weapons, units, and upgrades.

Players can only launch an attack on a neighboring tile/region, and each mission will last a full day in the in-world timeline. At the end of the day, the enemy can also launch an attack on adjacent tiles, possibly changing the balance of power. Thus, the player not only needs to conquer new lands, but also to defend their turf against enemy counterattacks. Losing a region to enemy forces means losing access to all unit types and upgrades provided by that region.

Uprising provides a great balance between defensive and offensive gameplay by putting pressure on the logistical side of the war. Losing control of a region no longer only means another battle to fight to win it back, the potential loss of resources provided by that tile must also be weighed. As such, players are sometimes faced with the choice to sacrifice a region with less logistical value in order to defend one that provides them with a better resource or unit — in my case, Abrams tanks.

Another challenging aspect of Uprising are the factions. Marauders, the Cartel, Integrators, and Legion forces are four enemy groups the player will face. Each has a stronghold in a specific region, acting as its HQ. If the player manages to capture the HQ tile on the map, the faction is either destroyed or unable to expand their territory. While capturing all the HQs is marked as the official ‘end’ of the Uprising campaign, players can continue to fight for total control even after the credits roll. Thus, when it comes to replayability, Uprising is packed with enough content to keep players busy for more than a while.

The main downside of this DLC is a lack of mission variety. As was already mentioned, most of the 22 missions are about holding specific points and there are only a few that offer a more complicated structure, such as tightening the siege on enemy HQ, or completing specific objectives. Though the player is free to advance in the world map and lead the conquest in any direction, this lack of variety creates a feeling of repetition, which kicks in after completing just a few missions.

One potentially controversial design element in Uprising is the fact that not all of the player’s forces can immediately join battle. For example, players can only bring one tank and three light vehicles at the beginning of each mission. If the player had no light vehicles but had two tanks, the extra tank is locked out until later stages of the mission, when more reinforcements would be available. The fact that there is no system implemented to choose between fewer stronger unit types or a greater number of weaker ones — the classic trade-off between quality and quantity — makes no sense for a DLC focused on skirmish scenarios.

Added to that limitation is a ridiculous insta-fail state during missions. Holding points of interest in missions allows players to gradually bring more of their army in to join each battle. But, if the rate at which players gain reinforcements is lower than the rate at which enemy forces are deployed to the mission for too long, the mission will fail even if there’s a huge army alive and kicking on the ground! For example, if the enemy held four out of five points of interest and brought additional forces army into the mission while I was holding my ground perfectly with plenty of functional units in the area, the mission could fail regardless of any long-term plans!

The rest of the experience, including economy, unit types, weapons and upgrades, is just like the base game with the added benefit that now every playable unit type (excluding Legion forces) can be recruited.

Uprising is a total war conquest between all enemy factions established in the game. While it provides a welcoming level of freedom when it comes to choosing missions, it can’t maintain the same quality when it comes to mission objectives and design. It’ll be an enjoyable product for those who already love the base game, and maybe that’s enough.

Rating: 6 out of 10

Disclosures: This game is developed and published by Slitherine. It is currently available on PC. This copy of the game was obtained via publisher and 7 hours were dedicated to the content. This content was completed.

Parents: This game has no ESRB rating. It contains mild language. It contains mild language and some violence. Robots and humans fight and kill each other in the game, but there’s no blood or gore.

Colorblind Modes: There are no colorblind modes present.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles can’t be altered or resized. There are some necessary audio cues in the game such as sounds made by each enemy unit that are not subtitled. The game is not fully accessible.

Remappable Controls: Controls can be remapped.

Born and raised in the port city of Bandar Anzali in Iran, Ali is a guy from the Atari 2600 era. He’s player who loves gaming on every platform, but never stops talking about PC! He claims that he’s not a fan of any franchise and that he only respects quality and logic, but he can never explain why he completed Prince of Persia: Warrior Within more than 27 times or why he can recall the entire Matrix screenplay by heart! While he’s got a master of sciences in Paleontology and a deep love for dinosaurs, he started as a videogame journalist with Iranian gaming media, and GameCritics is where he started to reach a more international audience. Although it seems that the man really needs to get a life, Ali’s been married since 2014. His wife is not a gamer, but plays co-op with him in a special video series called “Me & Wifey” – oh, the sacrifices she has to make for love! Ali says the world of videogames has always been a land of wonderful magic for him and he dreams of becoming a gaming YouTuber one day, no matter how long it takes! Find more from Ali on Rotten Tomatoes, at his YT channel ArkaniGaming, and his Instagram page i_love_gaming2.

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EA Has Started Informing Staff of Layoffs, Will Affect Multiple Divisions – Rumor

EA Has Started Informing Staff of Layoffs, Will Affect Multiple Divisions – Rumor

While many layoffs are expected to kick off quite soon, it looks like Electronic Arts has already started its rounds. According to industry analyst Destin Legarie, the first round of layoffs to have hit EA might be relatively small. However, more are expected to happen.

In a social media post, Legarie noted that the affected EA staff is currently being notified of the fact. While precise details about the scale of these layoffs is currently unknown, the analyst cites sources in stating that multiple divisions across the company are going to be affected by cuts.

“Unfortunately, I’m hearing from reliable sources that layoffs are starting at EA, though the initial round may be relatively small,” he wrote. “Staff are being notified that they are being let go, and I’m told the cuts are impacting multiple parts of the company.”

While reports had previously indicated that only Xbox’s studios are largely going to be targeted for layoffs after Microsoft wraps up its fiscal year on June 30th, others have noted that layoffs and studio closures are going to be widespread in the industry. French journalist Sylvain Trinel, for instance, indicated that Microsoft’s layoffs are going to be “just the beginning of a massive bloodbath.”

Along with Xbox-owned studios like Bethesda, Trinel also said that other publisher-owned studios, like DON’T NOD and Quantic Dream, are also under threat of impending job cuts and potential closures. “The echoes I’ve been able to pick up tonight are far from encouraging,” they wrote. “This is really just the beginning.”

EA suffering from layoffs shouldn’t really come as much of a surprise, since the company is likely attempting to appear sleeker and more efficient in light of its acquisition by an investor consortium made up of Saudi Arabia’s Public Investment Fund, Affinity Partners, and Silver Lake Partners. The deal was approved by shareholders in December, and the company is currently waiting for approval from regulatory bodies. Valued at $55 billion, the acquisition is being done through a structured deal, which would put quite a bit of debt on EA itself.

Developers at BioWare had already begun worrying about potential layoffs as soon as the acquisition was announced. Some noted that they have already been preparing for the worst by making sure that their portfolios are up to date. “I’ve been doing it since last year, but I’m making sure I have a portfolio ready and feelers out for other jobs,” said one developer. “Kind of feels like a matter of time.”

As for Microsoft, the company has reportedly already begun its culling of employees. According to the co-founder of the original 3D Realms and Apogee, George Broussard, essentially anyone at Bethesda that isn’t currently working on a new Fallout or The Elder Scrolls project is at risk of being laid off.

“Getting word that layoffs at Zenimax has begun. Heard rumblings recently that the cuts may be much deeper than you expect. Buckle up,” he wrote.

However, much like with EA, Microsoft has likely only begun informing its employees of the fact, and the layoffs will probably kick in after the end of the fiscal year.

Unfortunately, I’m hearing from reliable sources that layoffs are starting at EA though the initial round may be relatively small.

Staff are being notified that they are being let go, and I’m told the cuts are impacting multiple parts of the company.

— Destin (@DestinLegarie) June 18, 2026

Unreal Engine 6 will merge UE5 and UEFN into one engine

Unreal Engine 6 will merge UE5 and UEFN into one engine

Epic Games’ Unreal Fest is taking place this week, and the company is using the gathering to announce a number of high-profile features coming to Unreal Engine 6 (UE6)—some of which could drastically change how games are made in the popular game creation tool. 

Those changes include a shift from programming language C++ to Verse, new AI integration tools for popular models like Claude and Gemini, and a full-throated integration of Unreal Engine for Fortnite (UEFN).

Executive Vice President Marcus Wassmer shared these and other details in a blog post on the Unreal Engine Website. In it, he says the approach to UE6 is “shaping up quite differently” from how the company developed UE4 and UE5. “UE4 opened the engine up to everyone,” he wrote. “UE5 reinvented how we build worlds. UE6 is about evolving how we ship and operate them.”

Developers like Clair Obscur: Expedition 33 developer Sandfall Interactive who rely on Unreal Engine 5’s Blueprints system should brace for major change. Epic says that Blueprints and the “Actors” system will eventually be deprecated once Unreal Engine 6’s framework is “sufficiently mature.” It promises that developers will have conversion tools to move projects from one framework to the next.

Related:What happened when one game writer tried making a game in 30 days with Godot

Scanning the blog post, there’s plenty to indicate that UEFN integration is at least partially motivated by a desire to make it easy for developers to ship games and then port elements of them over to Fortnite. The blog declares that “three things about game development need to change at the same time,” before spelling out how the move to Verse will allow for “increased accessibility of development,” and how AI-driven pipeline features will serve as “creativity and productivity multipliers so that teams can focus their efforts on the essential creative and technical tasks of development.”

But it’s the promise of “enabling content, code, and economies to become portable and interoperable across games, ecosystems, and engines through open standards” that may surprise developers the most. The goal, Wassmer says, is to “enable developer collaboration on much greater scales than ever before.”

Epic wants developers to build content that also works in Fortnite

To hear Wassmer tell it, the idea of custom code and content for different games and engines should be a thing of the past. “Our goal is to give the games industry a whole new way to grow our ecosystems with cross-promotion, portable player value, and to really lean into all of the positive-sum dynamics that Metcalfe’s Law predicts for connecting experiences and social graphs together,” he writes. This comes with a promise to make open-source standards like gITF and USD “first-class formats” within the engine.

Related:Video codecs are a nightmare for game developers, but there’s no solution in sight

Where open standards don’t exist, the company will “open up Unreal Engine’s own systems as open specifications with Verse APIs, defined asset conventions, and documentation that any engine, tool, or studio can implement against.”

These goals will sound familiar to anyone who has listened to Epic Games CEO Tim Sweeney wax poetic over the years about software interoperability—but the company’s first proof-of-concept for this process will be in making Fortnite cosmetics. The blog says that Epic plans to move Epic’s Fortnite cosmetic base system to an open UE6 model, allowing developers to use players’ existing Fortnite outfits in their own games.

In turn, any outfits they create will work inside Fortnite. “We see this as the first step toward building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way,” Wassman writes.

The plan doesn’t end at cosmetics. Though Epic is promising that developers will be able to “ship traditional games and projects exactly as you do today,” developers will also have the ability to ship them inside of Fortnite alongside “their own ecosystems,” which can be made “compatible” with Epic’s. “You’ll have an easy path from one to another,” he says.

Related:1000xResist creator: the game industry needs a universal video codec for FMV games

Developers eager to test these promises—or swerve away from them—will have the option to do so in late 2027, when UE6 Early Access releases. You can read the full details about UE6 in Wassmer’s post.

Scriptorium: Master Of Manuscripts Review

Scriptorium: Master Of Manuscripts Review

Be The Medieval Scribe You’ve Always Wanted To Be

HIGH The freedom to create literally anything, no matter how absurd.

LOW It might be repetitive for some audiences.

WTF is wrong with the queen?

In the Middle Ages, monasteries were the centers of literate culture. There, groups of monks spent their days secluded in dark rooms (called scriptorium) hand-making copies of the Bible, manuscripts by classical authors, and other texts from European and Muslim sources.

These books were considered precious, rare objects, accessible only to certain monasteries, cathedrals, kings, and the wealthiest individuals. However, the most splendid parts of these folios are the marginalia. The monks decorated the margins of manuscripts with colorful drawings — funny and shimmering images depicting religious themes and scenes of everyday life… but sometimes, the monks got bored and would draw the funniest and most surreal things.

We have knights fighting snails, rabbits fighting like they are knights, a siege led by animals, a king pooping while standing on the neck of two heads kissing each other, two men fighting and swinging on a rope with their decapitated heads in their hands, a bird-man fighting a two-headed figure with a bell in its hood and endless more examples. These margins offer a world turned upside down, where the creatures defy the natural order in humorous and surreal ways. These are magnificent displays combining erudition and absurdity.

In Scriptorium, the premise is simple — take those absurd medieval miniatures and create our own equally absurd masterpieces.

