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  • Trump tariffs will "have a real and detrimental impact" on games industry, says US trade group
    www.eurogamer.net
    Trump tariffs will "have a real and detrimental impact" on games industry, says US trade group"[This] is not the end of the story".Image credit: Nintendo News by Matt Wales News Reporter Published on April 3, 2025 The Entertainment Software Association (ESA), which represents all major gaming companies in the US, has responded to US president Donald Trump's sweeping trade tariffs, saying the measures will "have a real and detrimental impact" on the games industry.Trump imposed wide-reaching trade tariffs earlier this week, with some of the highest levies targeting countries which also happen to be critical centres of video games hardware manufacturing. Vietnam, for instance - where much of Nintendo's hardware production now takes place - was hit with 46 percent tariffs, while China's reach as high as 54 percent.Speaking with Game File's Stephen Totilo, ESA senior vice president Aubrey Quinn said the increased costs associated with these tariffs "are going to have a real and detrimental impact on the video game industry". Quinn also noted the way parts are sourced and devices are shipped means, "Any one product that a consumer would buy is likely to be subject to many of the tariffs announced, all compounded on top of one another."Nintendo Switch 2 Live Reaction - How Much Will It Cost?Watch on YouTubeThe situation could also worsen, Quinn suggested, as countries affected by the tariffs begin to take retaliatory measures. "I think what we heard yesterday is not the end of the story," she added, "not for the United States, not for other countries."Tariffs have already been a major talking point following Switch 2's reveal, with analyst Daniel Ahmad noting, "Nintendo shifted its manufacturing to Vietnam to avoid tariffs and with today's reciprocal tariff announcements they're likely going to end up paying tariffs anyway." Ahmad also suggested the console's higher US cost compared to Japan "is likely a calculated move on Nintendo's part, driven by tariff impacts, the weak Japanese yen, and local market conditions."There've also been fears Switch 2, which is priced at $450 in the US, could see its cost eventually rise to as much as $600 if impacted by the Trump administration's tariffs. However, Ahmad argued it's "unlikely that Nintendo will raise the price of the console at this point, but it's also unlikely to see a price drop in the next five years."Back to Quinn, though. When asked if video game manufacturers should consider producing more goods in the US to lessen the effect of tariffs, she concluded, "I think every company, every industry... needs to think about what's best for consumers, best for business, and best for employees. Supply chains are complicated and, certainly, supply chains don't change overnight. Everything that is considered or decided can't be a quick turnaround and can't be a knee-jerk reaction to any particular announcement."
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  • Prime Gaming members get 22 more games in April
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    Prime Gaming members get 22 more games in AprilMafia 3! Minecraft Legends! More!Image credit: Amazon News by Matt Wales News Reporter Published on April 3, 2025 April's upon us, meaning it's time to toss March's Prime Gaming offerings aside and ready ourselves with open arms for a brand-new batch - with this month bringing 22 more titles to Prime Gaming members, including Mafia 3, Minecraft Legends, Thief Gold, and Genesis Noir.April offerings - as is Prime Gaming's way - arrive across four scheduled content drops, with Amazon's first five titles available right now. This initial bunch brings Mafia 3's open-world crime capering, Minecraft Legends' colourful real-time strategy action, Mega-Man-inspired platforming with Gravity Circuit, dino-themed farming in Paleo Pines, and more.Then, looking further ahead into April, Prime Gaming subscribers can brace themselves for Endless Space's 4X sci-fi strategy, Genesis Noir's wonderfully moody cosmic adventuring, acclaimed digital board game adaptation Gloomhaven, dark fantasy action-adventure Blood Omen: Legacy of Kain, and Looking Glass Studios' retro stealth classic Thief.You'll find the full list of April's titles (plus the digital stores they can be grabbed from) below.Available now:Mafia 3: Definitive Edition [GOG Code]Minecraft Legends [Xbox and PC via Microsoft Store Code]Gravity Circuit [Amazon Games App]Paleo Pines [Amazon Games App]Clouds & Sheep 2 [Amazon Games App] 10th AprilDreadOut 2 [Amazon Games App]Endless Space Definitive Edition [Amazon Games App]God's Trigger [GOG Code]New York Mysteries: Power of Art Collectors Edition [Legacy Games Code]Projection: First Light [Amazon Games App]Faraway: Directors Cut [Amazon Games App] 17th AprilGloomhaven [Epic Games Store]The Last Spell [GOG Code]