We start play by choosing and personalizing our character. Then we are welcomed in our workshop by a suspicious Yoda look-alike uncle, who introduces us to the tutorial. After fulfilling his role, he departs for who knows where, and his presence gives way to… the devil. In a medieval, dark fairy tale style, Satan tricks us and now lives with us permanently. Strangely enough, instead of turning our life into hell, he will actually be a helping hand… for a price.

At our desk, we choose orders from clients and create works of art according to their requests, and some assignments are weirder than others. Notables include a queen who wants to illustrate a decree to ban bathing and divorce, a nameless weirdo who want us to recreate his exquisite dreams, and a guy who wants to create a flyer for his lost snail.

All the orders have specific requests that we need to fulfill in order to complete the task and advance to the next order. These requests can be simple, like putting an animal in the drawing, or they can be quite challenging, like the queen asking us to specifically paint her confidant pouring wine on the stiff-necked king’s advisor, and then to draw the king falling into a pot of stew while animals play music. Besides the required elements, clients often have extra wishes that are not compulsory, but are worth extra rewards if satisfied.

When going to work, we don’t actually draw as if we were using the mouse like a quill, but instead we assemble collage pieces in which we select sketches from our library of options and assemble the desired composition. We can place the sketches, resize them, rotate them, flip them, layer them, and color them in. Everything feels intuitive and smooth, and the best part is that we have the freedom to do not only what our customers request, but to go further and embrace creativity and absurdity, just like our predecessors in the Middle Ages. Players can add as much as they want without constraints or aesthetic judgment.

Some sketches are originally created by the developers, which is a nice touch, but some are clearly inspirations from real medieval miniatures, like the famous horse from the manuscript L’estoire del Saint Graal that was drawn from the front, kind of.

Another interesting feature of Scriptorium‘s artistic side is the pigment workshop, where we create new colors. To do that, we mix pigments from various flowers by grinding the shell of this snail like-creature. If we want to add a golden hue, we have a dragon to melt gold ingots. We save the new ink on little shells, but if we’re not satisfied with the color, no problem, we have cute little rats to wash it away.

Scriptorium is amazing. Every aspect embraces the same absurdity that medieval monks from 1000 years ago reveled in, and I congratulate Yaza Games for doing such a masterful job.

But the congratulations don’t end there.

I was also delighted to hear that Yaza Games is proud that Scriptorium is a 100% human-made game — it’s the result of years of hard work put in by real human artists, developers and medievalists, and that they have a strict zero-tolerance policy for GenAI. Everything we see in Scriptorium is made by real people, and in the non-medieval times we live in, this is a refreshing statement that makes us feel connected to a piece of human history from centuries ago.

Rating: 9.5 out of 10

Buy Scriptorium: Master of Manuscripts – PC

Disclosures: This game is developed by Yaza Games and published by Mythwright. It is currently available on PC.  This copy of the game was obtained via publisher and reviewed on the PC. Approximately 10 hours of play were devoted to the single-player mode, and the game was not completed. There are no multiplayer modes.

Parents: As of press time, this game was not reviewed by the ESRB. The game is safe and recommended for children. However, as the Steam description states, “Scriptorium is a game for scribes of all ages. However, those familiar with medieval art will know that it can be a little… cheeky. We have embraced this tradition, keeping the humor as bizarre and bare as the original scribes intended. Expect to encounter cartoon bottoms and figures in need of a fig leaf or two – all presented with a wink and a nod, with no explicit or scandalous anatomical details.”

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles cannot be altered and/or resized. For Deaf and Hard of Hearing gamers, Scriptorium is fully accessible game because there are no audio cues needed for successful play.

Remappable Controls: No, this game’s controls are not remappable. This is a point and click game, although we can use the arrows to move through the screen.

André is a history teacher who uses videogames in his classes. Therefore, he is the coolest teacher in school.

His love for videogames started at the age of six, when he received his first console — a Megadrive (or Sega Genesis, as it is called in the USA). From Sonic and Super Mario to modern triple-A titles, he’s played over a thousand games. After so much experience in digital universes, André now considers himself a specialist in serious and educational games.

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Crimson Desert Update Lets Damiane and Oongka Pilot Blackstar, Adds 58 New House Items

Crimson Desert Update Lets Damiane and Oongka Pilot Blackstar, Adds 58 New House Items

On schedule, Pearl Abyss has released its latest weekly update for Crimson Desert, introducing a range of new features and expanding on existing systems. Two of the biggest changes revolve around Damiane and Oongka – they can equip Visione and access different memories, scattered throughout Pywel.

Furthermore, they can also use Blackstar as a mount. These make it that much easier to play either character without having to awkwardly shift back to Kliff, especially in the late to post-game.

The development has also expanded on house decoration, and we don’t mean by just adding 58 new items (though that’s obviously welcome). It’s now possible to decorate your house’s immediate surroundings. Furthermore, a Loom and Workstation have been added to specific locations to assist in item crafting, which is how you’ll be unlocking the new house items.

Other neat additions include five new headgear pieces and a new set of armor – the Greymane Light Armor – for Kliff. Meanwhile, Damiane gets the Honorary Greymane Cloth Gloves – a nice touch, considering her role in the story.

Check out some of the patch notes below and full details here. Of course, this is far from the end, as Pearl Abyss has more updates lined up until September and DLC in the works.

Patch Notes Version 1.12.00

Content

  • Improved the game so that the character loading screen is also displayed when loading as Oongka or Damiane.
    – Additionally, the loading process has been optimized to slightly reduce loading time.
  • Changed the name of the “Pets – Tailor’s Shop” to “Pet Shop.”
  • Kuku Cooler and Enhanced Kuku Cooler can now be sold.
  • Adjusted the foul conditions for certain skills in All-Out Duels.
  • Added new ways to obtain the following knowledge entries, which previously became unobtainable after completing certain quests.
    – Exploding Bismuth Spider
    – Jarback Crab
    – Skull Knight Followers
    – Jared
    – Darksworn Armor Spectral Soldier
    – Giant Rock Tusk Warthog
  • Improved logging so that Fine Timber drops when Logging Quality Up Lv 2 is active.
  • Improved rematches so that it is now available at a stronghold undergoing reconstruction.

Don’t Nod pursuing ‘several levers’ to secure financial future

Don’t Nod pursuing ‘several levers’ to secure financial future

Aphelion and Lost Records: Bloom and Rage developer Don’t Nod says the company is “actively working on several levers to extend its cash runway and strengthen its financial position” following a recent report from French journalist Gauthier ‘Gautoz’ Andres that the company could be “out of cash” by the end of November. 

Andres made these claims following a review of Don’t Nod’s financial disclosures and stated that shareholder Tencent is “unwilling to raise capital or finance any projects.”

Now the studio is responding to Andres’ claims. In a statement sent to Game Developer, a Don’t Nod spokesperson confirmed Tencent’s decision to not inject any more cash into the company and said the company is seeking financial support for “Project P14” and is working to “optimize its cost base.”

These, alongside “the maintenance of strict financial discipline” would be the aforementioned levers Don’t Nod is pulling to shore up its finances. Tencent does remain a “long-term shareholder” of Don’t Nod. They noted that its previous “going concern statement” was issued as a notice required by its “reporting frameworks.”

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

“As disclosed in our latest financial report, the going concern statement reflects an accounting requirement and standard disclosure for listed companies under applicable reporting frameworks,” the spokesperson stated. “It is based on the information available at the reporting date and does not take into account the potential impact of the various financing and cash preservation initiatives currently being pursued by the company. “

They described the current environment for the video game industry as “very challenging” (something many studios have echoed as they’ve laid off workers and shut down studios in the face of slowing sales), before reiterating Don’t Nod’s funding goals. “Don’t Nod is focused on extending its cash horizon through a combination of financing initiatives, disciplined cash management and an optimized operating structure, while continuing to adapt its cost base to market conditions.”

“At this stage, we have no further comment to add beyond the information already disclosed in the company’s latest financial report. “

Coffee Talk Tokyo Review – Gamecritics.com

Coffee Talk Tokyo Review – Gamecritics.com

Cozy As A Cup Of Tea

HIGH An absolutely charming story, from start to finish.

LOW Coffee-making sometimes hinged on trial-and-error.

WTF Ash, call me.

When I was an undergraduate in college, there was a place I used to go to for tea and lunch. It was comfy, cozy, and the owner was friendly. These days, I miss those carefree times in that cafe, chatting with friends, discussing life’s issues and how to solve them. Sadly, that spot is now gone, but through Coffee Talk Tokyo, I was briefly reminded of those bygone, halcyon days.

Coffee Talk Tokyo is a visual novel about a coffee shop owner talking and listening to their customers. Over the course of about 15 in-game days, various customers will talk about their problems while asking for specific drinks to help cheer them up. While the story does come first, serving the correct drinks will move each character closer to resolving their problems more meaningfully. For example, a person may need something to calm them down and ask for drink with no caffeine. Providing the right beverage will help them emotionally, and move them one step closer toward their best ending.

While we get a fair amount of visual novels these days, something that stands out is that it’s an urban fantasy tale with many characters being mythological creatures such as a dragon, a kappa, and others from Japanese mythology. There’s even a cat man that looks like Wilfred Brimley. They were all incredibly charming, and each grew on me as time went on. I became interested in helping them solve their problems, as well as watching the relationships between different patrons blossom and grow. It reminded me of just how lonely this world has become.

In the era of instant, faceless messaging, Coffee Talk Tokyo is a good commentary on why there’s a need for face-to-face communication, and why finding a community for one’s self is also important. Sometimes, people need a helping hand from a familiar face, or even just a friendly ear to hear them out, and it’s funny how a videogame can be an accurate reminder of that fact.

Without giving too much away, the patrons’ dilemmas were real ones that included topics like rekindling one’s love for their art, trying to find a place in the world, finding love in unexpected places, and discovering that staying in a hated job isn’t for the best, even if it’s stable or fits a skillset. One particular story, which I won’t spoil, moved me quite a bit, because it hit home hard.

As for making drinks, the rules are pretty simple. After receiving a request, I had to pick a temperature, a base (coffee, various teas, chocolate, or soy milk) and then any other ingredients that the customer was looking for. There were quite a variety of drinks to be made with just a few simple ingredients.

However, this is also where I had an issue with Coffee Talk Tokyo. While it was simple to make the beverages, there were a few times where I had to guess what a person was wanting. Sometimes, it was vague wording on their part, and with others I just didn’t know anything about the drink myself. Adding to the opacity, drink recipes are only added to the recipe book after they’re made, which doesn’t make a lot of sense if the player is an experienced barista who owns a shop.

Outside of the narrative mode, there’s an experimental ‘free brew’ mode that allowed me test out new drink combos. This side mode, called Endless. Besides that, there was a challenge mode that did feel a bit tacked on, which allowed players to serve drinks to random characters from the story within a time limit. Sometimes these were simple, straightforward requests, while others requested specific drinks. It didn’t feel substantial, however.

With those few gripes out of the way, this is still an incredibly enjoyable story with a wonderfully charming cast of down-to-earth characters. Playing was like having a chat with a friend I hadn’t seen in a long time, and in the end, Coffee Talk Tokyo is a reminder that sometimes what a person needs is an open ear, compassion, and community — and it also really made me crave a cup of tea.

Rating: 8 out of 10

Buy Coffee Talk TokyoSteamGOGPlayStationXboxNintendo

Disclosures: This game is developed by Chorus Worldwide Games and Toge Productions, and published by Chorus Worldwide Games. It is currently available on XBO/X/S, PS5, Switch, Switch 2, and PC. This copy of the game was obtained via publisher, and reviewed on PC. Approximately 9 hours were devoted to the game, and it was completed. There is no multiplayer mode.

Parents: This game has an ESRB rating of T for Alcohol and Tobacco Reference, Language. The official description reads: This is a simulation game in which players assume the role of a barista running a coffee shop in a fictionalized Tokyo. Players can interact with fantastical patrons (e.g., yokai, ghosts, sea monsters) while fulfilling drink orders. Customers occasionally discuss cigarettes and alcohol/being drunk (e.g., “Oh no wait, you are tipsy”; “The ghost floats to the top of the vodka shelf and starts laughing”; “Back in the day, anyone could buy cigarettes and beer easily…”). The word “sh*t” appears in the game.”

Colorblind Modes: There are no colorblind options.

Deaf & Hard of Hearing Gamers: The game offers subtitles. Subtitles cannot be resized. (See examples above.) While there isn’t any spoken dialogue and dialogue is by default advanced by the player, there is no option to increase the size of the dialogue. There is also no closed captioning for sound effects, such as bells, which allow players to know when new people are entering the room. Since there is a big pause between when patrons enter and exit the building, this would let players know that the their game hasn’t frozen. This game is not fully accessible.

Remappable Controls: No, this game’s controls are not remappable. Coffee Talk has players use either the mouse and keyboard to point and click in the coffee interface, or, if using a controller, the D-pad to move around options in the screen, the right trigger to select between hot and cold drinks, and specific designated face buttons, to select or cancel actions. For example, with an Xbox controller, A is used to advance dialogue or serve drinks when prepared, B used to cancel or reset, X was used to open the social media interface, and Y was used only in Endless mode’s Free Brew mode to switch characters. No other buttons are used.

Justin is a game reviewer, and also writes articles about game preservation. He is also a classic Tomb Raider fan. He also happens to think that the 3DS is Nintendo’s best handheld console. Budding hockey fan (unrelated to Heated Rivalry, but it helps). Will absolutely talk your ear off about Parasite Eve.

In the past, he’s written for GameCritics, Skybox, and Into the Spine.

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Thick as Thieves Studio Hit by Layoffs Affecting 17 Employees Due to Another Project’s Cancellation

Thick as Thieves Studio Hit by Layoffs Affecting 17 Employees Due to Another Project’s Cancellation

OtherSide Entertainment – the studio behind co-op stealth game Thick as Thieves – has announced that it has been hit by layoffs. According to Game Developer, 17 of the studio’s employees are being affected by these layoffs, which have been attributed to another one of its projects, codenamed Argos, falling through.

“After the cancellation of a game under development codenamed Argos, OtherSide Entertainment had to sadly say goodbye to 17 team members, effective end of May,” said a spokesperson for OtherSide Entertainment.

While no details about Argos have been revealed, the spokesperson described it as having the potential to be “a huge success in normal times.” However, the current state of the industry is “brutally challenging”, making Argos “unviable for now.” Whether this means that OtherSide wants to potentially work on it in the future remains unknown.

“To any studios out there hiring, we cannot recommend these impacted people highly enough,” continued the spokesperson.

Former world builder and level designer at the studio, Apryl Arrogante, confirmed that they are one of the employees affected by these layoffs. “Even though I was just there for a year, this team truly taught me a lot, and I’ve learned so much from them,” they wrote on LinkedIn.

Senior 3D artist Elizabeth Walcher was also part of the layoffs, confirming this through their own post. “A few weeks ago I was laid off from my job at OtherSide Entertainment after the Argos project was canceled. As a result, I’m back on the job hunt again and am available for work!”

OtherSide Entertainment has only released one title so far – Thick as Thieves – which came out on PC just last month. Featuring industry legends like Warren Spector (known for Deus Ex and Thief: Deadly Shadows) and Paul Neurath (known for Thief: The Dark Project and Thief: The Metal Age), Thick as Thieves offers a short gameplay experience with only two levels, and is appropriately priced at $4.99.

Thick as Thieves revolves around players taking on the role of thieves and heading into one of the game’s two maps – Constables’ Guildhall or Elway Manor – to loot them of anything that isn’t nailed down before making a successful escape. True to its Thief heritage, Thick as Thieves doesn’t really give players any way to fight back against enemies, so stealth gameplay is paramount.

Interestingly, despite its short runtime, director Jeff Hickman has said that the studio didn’t want to go with an Early Access release, finding the label too constraining. Referring to Steam’s Early Access as “a very specific thing on Steam and behind the scenes,” Hickman said that the team wanted to avoid “a bunch of rules” that Early Access games are expected to follow.

“We want to be able to pivot wherever we need to,” Hickman explained. “Do players just love solo and co-op play? Okay, great: no PvP for the future. Do players love solo and co-op, but are screaming about PvP? Oh, maybe we should do PvP. Like, we have a whole bunch of baseline plans, but none of them are set in stone.”

For more details on Thick as Thieves, check out our review, where we gave it a score of 7 out of 10.

Vampire Survivors dev ‘reviewing’ Fortnite collab after AI news

Vampire Survivors dev ‘reviewing’ Fortnite collab after AI news

Vampire Survivors developer Poncle is “reviewing” its collaboration with Epic Games—to feature items based on the game in Fortnite—after the company announced a slate of AI-powered features coming to Unreal Engine.

Yesterday, Epic announced four new crossovers of existing game franchises coming to Fortnite, which included Control Resonant, Phantom Blade Zero, Sonic Racing: CrossWorlds, and Vampire Survivors. The team behind the latter, however, expressed doubts shortly after the presentation.

“Following today’s news about gen-AI usage by Epic to create all sort of game assets, including Fortnite characters, we’re currently ‘reviewing’ our collaboration with Fortnite,” reads a comment by poncle_Official on Reddit. “We’ll let you know if anything moves forward.”

Studios continue to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry. More and more developers, including Poncle, appear to be taking a more vocal stance.

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Although the Vampire Survivors dev doesn’t mention specifics, “gen AI usage” may refer to the news about Unreal Engine 6, which is set to feature integration with tools such as Claude and Gemini.

According to executive vice president Marcus Wassmer, AI-driven pipeline features will serve as “creativity and productivity multipliers so that teams can focus their efforts on the essential creative and technical tasks of development.”

Wassmer also waxed on about goals to “enable developer collaboration” on bigger scales, enabling “content, code, and economies” to become portable and interoperable across games, and more.

In a video shared earlier this week, Epic did a demonstration of artists using genAI to develop character and environment concepts for Fortnite. Wassmer mentioned that Epic plans to move Epic’s Fortnite cosmetic base infrastructure to an open UE6 model, with the aim of allowing devs to use players’ existing Fortnite outfits in their own games. In turn, any outfits they create will seemingly work inside of Fortnite.

“We see this as the first step toward building a shared economy for smart assets: functional assets with logic and functionality that work across games, to recognize players’ time and spending in a better way,” Wassman wrote.

Wreckreation Review – Gamecritics.com

Wreckreation Review – Gamecritics.com

Not Burning Out 

HIGH Addictive gameplay loop. 

LOW Minor issues with execution. Some technical problems.

WTF It’s wild to see Burnout Paradise back in some form. 

Well over five years ago, I reviewed Burnout Paradise Remastered. It was one of the earliest reviews I wrote for GameCritics and the first racing game I covered, although I had played it on other platforms. 

Despite serving as a trip down memory lane, I spoke highly about its direction and how racers had yet to achieve what Criterion had back in 2008, the original release date. Since then I’ve looked at different flavors of racers, ranging from simulators, massive open-world driving games, and countless kart racers. Yet despite all that virtual driving, I have yet to find anything that feels quite like Paradise does (although Criterion tried in 2022). 

Three Fields Entertainment (a studio made up of ex-Criterion devs) seems to understand the severe need for an experience like Burnout in our modern era. There are plenty of racers on the market and I’ve loved most major releases, but I can’t deny that pure arcade racers feel like a thing of the past. That’s where TFE’s Wreckcreation comes in. 

Wreckreation is a racer played from a third- or first-person perspective. Players are dropped into “MixWorld”, a massive open area full of different events like races and stunt opportunities. The name comes from the fact that players can customize it at any point without ever having to pause. With the tap of a button, options like weather, time of day, density of traffic, and even the color of the current car can be changed, and it’s cool to be able to tailor everything to my own specifications.

The structure of play will be familiar to anyone who’s spent time with Burnout Paradise. Players drive around the open world and compete in races that net them license points. These points raise their license level and earn different unlocks, like new car types. Rather than navigating menus, players cruise around the world and drive up to different events they want to partake in, ranging from point-to-point races to road rage events. Races are mad dashes across a predetermined pathway, where crashing into opponents and driving dangerously is encouraged to fill a boost meter. Road rage events see players knocking target cars off the road, encouraging aggression, but giving players a set number of times they can get wrecked themselves.

Driving feels good, thanks to a floaty and arcadey feel. Cars are incredibly fast and can turn and drift on a dime, making for exciting situations in races and open-world driving. The variety in cars is also healthy, ranging from slick racers, hard-hitting muscle cars, and off-road trucks. None of these are licensed vehicles, but I could have sworn one of my main rides was modeled after the Toyota Supra.

Not only does it feel great to simply drive around this massive world, there’s a lot to discover, including even more customization options to use in the mixing menu than the player starts with, and these options come into play in Wreckreation’s other major selling point — the building.

Throughout the world, players can enter a free-form building mode that allows them to construct roads, ramps, hoops to jump through, and other elements to customize. It’s highly entertaining to be able to affect the environment to this degree in real time, doing things like constructing Hot Wheels-esque monoliths in the middle of the city. Hell, I’m not even that creative, but being able to put ramps everywhere has made exploration even more enjoyable, as I can use them to get to hard-to-reach spots like rooftops hiding collectibles or lofty billboards that I need to crash through for points. 

The loop of driving, racing and exploring is excellent, and I love the unbridled freedom on every level of in Wreckreation. The world is malleable, I’m not bound by invisible walls or a critical path, there are no traditional menus, pausing allows players to retry races, there are fast travel options and switching cars is a breeze. It’s all outstanding, but not perfect — my main issue is how things are introduced.

Progression in Wreckreation is slow. Points earned from events are slow to accrue and tutorials are cryptic, and at the time of review, something simple like the controller diagram was buried under a mountain of menus that I had to access from the map screen. It was bizarre. Also within those labyrinthine menus are tutorials for building and designing races — great, but I would have loved playable tutorials to showcase the feature. I can understand not wanting to stifle the freedom with required teaching, but hiding information in menus and a glacial pace for unlocks seems to betray the underlying design philosophy. 

There are also some weird presentation issues. The in-game DJ that shouts tutorials at players sounds muffled and can get annoying, constantly suggesting things I don’t want to do and then repeating itself a lot. Graphically, the environments look nice enough, many elements look bland and samey. I also had a few instances of slowdown and some game crashes that forced me out of play, both of which happened during races. 

Wreckreation has lofty ambitions, and I’d say it achieves most of them. Driving is fast and furious, and the gameplay loop kept me hooked as I was constantly discovering some new and cool thing while tooling around in my MixWorld. Countless late nights were spent beating a tight time in a race or hunting new cars to collect. While there are more minor issues under the hood than I’d like, those who crave a decidedly old-school open-world racer should take this one for a spin. 

Rating: 7.5  out of 10

Buy Wreckreation – PC – PS – XB 

Disclosures: This game is published by THQ Nordic and developed by Three Fields Entertainment. It is available on PC,XBX/S, and PS5. This copy was obtained via publisher and reviewed on PS5. Approximately 10 hours were spent in single-player and the game was not completed. No time was spent in multiplayer.

Parents: According to the ESRB, this game is rated E10 for Alcohol and Tobacco Reference, Lyrics, Mild Suggestive Themes, and Mild Violence. According to the site: This is a racing game in which players drive cars around realistic open-world environments, competing in various race/game modes (e.g., Races, Stunts, Road Rage), while colliding with objects and other vehicles. In one game mode (Road Rage), players compete to takedown rivals by forcing opponents to crash; in another (Accident Blackspots), players compete to cause the largest pileups, earning points for the amount of cars and damage taken. Takedowns are highlighted by close-up camera angles, slow-motion effects, and flying debris. Some vehicle ads and billboards depict text with mild innuendo and suggestive material (e.g., “Huge Melons”; “Show us your junk”; “Ball Sack Global”; “Come in store and squeeze our massive plums”; “Inbred Brothers”). One billboard ad depicts a man with a cigarette; a sign inside a store reads “Beer Sale.” Some song lyrics contain the words “goddamn” and “a*s.”

Colorblind Modes: Colorblind modes are not present in the options menu.

Deaf and Hard of Hearing Gamers: There are plenty of visual cues during gameplay, in the form of markers and map icons. All of these can be adjusted in the menu. Subtitles are present but cannot be resized. As no audio cues are needed for gameplay, I’d say this is fully accessible.

Remappable Controls: The controls cannot be remapped, but there is a diagram.

Cj has loved video games ever since he watched the opening cinematic to Sonic Heroes (with that killer Crush 40 song) back when he was six years old. Over 20 years later, he’s found himself at GameCritics writing about the things he loves.

He has a knack for talking about anything he’s passionate about, be it movies, games or even sports. If anyone needs an expert on Jim Jarmusch, Tony Hawk’s Pro Skater, Donkey Kong Country, or the Miami Heat, he’s your guy.

Don’t say we didn’t warn you, though.

Latest posts by Cj Salcedo (see all)

Borderlands 4’s Next Free Raid and Bounty Pack 3 Detailed, Out on July 25th

Borderlands 4’s Next Free Raid and Bounty Pack 3 Detailed, Out on July 25th

Gearbox Entertainment has revealed more details about the next update for Borderlands 4, version 1.8, which will also serve as the introduction of Bounty Pack 3: A Zane to Kill For. While there will be plenty of new content in the paid DLC, the update itself will be free for all players and brings with it a new endgame raid – Takedown at Hadron Abyss. The update and Bounty Pack 3: A Zane to Kill For are both slated for release on June 25th.

The Bounty Pack will revolve around players experiencing a “neon-noir” arcade game. The Vault Hunters are tasked with solving an intriguing mystery: who murdered Zane’s Digi-Clone backup? The paid DLC’s missions are going to be repeatable, and will feature a new boss fight and two new mini-bosses. Regular enemies are also getting a boost with a new Glitched variant that can swap places mid-fight. The studio has also noted that each one of the new arcade machines is also a playable minigame, giving players an entirely new avenue to kill things for new guns.

The DLC will be accompanied by Bounty Pack 3: Vault Card 3, which brings in 24 new cosmetic items and four pieces of rerollable gear. The full contents of the new Vault Card include 4 rerollable pieces of gear, 4 Vault Hunter Heads usable by all Vault Hunters, 4 Vault Hunter Skins usable by all Vault Hunters, 5 Weapon Skins, 5 Vehicle Skins, 4 ECHO-4 Drone Skins, and 2 Echo 4 Attachments.

As for the raid, available to anyone with a copy of Borderlands 4, Gearbox has said that it represents “the ultimate endgame challenge” for players that have accomplished everything else across Kairos. The Takedown at Hadron Abyss raid will revolve around a brand-new zone – the Hadron Abyss – which is a secret, fully submerged lab facility that seems to be in the process of getting destroyed.

The main boss fight for the raid is the Child of Terramorphous, which players will be able to spot quite early as it swims past the lab. Before taking it on, however, the player will also have to fight through several enemies, including failed experiments from Research Center B-0451. The Vault Hunters will have an ally in the midst of the chaos – a now-reformed mad scientist named Dr. Audrey Thorne.

The overall challenge level of Takedown at Hadron Abyss will test players’ skills, survivability, and stamina, thanks to a scarcity of checkpoints and vending machines throughout the facility. Completing the raid, however, is quite profitable, since rewards include a Pearlescent weapon, 9 pieces of Legendary gear like shields, weapons, and grenades, and 5 new Class Mods. A sixth one will be added to the reward pool once the sixth Vault Hunter comes to Borderlands 4 with the release of Story Pack 2 in early September.

After wrapping up the raid itself, players can also take on challenge mode variants of Takedown at Hadron Abyss. Based on Mayhem levels, the more challenging variants of the raid add in new modifiers like time limits. Unlike previous time limits like what we saw with Subjugator and Thol the Invincible, here the limits are stricter, and the timer starts the moment you open the front door.

Borderlands 4 is available on PC, PS5, and Xbox Series X/S. For details about its missing Nintendo Switch 2 version, check out what parent company Take-Two Interactive has to say.

Game industry execs linked to Peter Thiel’s secret mixer

Game industry execs linked to Peter Thiel’s secret mixer

Former Xbox president Sarah Bond, former Roblox chief product officer Manuel Bronstein, and Take-Two president and CEO Strauss Zelnick have been linked with an invite-only society called ‘Dialog’ founded by German-American entrepreneur and conservative political activist Peter Thiel. 

Thiel is the controversial billionaire co-founder of fintech juggernaut PayPal and defence, AI, and software company Palantir. Notably, he was also one of Facebook’s earliest backers and advised U.S. president Donald Trump when he was seeking election ahead of his first term (via The BBC). 

More recently, Thiel bankrolled republicans ahead of the 2026 mid-terms (thanks, Yahoo!) and held a series of off-the-record lectures about the anti-christ—who he apparently believes might be walking among us in the guise of Greta Thunberg (via The Guardian). 

As reported by Wired, a deluge of internal records exposed by Swiss investigative journalist and hacktivist ‘Maia Arson Crimew‘ have seemingly revealed the names of 113 people involved in Dialog. It’s unclear whether those listed by Maia on Bluesky are society members, guests, or speakers. 

Related:Kabam consolidating LA office and making layoffs

The list includes some other notable figures from outside of the video game industry, including SpaceX and Tesla CEO Elon Musk, OpenAI chief strategy officer Jason Kwon, and (500) Days of Summer actor Joseph Gordon-Levitt—the latter of whom confirmed his attendance on Instagram but denied knowing Thiel personally.

As noted by Wired, Dialog has kept its rolodex of members under wraps for around two decades. The group convenes at off-the-record retreats to participate in ominously named sessions such as ‘Navigating WWIII,’ ‘Build-a-Cult,’ ‘Battlefield Technologies,’ and ‘How’s Your Sex Life?’. Additional documents and registration records obtained by Wired indicate Dialog also features talks more “typical” of a thought leadership conference. 

The publication added that Dialog attendees have included two U.S. senators, a former Middle East chief of intelligence, an ambassador to the United States, and multiple Google and Google DeepMind executives. 

According to Wired, the rise of artificial intelligence is seemingly weighing on the mind of Dialog attendees, with a sign-up form obtained by the publication (which asks those attending to predict the future) littered with responses indicating that AI will have a world-altering impact on work, war, and education. 

“Societal degeneration, will continue to accelerate.” one person predicted, according to documents viewed by Wired. 

Related:Rockstar’s legal setback, Final Fantasy tax incentives, and PlayStation swaps ‘PC’ for ‘AI’ – Patch Notes #57

Game Developer has reached out to Roblox and Microsoft for comment. Take-Two declined to comment when approached.

PREVIEW Rayman Legends Retold – Gamecritics.com

PREVIEW Rayman Legends Retold – Gamecritics.com

It’s been over a decade since Rayman Legends was released to wide critical acclaim and commercial success. Thirteen years later, Ubisoft Montpellier is teaming up with Ubisoft Milan (the team behind the Mario + Rabbids series) to recreate this platforming gem as Rayman Legends Retold, a game they describe as “more than a remake.”

I didn’t play the original back when it came out in 2013, but I remember hearing the rave reviews, so I was looking forward to getting some hands-on time with this new version.

Comparing it to the original, the early levels appear faithfully recreated in a new engine, alongside new levels that offer more variation to gameplay. It is worth noting that the version I played for this preview was a work-in-progress, and I only played with Rayman, and none of the other characters.

Controlling Rayman felt tight and responsive. Through multiple hours of playtime, I never felt let down by game, as any mistakes or falls were on me, even during fast-paced challenge levels. Levels have an obvious main path to follow to the end but there are plenty of secrets and offshoots to explore for extra collectibles.

Rayman Legends has been remade with clear attempts made at transferring some of the style from the original from 2D to 3D, while also making sleeker versions of UI and similar assets. It’s worth noting that a lot of thought and effort went into lighting effects that taking advantage of the assets now being rendered in 3D to create some nice visuals, particularly in shaded wilderness and dank caves.

A new addition to Rayman Legends are the dragon-riding levels. In these sections, Rayman hops on the back of an adorably ugly semi-tamed dragon for a quick fly-by through dangerous setpieces. These segments play out like on-rail shooters (think Space Harrier or classic Star Fox) as the dragon flies through a constantly-changing area while blasting fireballs at anything in the way.

The dragon felt easy to control, although hopefully the final version will include an option to reverse up-down movement for these parts (it just feels more natural to me to control the dragon like a plane, and I kept confusing myself – though that’s my own preference, not an issue with the game). These segments offered a decent challenge, and completing them without getting hit takes some careful planning and a good handling of the controls.

I enjoyed my time hands on with Rayman Legends Retold and look forward to the full release later this year on October 1st for PC, Switch 2, PS5, and Xbox Series consoles.

Mitch has been an avid fan of games since his childhood, getting his butt kicked by his friend’s older brother at Super Smash Bros. Melee in between matches of Yu-Gi-Oh. While the number of games played has diminished over time, the enjoyment of the pastime and interest in the industry has not.

As a lover of portable gaming, he plays on his Switch when he can and alternates between older handhelds when it suits his mood. He also enjoys playing a wide variety of games on PC, in particular strategy games like Victoria II. His favorite game is TWEWY (The World Ends With You) and he owns a copy of every version to prove it.

The humble Ohioan hopes to develop his writing and analysis through his work at GameCritics in his spare time, and also mess around with music production and maybe invent a new subgenre.

Resident Evil 5 or 6 Remakes Won’t Happen Any Time Soon Due to Lack of Interest at Capcom – Rumor

Resident Evil 5 or 6 Remakes Won’t Happen Any Time Soon Due to Lack of Interest at Capcom – Rumor

Capcom’s recent reveal that a remake of Resident Evil – Code: Veronica is on the way has sparked quite a bit of debate about which title will be next in line for the remake treatment. While it would be easy to assume that the company might simply continue its current streak and move on to Resident Evil 5, known leaker AestheticGamer believes that this isn’t the case.

Noting that a remake of 2009’s Resident Evil 5 will likely happen at some point, AestheticGamer has heard that there is little interest in the idea at Capcom. “While I think a Resident Evil 5 Remake will probably happen in the future due to fan demand, at present I’ve heard there’s not a strong desire within the company to remake RE5 presently, there’s other projects the team wants to do more.”

In a further post, AestheticGamer notes that the remakes that Capcom has released so far, like Resident Evil 2 and Resident Evil 4, stem from the company’s development teams wanting to make them happen. As for future remakes, a combination of key people at Capcom wanting it to do it, along with fan feedback, is why we’re getting Resident Evil Veronica. Interestingly, the leaker has also noted that remakes of Resident Evil 0 and the original Resident Evil are also in the pipeline.

“It’s easy to say at this point, ‘Oh they’ll remake everything,’ but to my knowledge that’s not what’s happening. There was desire from the teams to remake RE:2 & RE:4; fan initiative/feedback & interest from some key people led to Veronica, Zero, & RE:1 happening,” they wrote, before going on to note that there was more interest in remaking Resident Evil Revelations at the company than there is to touch Resident Evil 5 or 6.

“They’ve brought up other things to remake, but from what I’ve heard there’s more internal interest to remake Revelations 1 than RE5 or RE6, which at present no one really wants to take on. Again, I suspect RE5 will happen someday due to fan demand, but there is no drive to do it.”

Speaking of a remake of Resident Evil 0, AestheticGamer also recently said that its development has been “rebooted”, and that it is now being handled by the Division 1 team at Capcom, which happens to be the core team behind all Resident Evil games since 2017. Division 1 is also the team behind the upcoming Resident Evil Veronica, so this hand-off also indicates that development on the 2027 title is close to being done.

Resident Evil Veronica was unveiled with a story trailer that led some to believe that it will be in first-person, similar to Resident Evil 7, Village, and the default setting for Grace’s sections in this year’s Resident Evil Requiem. However, producer Yoshiaki Hirabayashi has clarified that it will be a third-person title, and that its general vibes will be quite close to the survival horror trappings of Resident Evil 2 Remake, rather than the more action-oriented Resident Evil 4 Remake.

Resident Evil Veronica is being developed for PC, PS5, Xbox Series X/S, and Nintendo Switch 2, and doesn’t yet have a concrete release date.

(1/2) This isn’t true from what I’ve heard. While I think a Resident Evil 5 Remake will probably happen in the future due to fan demand, at present I’ve heard there’s not a strong desire within the company to remake RE5 presently, there’s other projects the team wants to do more. https://t.co/VaWQ1QZ3B0

— AestheticGamer aka Dusk Golem (@AestheticGamer1) June 17, 2026

(3/3) brought up other things to remake, but from what I’ve heard there’s more internal interest to remake Revelations 1 than RE5 or RE6, which at present no one really wants to take on.

Again, I suspect RE5 will happen someday due to fan demand, but there is no drive to do it.

— AestheticGamer aka Dusk Golem (@AestheticGamer1) June 17, 2026

Rockstar’s legal setback and PlayStation swaps ‘PC’ for ‘AI’

Rockstar’s legal setback and PlayStation swaps ‘PC’ for ‘AI’

Disclaimer: I am about to opine about football. Please ignore this entire introduction if you have zero interest in hearing my bristling thoughts on the England national team.

We have liftoff. England 4, Croatia 2. A positively titillating performance from Thomas Tuchel’s ravenous Three Lions, who lived up to their namesake by tearing the opposition apart like a tender lump of porterhouse. 

Alright, I might be getting slightly carried away, but England have a penchant for putting fans through the wringer. During the first half, they managed to do precisely that. A penalty only scored on the second attempt. Two goals conceded (but you have to credit Croatia for bagging at least one banger).

Was it going to be a case of ‘same old, same old’ in Dallas. A good performance but nothing to show for it? Not this time. Jude Bellingham saw to that mere minutes into a blistering second half with a fine finish into the bottom corner. England could have score five or six had Croatian keeper Dominik Livaković not been possessed by the patron saint of world-class saves. 

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

There was a sense of inevitably with every England attack that finally burst into reality when Marcus Rashford finished off a sublime counter. Is it coming home? Not quite. But this was an England team filled with desire, intent, resolve, and dare I say it, belief—one determined to play on the front foot no matter the cost. Tuchel has made it clear that his team will win or lose on their own terms, and I suspect that means we’re in for quite the ride over the next few weeks. Ghana can’t come soon enough. 

Now, back to our regularly scheduled programming!

via Game Developer // Rockstar suffered a setback in its bid to quash union busting allegations at a preliminary tribunal in the UK, with the company failing in its bid to have blacklisting claims thrown out ahead of a final trial that’s set to begin in October. UK union IWGB describes blacklisting as the “practice of compiling information about workers involved in union activity in order to discriminate against them.” One worker said the decision marks a “huge moment” for those ousted by the Grand Theft Auto maker last year. 

via Game File // Sony has tweaked its description of PlayStation’s “business environment and strategy” in a new SEC filing to emphasise that it is very, very keen to leverage generative AI. “Sony is utilizing AI to unleash the creativity of studios and further enhance the PlayStation experience,” reads the updated section, which also warns about the impact of an ongoing memory crisis. More irony please. 

Related:Pocketpair lead on generative AI: Gamers don’t want it

via Bloomberg // Multiple Xbox studios are purportedly at risk of being shuttered with Microsoft reportedly preparing to make significant cuts in July. Sources have told Bloomberg that Double Fine and Compulsion Games are two studios at risk of closure, although it’s claimed they could still be given the chance to return to independence. It’s going to be a rough few weeks.

via Game Developer // Life is Strange developer Don’t Nod has confirmed that Tencent has pulled back as an investor in the short term, meaning it must now seek additional financing in order to ensure its survival. The company said it is currently “working on several levers” to extend its cash runway but acknowledged that securing financing remains “challenging.”

via VGC // Here’s a truly fascinating news item. The Shibuya ward in Tokyo is trying to convince Japanese citizens to send a portion of their taxes to the region by offering Final Fantasy 14 items in exchange for a contribution. I wonder whether I can convince Manchester City Council to dish out some Oasis merch in exchange for my regular donations?

Related:Vampire Survivors dev ‘reviewing’ Fortnite collab after Epic’s AI announcement

via Game Developer // Epic is taking some big swings with Unreal Engine 6 (and I suspect there’s a chance developers won’t approve of them all). The company said the latest iteration of its popular engine will utilize Verse as its gameplay programming model in service of building “persistent, large-scale, live experiences with thousands of contributors.” It also claims content, code, and economics will become “portable and interoperable across games, ecosystems” through open standards, and explained generative AI tech such as Claude and Gemini will be integrated into the Unreal Engine 6 pipeline in a major way. Thoughts on a postcard, please. 

via Game Developer // The UK government has announced a ban on social media for under 16s and confirmed that video games—which won’t be banned outright—will face some restrictions if they include “high-risk” features such as livestreaming or online chat functionality. It’s currently unclear which platforms will be impacted by the move. The ban is scheduled to come into effect in Spring 2027.

via Firezide Chat // Veteran reporter and GLHF content director Kirk McKeand has launched a new bi-weekly interview series focused on the fine art of conversation. So far, McKeand has delivered fascinating chinwags with industry figures including former Bethesda head of publishing Pete Hines, LookingForGame founder Lucy James, and Star Wars Battlefront II scribe Mitch Dyer.

Kumitantei: Old School Slaughter Review

Kumitantei: Old School Slaughter Review

A Danganronpa Nicotine Patch

HIGH Does a decent job of both copying and iterating on the series it’s inspired by.

LOW A weak and poorly-explained centerpiece minigame.

WTF The zombie girl. Sure, why not!

This has gotta be my first time reviewing anything resembling a ‘fan game.’ I find it especially disconcerting because I didn’t expect Kumitantei: Old School Slaughter to be one! From the few screenshots I saw before I booted it up for the first time, I expected it to be a ‘Killing Game,’ in the vein of something like Danganronpa – but I didn’t expect it to literally be Danganronpa. As a result, I was slightly unsure how to go about critiquing Kumitantei. I decided to evaluate it based on how successfully it mimics (or slightly iterates on) the series it’s based on.

As a certified former Danganronpa obsessive, I can say that this visual novel-type experience does a decent enough job, though with only one episode of Kumitantei released so far (with more planned for the future), it’s hard to say whether all of its ideas will end up panning out. At the very least, Kumitantei nailed both the setup and the atmosphere — mostly by borrowing both the setup and the principal location from the first Danganronpa game and shifting a few of the proper nouns around.

In this universe, for example, students who are exceptionally skilled at something are called ‘Absolutes,’ rather than ‘Ultimates.’ The protagonist Himari is one such Absolute (the Absolute Barista, to be specific) and she’s set to attend the Janus Institute (instead of Hope’s Peak Academy) until she awakens in a mysterious bunker with no way out. She is then forced, along with a cast of 15 other students, to participate in a deadly Killing Game. Just like in Danganronpa, one of the students must murder one of the others without getting caught during the subsequent group trial in order to escape.

The bunker itself resembles Hope’s Peak Academy quite a bit, which I certainly didn’t mind, as I maintain that the first Danganronpa game (set in the Academy) had the best grasp of atmosphere. The lack of exteriors or even windows, along with the muted architectural color palette provided a constant sense of unease, which Kumitantei copies and re-deploys to good effect.

Even beyond its Danganronpa elements, though, Kumitantei provides enough original texture to justify itself. Most notably, there’s the overarching familial theme — Himari is actually stuck in the bunker with her estranged twin brother Moichiro, who has become the Absolute Prosecutor, and their arguments, secrets, and attempts to understand one another act as a constant throughline during the first chapter of Kumitantei. As a result, the bunker feels less isolating compared to Hope’s Peak Academy, while being wearying and heartbreaking in an entirely different way.

The other characters are a collection of exaggerated traits, some of which are more novel than others. Takara, for instance, resembles Danganronpa’s Aoi in both talent and mannerisms. However, a few of the faces feel a bit more inspired and memorable, being neat extrapolations of the Danganronpa formula. My favorite is probably Tsubaki, the Absolute Paleontologist, who seems to be a resurrected zombie (?) with no memory of her past. Her quirky characterization, look, and speech pattern would feel right at home in a real Danganronpa iteration, as she’s the perfect mix of broad archetypes with oddball specificity.

Bonding with the characters is made easy through Kumitantei’s take on Danganronpa’s Free Time system. Similar to Danganronpa, the player is given opportunities during each in-game day to interact with a character of their choosing, increasing their bond through conversations and giving gifts. Again, like Danganronpa, increasing bonds with characters will eventually lead to the player earning additional abilities in the after-a-murder-happens Trial sections. However, Kumitantei also allows the player to increase their bond level with characters via other optional conversations and main story moments as well. I enjoyed this extra tweak to the formula, enhancing how narrative beats inform the gameplay.

For the most part, in fact, I was happy with all of the original ideas in Kumitantei… apart from the Card Battle system, which is Kumitantei’s centerpiece.

The tutorial for this minigame is provided to the player at the very beginning of Kumitantei — it’s actually hours before they’ll encounter it during play. I confess, when I reached the Trial segment and actually had to engage in this minigame, I started a new game multiple times just to see the tutorial again!

Luckily, it comes down to the player summoning cards that are numerically stronger than their opponent’s cards, doing damage to the opponent’s gauge until they are given the opportunity to present evidence to refute their opponent’s statement. The player can study the tutorial and learn about combos and elemental weaknesses (yes, it has a JRPG-style elemental weakness system) but I found that the most efficient strategy was to spam cards as fast as possible and hope they proc combos. This strategy screeches to a halt when the player runs out of cards, though. Drawing more cards takes up an entire turn, so oftentimes both the player and the AI will run out of cards and spend multiple turns drawing back and forth, resulting in total dead air on screen.

I could see this mode becoming more complex in later chapters once the player has collected more bonus cards from Free Time events which provide small effects, like ‘redrawing the cards you played four turns ago’. As of the first chapter, the player will only have around three cards, so they’ll get few opportunities to play any special or exciting cards during a given battle.

Card combat aside, Kumitantei nails so many of Danganronpa’s core qualities and attributes that it will feel like a worthy successor to most fans. For those who love to see the memories of their favorite art externalized on the screen, there’s a lot to love here!

Final Score: 6.5 out of 10

Disclosures: This game is developed by Mango Factory and published by Akupara Games. It is currently available on PC and Switch. This copy of the game was obtained via publisher and reviewed on the PC. Approximately 7 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated M and contains Blood, Sexual Scenes, Strong Language and Violence. The ‘Strong Language’ and ‘Sexual Themes’ are, to my knowledge, almost entirely referring to the dialogue. The ‘Blood’ and ‘Violence’ relate to elements of the mystery — this violent material is in the past tense, or happens off-screen.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: This game offers subtitles. The subtitles cannot be altered and/or resized. All the dialogue is subtitled, and none of the gameplay components require sound cues to complete. As such, the game is fully accessible.

Remappable Controls: Yes, this game offers fully remappable controls.

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PlayStation’s Marathon Bet Looks Like It’s Already Backfiring

PlayStation’s Marathon Bet Looks Like It’s Already Backfiring

In case you missed it – and how could you with all the people spamming “We Want Destiny 3” – Destiny 2 had its final content update on June 9th. It’s a substantial addition with brief teases for what could have been, new challenges to tackle, and plenty of new gear to earn. Plus, you can earn some of the snazziest new armor sets by simply playing the game – a bittersweet turnabout, given Bungie’s Eververse fixation over the years.

But one of the more interesting stories out of this whole ordeal is Marathon. When Bungie announced that its flagship looter shooter would no longer receive new content…well, some fans didn’t take it very kindly, and resorted to review-bombing the extraction shooter (which wasn’t enough to really drag down its Steam score but still). A small dispute of sorts broke out as many encouraged boycotting Marathon.

This all made for an awkward launch to its second season, NIGHTFALL, on June 2nd. In terms of new content, it added a night version of Dire Marsh, imaginatively titled Night Marsh. And while it did offer several new additions, from oppressive darkness that required light sources to new enemy types, the real appeal was seemingly in the new limited PvE mode, where a squad with Sponsored Kits could occupy the map for the first several minutes before Rooks, a Runner Shell meant for solos, began backfilling.

Even with all the uproar around Destiny 2, and thanks in part to a free week, Marathon crawled back up to just under 41,000 peak concurrent players on Steam. Of course, this is still a massive drop from nearly 89,000 concurrent players when it launched in March, but surely this momentum—with all these changes, new features, and loot—would hold…right?

“Even with all the uproar around Destiny 2, and thanks in part to a free week, Marathon crawled back up to just under 41,000 peak concurrent players on Steam.”

Well, no. Two weeks later, and Marathon is slowly sliding back down to where it was before Season 2’s launch. Yikes.

There are several ways of looking at this, of course. The market is overly saturated with online games, especially in the free-to-play space where most want to stick with their comfort picks. The season’s release timing – the same day as State of Play – coupled with Destiny 2‘s end of support and preceding several major showcases is just bad timing in terms of exposure and word of mouth. The live-service business model is one that’s seen nothing but losses at this point, particularly earlier this year with Highguard. Marathon also costs $40 – not the highest price of admission but also not enough to beat free. And even when it was free, the number of players willing to check it out, at least on Steam, is disappointing at best.

It would be enough to chalk it up as another live-service failure and move on, but that’s not quite so simple. For starters, Marathon reportedly cost more than $200 million, close to $250 million, and it’s confirmed to have been in development for four years. That budget isn’t too hard to believe considering the pre-launch marketing, the all-star voice cast, and so on (and yet it launched with even fewer PvP maps than Destiny 1, but that’s neither here nor there). But the fact that Bungie was willing to delay it proves that (a) the overall state of the game was nowhere near as polished as it wanted, (b) it needed time to build some positive buzz around it, and (c) Sony clearly has a significant amount riding on it.

I mean, look no further than the company’s statements after its last financial report, where it was revealed to have suffered $765 million in impairment losses because of Bungie. It even admitted outright that the developer’s title portfolio “did not reach our expectations.”

“For starters, Marathon reportedly cost more than $200 million, close to $250 million, and it’s confirmed to have been in development for four years.”

That said, it wasn’t going to pull a Concord and suddenly abandon the game. Sony noted strong reviews, including on Steam, and high player retention. So the goal was to then “improve the performance of the game by working to retain highly engaged core users through the introduction of additional content, further improvements in the gameplay experience, and expansion of the user base.”

However, Bungie has done all these things. Not only could it not reach the heights of the game’s launch, but player numbers have dropped right back down to what they were before.

And that’s a problem for many reasons because that apparent near $250 million budget probably doesn’t account for post-launch content. Or the cost of running servers. Or the cost of additional marketing, like those fancy cinematic trailers.

Sales figures remain unknown – all we have are reports that it had 2.2 million players in March. It’s very much possible that there’s a thriving community on consoles, but even in terms of actual numbers, it appears to be far below the likes of, say, ARC Raiders – another extraction shooter whose Steam player base is nowhere near its peak.

The problem with Marathon is, and always has been, the more hardcore PvP approach. Bungie could take every step possible to mitigate gear losses or pile on the loot, but it was built from day one to be a more ruthless competitive experience. It’s a game where a highly skilled player could absolutely thrive…just as much as a highly skilled team could effectively shut down anyone, and wipe out a good chunk of their progress. Unlike ARC Raiders, the avenues for avoiding other players, much less getting matched with those who aren’t out for blood, are far lower. And I say this as someone who enjoyed my time with it, learning the ins and outs of Tau Ceti IV – its hazardous flora, its mysterious events, and the sheer terror of trying to survive while savoring the gunplay.

“The problem with Marathon is, and always has been, the more hardcore PvP approach.”

The funny thing is that it’s nowhere near as hardcore or realistic as Escape from Tarkov, and yet, even that’s seeing better Steam numbers. Marathon definitely offers a far more polished experience, but it’s also trying to appeal to a wider audience. First impressions matter though, and those who weren’t hooked from the get-go, either because of the messy UI or the punishing gameplay, clearly didn’t want to stick around. Which makes these experimental PvE modes all the more questionable, because Bungie has a PvE-focused game that it’s committed so many resources to over the years, just recently put out to pasture.

I can’t really tell you if there’s a solution to the whole Marathon problem because it may have been doomed from the start. Even with its announcement, the sheer bafflement at the classic FPS trilogy being turned into an extraction shooter was overwhelming. There was hope at the time that Bungie, of all developers, could probably pull it off. Call it a coin toss, because even the most skeptical of Destiny 2 players (read: me) admitted that the studio had its wins here and there.

But for Sony, it’s probably becoming clearer that Marathon won’t become a worthy live-service addition. It may be fine enough for a small hardcore community, but with that budget and given the spending on post-launch content – never mind how much Bungie costs to maintain in general – that’s simply not enough.

And with rumors of layoffs looming large at the studio, Sony may be content to just let Marathon ride out the remainder of its roadmap, offsetting costs by paying fewer salaries. By this time next year, it wouldn’t be surprising if it too gets that tearful end-of-support warning. Such is the nature of the industry, but you would think that Sony would have known better from the start rather than continuing to persist. But such is the siren of live-service, and the fate of those ensnared by its song.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

Pocketpair lead on generative AI: Gamers don’t want it

Pocketpair lead on generative AI: Gamers don’t want it

Pocketpair communications director and publishing manager John Buckley affirmed the company, which is behind the popular Palworld, doesn’t use generative AI because players don’t want it.

Speaking to GamesRadar+, Buckley’s response was short and to the point: “Gamers don’t want it, and if the gamers don’t want it, I guess that’s it, right? Not much of a conversation to be had.”

The statement comes amidst studios continuing to toot the genAI horn, despite the fact that it has garnered a largely negative reception from developers in recent years, with many arguing that it is having a corrosive effect on the industry.

Last year, Buckley spoke to us about the studio’s anti-genAI stance in an interview, saying Pocketpair “doesn’t believe in it.” This was said in the context of the company being interested in helping to fund and publish games from other developers, so long as the tech isn’t being used.

Related:‘A new industry with a new identity:’ How Canadian devs are faring in 2026

“People are going to say I’m lying, but these are just the hard facts. We don’t believe in it. We’re very upfront about it. If you’re big on AI stuff or your game is Web3 or uses NFTs, there are lots of publishers out there [who’ll talk to you], but we’re not the right partner for that,” Buckley said.

Speaking to GamesRadar+, Buckley elaborated further on those comments, tackling the public reception as well as Steam’s mandated AI usage disclosure.

“I’m sure some people are doing it,” he told the publication. “It’s not really for us. I personally can’t imagine it ever being too prominent. I’m sure there are some companies out there, some big companies, that are maybe using it to ‘save time.’ I don’t know. I don’t really think gen AI has much—I don’t want to call it a bubble, but I don’t know how much longer it’s gonna keep up. Even Steam is pushing back a certain amount on it.”

Buckley also makes a note of how some developers have started to clarify, unprompted, that their games are 100 percent human-made across emails and store pages.

“I don’t know if we need to now start saying this is 100 percent human-made,” Buckley added. “I think we should just all assume games are human-made unless said otherwise. I think it’s a bit dystopian that it might end up like that. We’ll have to put a Steam disclaimer, ‘This game is made by humans.’ That’s kind of sad to think about.”

When it comes to AI disclosure (or lack thereof), there have been plenty of recent examples. Owlcat Games confirmed the use of genAI to build its upcoming RPG, The Expanse: Osiris Reborn. Companies like Capcom have told investors that it intends to leverage the technology to “improve efficiency and productivity of game development.”

Related:Vampire Survivors dev ‘reviewing’ Fortnite collab after Epic’s AI announcement

Some developers claim that they will use the technology, but not to create assets. There have been several cases of games shipping with AI-generated copy or imagery—Crimson Desert developer Pearl Abyss recently apologized to players for failing to disclose the use of genAI during production. The South Korean studio explained it created some placeholder assets using “experimental AI generative tools.” Some of those assets were subsequently found in the finished game.

Last year, Ubisoft and 11 Bit Studios issued similar apologies after placeholder assets produced using genAI were included in Anno 117: Pax Romana and The Alters.

Causal Loop Review – Gamecritics.com

Causal Loop Review – Gamecritics.com

Pushing My Buttons

HIGH Seeing a set of perfectly synchronized clones all working together.

LOW So many buttons!

WTF For real though, why are there so many buttons?

If I’ve learned one thing from consuming nearly four decades worth of science-fiction, it’s that I want absolutely nothing to do with the space-time continuum.

Causal Loop, a first-person puzzler, only reinforces this conviction by putting players in the shoes of Bale, an interplanetary archaeologist who, along with his partner Jen and fussy AI Walter, are investigating an ancient signal on the desolate planet of Tor Ulsat.  Within minutes of making landfall, Bale mucks about with inscrutable alien technology, shatters the timeline into countless possible futures while losing Jen in the process, and condemns himself to a seemingly-endless litany of puzzle-laden labyrinths.

It’s an inauspicious start to say the least.

The late inhabitants of Ulsat Tor were apparently big on two things – buttons and cooperation.  For, on this planet, even the most straightforward task requires multiple buttons to be pressed simultaneously, often frustratingly located on opposite sides of an area.  This requires a solo operator like Bale to be in at least two places at once just to open a simple door. 

Conveniently, as a knock-on effect of the fractured timeline, Bale can now create looping clones of himself within the world.  These “echoes” can only be created in certain spots within stages, allowing players to record themselves running through a level while performing simple tasks… such as pressing a button.  Once a loop is complete, the player’s echo will repeat these steps ad nauseam. 

While multiple clones can be created, they cannot occupy the same space, and their paths can never cross, requiring careful planning and synchronicity.  By the end of his adventure, Bale can create up to three of these echoes, each carving their own cyclical path through the stages. This skill proves invaluable as Bale, now fused with his AI companion, battles against the broken timeline, and an evil, fractured version of himself, in search of his lost partner.

As the complexity of Causal Loop’s stages increases, new obstacles such as force fields that block player’s paths, teleporters leading to parts unknown, and keys that must be slotted into nodes to power up machinery are introduced.  Each of these operates under its own set of rules – keys, for example, cannot be handled by cloned echoes, and can only be carried by the player directly.  Each level revolves around combining these elements to clear a path for the player’s echoes to press buttons that open doors and activate light bridges, allowing players to reach the exit. 

At its best, Causal Loop is an exercise in clockwork precision – it’s a slow tweaking of the echoes’ timing to ensure a force field drops at just the right time, and that three buttons are pressed by three separate versions of Bale at the exact right moment to open a door.  There is an algebraic quality to it all, and I began following a kind of temporal PEMDAS as I tried to suss out the correct order of operations to unlock each stage.

Progress is made by inches in Causal Loop, and as I whittled my way towards the solution to each stage’s equation, I often found myself waiting for moments of inspiration that never came, and the inherent appeal of creating looping echoes began to fade as I realized that all I was doing was creating a cycle of synchronized button presses.  There’s never a sense of evolution in Causal Loop’s mechanics, and its rising complexity ends up feeling more like convolution as the number of buttons increases.

The maze-like level design only exacerbates this feeling as I stumbled into stage after stage full of dozens of buttons, multiple sets corresponding to multiple doors, and frequently I had to spend 30 minutes trying to figure out which button did what.  Often, these elements are not within eyesight of one another, and there were many times I pressed a button without being sure what the outcome was, creating a frustrating process of trial and error. 

Looking at other aspects of the experience, while Causal Loop’s aesthetics are cleanly presented, they lack a sense of identity.  Its black and neon tech corridors and anonymous, rocky canyons only compounded my frustration as I struggled to orient myself within increasingly-large stages.

All of this is at odds with slickly produced, propulsive narrative segments.  There is an abundance of dialogue and cutscenes for what feels like an austere exercise in puzzle-solving, and I had trouble reckoning those disparate elements.  As Causal Loop tried to draw me into the increasingly warm relationship between the headstrong Bale and his persnickety AI, Walter, I was simultaneously repelled by the dry, mechanical tasks I was asked to perform.

Causal Loop is a tale of extremes – on the one hand, I admire the intricacy of its machine, creating perfectly choreographed loops to achieve a common goal. On the other hand, I couldn’t help but be disappointed by the repetitive nature of that goal.  There’s a polish to the presentation and play of Causal Loop, but the concept itself feels underdeveloped, and the stages feel like wireframe prototypes.  Despite the inherent appeal of looping clones, I ultimately came away wishing for a more exciting application than just pressing buttons.

Rating: 6 out of 10

Buy Causal Loop – PC – PS – Xbox

Disclosures: This game is developed by Mirebound Interactive and published by Headup Games. It is currently available on PC, PS5, and XBX/S. This copy of the game was obtained via Publisher and reviewed on the PS5.  Approximately 10 hours of play were devoted to the single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated T and contains Fantasy Violence, and Language. There is no direct combat in this game, and most action is presented in cutscenes or off-screen.  There player will find the corpses of their previous iterations in the broken timeline, and there are text descriptions of how they were killed.  There is no blood or gore to speak of, and the limited violence is generally presented abstractly. Profanity is used commonly through the narrative with characters using most four-letter words.

Colorblind Modes: Colorblind modes are present with presets for Deuteranopia, Protanopia, and Tritanopia.  There are also options to further customize the color palette if the presets do not offer sufficient flexibility.

Deaf & Hard of Hearing Gamers: This game offers subtitles, and these subtitles can be both altered and resized.  There are 12 different font size presets, the option to add a background to the subtitles, and the option to change subtitle language and audio language independently. All audio cues have on-screen visual components. While the majority of the dialogue is properly subtitled, there are certain scenes in which whispered, ambient dialogue is not subtitled.  This dialogue is not inconsequential, and these scenes are used to illustrate the breaking down of the timeline in the narrative.  For this reason, this game is not fully accessible.

Remappable Controls: Certain functions are remappable.  All inputs can be remapped with the exception of movement being bound to the left thumb-stick and look being mapped to the right thumb-stick.

One of Ryan’s earliest memories is waking up to the sound of his family playing the Ms. Pac-Man and Asteroids arcade cabinets at his grandparent’s house.Despite his cries for silence, the racket continued and, figuring he might as well join the fun, Ryan climbed out of bed and crawled his way into a life-long obsession.

Following this introduction, Ryan dove headlong into the 16 and 64-bit eras, culminating in the year 2000 with a fateful visit to the local game shop.On the recommendation of a saintly store clerk, Ryan picked up a copy of Deus Ex and, shortly thereafter, embarked on the vain quest to find a game that tops it.

This journey has led Ryan to GameCritics where he attempts to articulate why he still finds this medium so compelling.When not playing or writing about games, Ryan can be found watching competition reality television with his wife, their dog, and three cats.

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Xbox’s Biggest Problems May Still Be Ahead

Xbox’s Biggest Problems May Still Be Ahead

We’ve had plenty to say about Microsoft throughout the years, especially concerning Xbox’s strategies (or lack thereof). Bad decision-making, layoffs, cancelled projects, questionable directions – the House of X has done it all, but that shouldn’t be anything new for a massive corporation, right? Even Sony has had its share of missteps (we don’t talk about August 23rd, 2024).

But there’s a world of difference between the two, and in hindsight, it’s surprising to see how Xbox got to this point, where even the new CEO stepped back and decided it was better to announce a reset.

Confused, especially after its latest showcase? It’s understandable. After all, we saw a barrage of upcoming games, several from first-party studios with actual gameplay and even a few release windows. Gears of War: E-Day looks fantastic, especially throughout its extensive Direct. Clockwork Revolution‘s role-playing potential could have been better showcased, in my opinion, but it still looks quite fun. Spyro is back, Minecraft Dungeons is getting a sequel…even Fable, Senua and State of Decay 3 look intriguing. After all, Xbox console exclusives were back, just like several hardcore fans wanted, even if the messaging around it is more confusing than Cortana’s lore at this point.

But, once the party died down, Xbox faced the proverbial morning after. And with it, CEO Asha Sharma admitted some rather harsh truths about the number two games publisher (her words, not mine) in the world.

An accountability margin of about 3 percent with over $20 billion in investments over the last five years (not including Activision Blizzard), only to a loss of almost $500 million in annual revenue. Storage component prices have increased several times, which will hit Xbox consoles harder than the competition due to “choices we made over the last half decade” (read: Poor preparation). Not “adequately” funding so-called “industry-defining franchises” with “enormous potential and player demand”, and perhaps most importantly, an infrastructure that’s woefully unprepared for what’s to come.

“Even Fable, Senua and State of Decay 3 look intriguing.”

A big step down from all the bravado of the last few months, and it’s become quite obvious that the “plan is the plan until it isn’t the plan” isn’t as practical as one would think. And that’s not even considering reports where Xbox’s biggest successes – The Elder Scrolls 4: Oblivion Remastered, Forza Horizon, Sea of Thieves, Flight Simulator, etc. – have had to make up for numerous disappointments. Avowed, Keeper, South of Midnight, Hellblade 2, Forza Motorsport, The Outer Worlds 2, Minecraft Legends, Bleeding Edge – the list goes on and on, and Everwild and Perfect Dark not panning out didn’t help either.

So what does this mean for the imminent future? Why, what it always means at a massive corporation – layoffs. Microsoft hasn’t confirmed this, but reports are already coming in that it will allegedly lay off 1,000 employees after June 30th. That may also include a studio closure and changes to its Xbox Game Studios lineup, which could mean anything from certain teams becoming support-focused to merging with others and existing in all but name. Keep in mind that all of this comes after several leadership changes since Sharma took over.

That’s not all, however, as Microsoft may restructure Xbox entirely. As The Information reports, some options apparently include spinning it out as a subsidiary. Why? Well, because then it could be acquired by someone else. A joint venture could also happen, not unlike Vantage Studios, which has investment from Tencent and is in charge of Assassin’s Creed, Far Cry and Rainbow Six. Granted, there have been layoffs, cancellations, and more than a few rumors of development hell for some projects, but hey, Assassin’s Creed Black Flag Resynced doesn’t look half bad.

And that may be exactly what Xbox meant by meeting “demand” for its “industry-defining franchises,” because it reportedly wants to develop new Fallout, Halo and Elder Scrolls titles at a faster pace. Fallout is obvious after the TV show’s success, and it feels like Microsoft has been leaving money on the table by not capitalizing on it as we head into the third season. Halo is interesting because after numerous disappointments, you would think it’d be far more hesitant. Then again, it’s probably seeing higher-than-average demand for Halo: Campaign Evolved. Maybe it expects far greater returns, hence the rumors of Halo 2 and 3 getting remakes. So expect those to be out even sooner than expected if all goes according to plan.

And as for The Elder Scrolls…well, when you’re sitting on such a huge money-maker such as this, and Bethesda still doesn’t have a release date for its sixth mainline game, eight years after its reveal? Especially with how successful Oblivion Remastered ended up being, never mind how quickly it was abandoned? I would demand something tangible sooner as well.

“It’s probably seeing higher-than-average demand for Halo: Campaign Evolved.”

Then again, none of these restructuring plans is exactly imminent. For the time being, Xbox will continue hyping the current roster of titles for the coming months, specifically Gears of War: E-Day, as much as possible. With a reported budget of more than $400 million, it very well should, especially with the company already bracing to potentially sell fewer copies due to not launching on PlayStation. And while it shouldn’t have trouble breaking even, Xbox by its own admission is “currently unable to make as many consoles as players want to buy.” The idea is probably to cater to its existing player base, and really, it’s anyone’s guess if that will turn out well, especially if they can play it on Game Pass at a vastly lower cost.

But for all the hope one may have that Xbox escapes this snafu, look no further than CEO Satya Nadella’s recent statement. “We’ve invested a lot. No one can accuse Microsoft of not having invested for the last 25 years. And now we have to turn this into a sustainable business that delivers what is fundamentally one of the best sources of entertainment.”

And that’s true – no one is saying the company isn’t investing enough money into its gaming division. However, just like with the original Xbox when it debuted back in the day, it’s not just about money. Franchises like Halo and Gears of War have either been treated poorly or left by the side; failures like Redfall simply launched without any oversight; and even when presented with golden opportunities, it feels like Xbox squanders them more often than not (see: Hi-Fi Rush). Saying you’ve put enough money into something is one thing, but when one of your goals is to make it a “sustainable business,” that only tells me that you’ve failed to do so in the last quarter century.

I’d hate to say it’s all doom and gloom and there’s no saving Xbox, but next month is seemingly all about layoffs and “trimming the fat” as the higher-ups may perceive it. The next year could come down to the apparently last-minute decision to pivot to console exclusives. And beyond that, Microsoft could throw up their hands and make it someone else’s problem while it bemoans memory shortages and rising costs, all while spending billions on AI, the biggest reason for the same.

Xbox may still live to fight another day, but even its most ardent admirers can’t tell you in what shape and form.

Note: The views expressed in this article are those of the author and do not necessarily represent the views of, and should not be attributed to, GamingBolt as an organization.

‘A new industry with a new identity:’ Canadian devs in 2026

‘A new industry with a new identity:’ Canadian devs in 2026

Now in its fifth year, Toronto Canada’s XP Game Summit–a sister conference to the long-running Montreal International Game Summit–offered a unique opportunity to take the temperature of a Canadian games industry that, as in other regional industries, has found itself battered by the winds of change. 

Despite doubling in size between 2013 and 2022, the industry has suffered recently due to what some have argued is an outsized emphasis on generous tax incentives slanted towards triple-A multinationals with little oversight or protection for workers. In recent years, this has meant the industry has seen seismic studio closures and layoffs, with Embracer group shutting down Onoma (once Square Enix Montreal) and Ubisoft closing Ubisoft Halifax shortly after the studio unionized (although the company claims there was no connection).

It’s no surprise then that at the XP Summit, attendees were bearish on the future of triple-A development in Canada. What might surprise some is that despite this, the mood at XP Game Summit was optimistic: couched in the recognition that the global games industry has changed drastically due to the “pandemic hangover.”

Related:Pocketpair lead on generative AI: Gamers don’t want it

Jason Lepine, XP Summit’s founder, feels that within five years the summit has already seen it all.

“We launched right before massive layoffs hit the industry,” he said. “Now, though, it feels like we’re moving past that phase. Three years ago it was difficult just to get investors to attend events; now we’re seeing more contracts getting signed, more recruiting activity, and a general sense that momentum is coming back.”

Not recovery, transformation

However, he was quick to emphasize that this change did not represent “recovery” but “transformation.”

“It’s important to say: this isn’t a return to the old industry. It’s a new industry with a new identity.”

That identity? One that supports smaller teams able to move quickly to validate their own market potential.

Jason Della Rocca, co-founder of Excution Labs explained the new mindset required while giving his talk, “The New Timeline for Indie Success.”

“The reality is that publishers and investors are not your client,” he said, arguing against developers that retain a traditional focus on pitching to publishers. “Since [the COVID era] a lot of investors, a lot of publishers, are only making investments based on evidence. Deals these days are not done based only on that the team is cool and skilled and can deliver. Not only that the game feels good. But that you have wishlists, trailer views, a community.”

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Of course, he admitted the paradox at the heart of this advice: you need evidence to get funding but you need funding to generate that evidence.

The XP Summit sessions had a particular focus on this, with a general theme that Canada’s new X factor was that—despite comparatively higher labor costs—smaller developers could rely on support systems such as the Canadian Media Fund to allow them to stretch their runway into a viable product before having to turn to more traditional forms of funding.

But this was not considered a silver bullet, with speakers such as Nordicity’s Kristian Roberts arguing in conversation with Game Developer that in order to maintain competitiveness, organizations such as the CMF needed to more deeply consider what it chooses to fund.

“Historically, CMF funding has focused on making products, not necessarily making commercially viable products,” he said. “That distinction matters. Post-2022, investment in games has dropped dramatically … If your support system isn’t designed to encourage market-oriented or audience-oriented decision-making, then you’re not necessarily generating sustainable success.”

There are increasing signs that the CMF are more focused on commercial viability. Their new Commercial Third Party Investment Fund provides funds to projects that already have third party investment under the understanding that this represents proof of market viability. Developers we spoke to however noted the fund seemed paradoxical at a show where third party investment was not merely considered difficult to get but far less attractive than self-publishing.

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“The [funding] model’s broken, right? It’s broken,” said Shum Sing, Managing Director of Agnito Capital during the “State of Game Funding” roundtable. “Investors don’t want to take risks until you have demonstrable attraction, but at that stage, you’re asking the question ‘why do I need you?’ I could go get some bank debt… I could work with some smaller marketing agencies. There are all types of options available for indie developers to sidestep investment.”

From the developer perspective, there wasn’t a sense that it was quite that easy. Everyone Game Developer spoke to agreed that securing any form of funding was harder than ever, and that survival—even for indies—could mean cuts.

It comes down to burn rate,” Andrew Carvalho, co-founder of Laundry Bear argued. “The studios that have survived–including ours–are the ones that have stayed lean. We’ve had layoffs. We’ve had to reduce hours. We’ve made cuts wherever we’ve needed to.”

Community and collaboration are keys to the future

While government funding was a factor, developers expressed that community and collaboration was a major reason for the Canadian games industry’s continued survival.

As a co-developer, Carvalho stated that they had “more contracts with Canadian studios than we’ve had in the past four years,” noting that independent Canadian developers that had success were redistributing their success to others, such as Black Tabby Games, who recently got into publishing after the success of Slay The Princess.

“While some teams have been hit really hard, the teams that survived are often trying to support others,” he said. “It’s not ideal, but it’s definitely not as catastrophic as what we’re seeing in parts of the U.S.”

This collaborative view of the games industry is shared by Eileen Mary Holowka, at the show representing Baby Ghosts, a nonprofit created to support cooperative game developers.

“The old model of ‘build a game, get a publisher, scale endlessly’ just isn’t reliable anymore,” they said. “The giant studios are showing the limits of their own models. Ubisoft shutting down Halifax after unionization is obviously discouraging, but we’re seeing successful indie studios helping fund other indies,” they stated. “There’s power in collective organizing.”

Holowka also noted that the signs were encouraging for developers interested in operating as a cooperative, with the CMF now allowing cooperatives to apply for funding.

Such moves were viewed as part of a genuine shift from Canada’s support system to reflect the new development landscape, and while the majority opinion was that there was more Canada could do to support its games industry, attendees didn’t have a singular focus on access to funding.

“The easy answer is always ‘more money’,” said Carvalho, “Canada has the talent; what we’re missing is better industry connectivity. We shouldn’t always have to leave the country to build meaningful industry relationships.”

Lepine agreed. “There’s a real opportunity to strengthen the industry domestically by collaborating more closely with each other here at home.” As for those famous tax credits? “Tax credits still absolutely have a role,” said Roberts, who in particular pointed out New Zealand’s tax credit system as a model to emulate. “But we can’t rely on tax credits as the primary support mechanism forever.”

“We need to think about the total ecosystem more cohesively–not just funding, but trade missions, startup support, mentorship, education, and how we prepare developers for a world where self-publishing, audience development, and small teams are becoming the norm.”

Mina The Hollower Review – Gamecritics.com

Mina The Hollower Review – Gamecritics.com

Evoking The Classics While Forging Its Own Path

HIGH A gripping adventure, beautiful pixel graphics. Satisfying gameplay.

LOW The lack of tutorial leaves key mechanics unclear or buried in the options menu.

WTF The difficulty spike at [redacted] almost single-handedly ended my playthrough.

Mina the Hollower from Yacht Club Games masterfully blends retro, linear 8-bit adventures with modern open-world exploration. The result is a fantastic experience that harkens back to the classics while innovating and forging its own path, and an experience sure to satisfy both newcomers and veteran gamers alike.

Mina the Hollower is a top-down action-adventure game that evokes classic SNES and Gameboy-era Zelda, while also taking heavy inspiration (especially in regards to difficulty) from Dark Souls.

Players assume the role of Mina, a mouse who created the Spark Generators. She arrives at Tenebrous Isle in its darkest hour, as the generators are failing. Her goal is to restore the Spark Generators and bring peace to the isle, but not without fierce opposition from Thorne, a rebel trying to destroy them. The story is somewhat predictable, though it is executed well and enhanced thanks to unique set pieces and excellent worldbuilding.

Mina the Hollower is difficult by design and the early hours are especially challenging, but Mina the Hollower rewards players for learning enemy patterns and burrowing underground to dodge incoming attacks, resulting in an compelling loop of exploring new regions, fighting enemies, and collecting currency to level up.

Mina’s signature mace and chain whip, the Nightstar, was my weapon of choice. Mina can also wield a hammer, dual daggers (and later in the game, a shield or blaster) but the distance the mace and chain offered in the early hours between Mina and her opponents was huge for me. Along with her main weapon, Mina can equip Sidearms, a type of collectible that give her an additional unique weapon for an extra edge in combat. Sidearms like the Drill Driver, Dynamo Lantern, and Recall Disc are quite powerful once leveled up. In particular, the Drill Driver is great for exploration, making it a versatile and essential Sidearm.

Then there are Trinkets, items players can find that give Mina a variety of benefits, such as increased run speed or a second chance revival. The Trinkets offer lots of customization, variety and optimization avenues for players to experiment with. 

For example, I equipped the Bubble Ring (a Trinket that grants a shield to block a single attack) and Shock Flint, a Trinket that allows Mina to shoot a powerful ball of lightning when at full health). This combo meant I could quickly generate a shield to block an incoming attack while keeping my health bar full and striking opponents with a more powerful attack, allowing me to dispatch enemies faster and without losing health. Finding them throughout Tenebrous Isle is as compelling as the combat, and I spent a lot of my playtime tracking down as many as I could.

Mina the Hollower’s open world is incredibly satisfying and in-depth, and arguably my favorite aspect of the experience, as it’s loaded with collectibles, secret bosses, and wacky (yet charming) characters to find. Notably, Mina lacks a detailed world map (the overview map provides a broad look at Tenebrous Isle, but not much else.) It’s a little overwhelming at first, but it does encourage the player to explore and discover all Tenebrous Isle has to offer.

Yacht Club Games clearly expects players to keep track of where things are located and remembering the routes to each area, but they also build in methods for easy backtracking, such as pipes that function as quick shortcuts and a train as a form of fast travel. Even small details, like newspapers that can be read to indirectly guide players to the next are, are clever and supports the exploration aspect of the design nicely.

While exploring Mina the Hollower’s colorful overworld is enjoyable, it is marred slightly by some surprisingly clunky platforming puzzles and odd game design choices, such as some ridiculously excessive knockback when Mina takes a hit, and some floaty, difficult-to-control high jumps. As such, some of these these platforming-heavy sequences can be extremely frustrating to navigate.

Despite some odd design moments and a generally high level of difficulty, Mina the Hollower offers ways to mitigate these things (and others) via Feats located in the Options menu. These feats offer a variety of customization options, including things like infinite health, taking reduced damage, high jump, infinite burrowing underground, and much, much more. The selection is impressive and allows players to tailor the experience to their preferences. Players can access these feats at any time, and accessibility options like these are welcome features that Yacht Club Games were wise to include. 

Mina the Hollower expertly captures the classic exploration of Zelda and the challenge of Dark Souls to create a unique and cohesive experience. Mina the Hollower is a joy to play, and I can’t wait to see what Yacht Club Games comes up with next.

Rating: 8.5 out of 10

Michaela El-Ters

Disclosures: Mina the Hollower is developed by Yacht Club Games and published by Yacht Club Games. It is currently available on Switch/2, XBO/X/S, PS5, and PC. This copy of the game was obtained via publisher and reviewed on PC. Approximately 32 hours of play were devoted to the game’s single-player mode, and the game was completed. There are no multiplayer modes.

Parents: According to the ESRB, this game is rated E 10+ and contains Fantasy Violence and Mild Blood. Some bosses feature mild blood, and when Mina defeats them, are reduced to bone and ash. Bone Beach features a giant worm-like creature beached on the sandy shore, whose body functions as the main dungeon of the region.

Colorblind Modes: There are no colorblind modes available.

Deaf & Hard of Hearing Gamers: Mina the Hollower offers subtitles, but they cannot be altered or resized. Playing Mina the Hollower without sound is fully accessible. Enemy attacks are telegraphed both by sound effects and visual cues (such as vibrating before winding up an attack, etc.) Players have the option to adjust the display vibration setting for when Mina is hit by enemies or knocked back by spikes. Dialogue boxes are accompanied by character portraits and their names. The text color for important terms and character names is color-coded (for example, Mina’s name and title is red, Lionel’s is blue, etc.). Text will also sway and shake to emphasize character emotion, such as anger or fear.

Remappable Controls: Yes, Mina the Hollower’s controls are remappable, though it does not offer a controller map diagram. To move Mina, players use the left joystick. In combat, Mina’s weapon is used with the X button on the Steam Deck, the Y button on the Nintendo Switch, or the “Square” button on the Playstation 5 controller. To use one of Mina’s Sidearms, players press the Y button on the Steam Deck, the X button on the Nintendo Switch, or the “Triangle” button on the Playstation 5 controller. Using a vial to heal is the B button on the Steam Deck, or the A button on the Nintendo Switch. To jump across gaps, players use the A button on the Steam Deck, the B button on the Nintendo Switch, or “X” on the Playstation 5 controller.

Astroneer Expeditions Early Access Review – To Boldly Go

Astroneer Expeditions Early Access Review – To Boldly Go

The original Astroneer came out of Early Access all the way back in 2019, and at the time, it was seen as a fun new take on the survival crafting genre thanks to its more whimsical tone and light factory-building elements. While it never really caught mass market appeal like titles like Valheim would in the following years, the game still held a fond place in many of our hearts. Fast forward more than half a decade later, developer System Era Softworks has now released its follow-up—STARSEEKER: Astroneer Expeditions—and as the name would imply, it is a major departure from the formula set by its predecessor.

Rather than expanding on the survival crafting elements of the original, STARSEEKER instead largely leaves those gameplay systems behind. Rather, it jumps into an entirely different genre altogether, with more similarities with extraction shooters than anything else. The title puts you in the role of an Astroneer on the ESS Starseeker—a spaceship tasked with exploring the far reaches of space and conducting scientific experiments. You’re not alone in this, however. The ESS Starseeker, which essentially acts as the central hub where you can do things like take on missions or change gear, is filled with other Astroneers as well. Right from the get go, STARSEEKER makes its emphasis on multiplayer quite clear.

“Rather than expanding on the survival crafting elements of the original, STARSEEKER instead largely leaves those gameplay systems behind.”

While the core game loop is quite simple, setting you up to take drop pods to strange alien planets where you can explore, gather resources, complete objectives for more rewards, and get science points by scanning flora and fauna, the general structure of the whole experience revolves around completing simple missions, which task you with, for example, scanning a certain number of alien plants, or gathering a certain amount of Resin. Each expedition allows you to team up with up to three other Astroneers, and even if you jump in alone, you will often get thrown into expeditions that already have other players running around.

Once on the planet itself, you also have to deal with a strict time limit. You have a limited amount of oxygen, after all, and you need to complete all of your objectives in 30 minutes. Dying has severe penalties as well, denying you all of the resources you may have gathered. Once you’ve accomplished everything you wanted on a given run, you then have to make your way to one of the many launchpads all over the map, and call in a drop pod to take you back to the ESS Starseeker.

Much like other extraction-styled games, each expedition in STARSEEKER: Astroneer Expeditions also has other players and teams running around completing their own objectives. Thanks to a complete lack of any PvP mechanics in the entire game, players are instead incentivized to work together to complete the many objectives on the map. To help you accomplish this without having to worry about potential language barriers that are bound to pop up in a typical multiplayer game, STARSEEKER also features a simple pinging system where, on pinging something on the map, other Astroneers can acknowledge your objective and offer to help by pinging back. The entire system works quite well, and is context-sensitive, changing the meaning of a ping depending on what you’re looking at.

“Thanks to a complete lack of any PvP mechanics in the entire game, players are instead incentivized to work together to complete the many objectives on the map.”

Unfortunately, one of the biggest issues with STARSEEKER: Astroneer Expeditions is its poor tutorialization. While it encourages trial-and-error, letting you learn from mistakes you might make throughout your time with the game, it doesn’t really teach you much about how its many systems work, and even its UI can often be incredibly clunky. When you first get to the ESS Starseeker, for example, it can be difficult to figure out how you’re even supposed to start an expedition, and it took me around 15 minutes of running around the place and interacting with just about every in-game terminal I could find to finally get to the one that let me start missions. The “map” you get in the hub area is also quite possibly the most useless thing I’ve ever seen in the game. Aside from the position of a few of the NPCs, this map doesn’t really tell you anything, including your own position in the starship.

The expedition menu also certainly needs further development. While other co-op games give you options to create a party before you start a mission, and STARSEEKER: Astroneer Expeditions certainly has menu elements that imply that you could do so here as well, there just isn’t any menu option, or even a confirmation dialogue box about if you’re sure you want to start your journey solo. You can also only track up to three of your missions at a time, which, combined with the inability to get the full mission list while on an expedition, makes attempts at knocking out more missions in a single go all the more frustrating.

Progression also feels incredibly opaque throughout STARSEEKER: Astroneer Expeditions. There isn’t really any skill tree to speak of, and new outfits are just cosmetic choices. That’s not to say there aren’t some progression systems in the game; you can upgrade some of your capabilities by crafting and installing new modules in your suit. These boosts tend to be quite simple, like raising your maximum stamina, for example. Each of the major NPCs also has their own distinct reputation track which you can progress through by completing the missions they give you. Making it further up these reputation tracks will reward you with more items, like new modules or extra resources to use in crafting.

“Progression also feels incredibly opaque throughout STARSEEKER: Astroneer Expeditions.”

Visually, STARSEELER: Astroneer Expeditions certainly has a lot of charm. Just about every character, despite being covered head-to-toe in their Astroneer suits, oozes plenty of charm thanks to simple things, like how they stand around. Mission descriptions also do quite a bit to help flesh out some characters, letting their quirky personalities shine through. Even the game’s various regions can often be quite fun to explore thanks to a plethora of strange flora and fauna that look equal parts interesting and gross, depending on the scenario. All of this was combined with great performance on the PS5 version, where I didn’t suffer a single hitch or slowdown despite how chaotic things could sometimes get.

Generally speaking, STARSEEKER: Astroneer Expeditions feels quite half-baked in its current incarnation. However, it is worth noting that it is an Early Access release, and System Era Softworks has confirmed that it will continue to work on the title for at least a whole year. The studio’s roadmap has also outlined how it plans to expand on the game’s content over the coming year with additions like biomes, regions, and points of interest. Thankfully, STARSEEKER: Astroneer Expeditions’ problems aren’t foundational ones, and many of my biggest complaints largely come down to the fact that the title simply needs more time in the oven.

As it currently stands, STARSEEKER: Astroneer Expeditions is a difficult game to recommend. While the core loop can certainly be quite fun, especially if you jump into an expedition with a full party of friends, it just doesn’t offer enough in the way of gameplay depth or variety right now to be worth more than an evening of fun. Combined with an incredible number of rough edges all over the title, I would say that you should give STARSEEKER a few months before jumping in.

This game was reviewed on PlayStation 5.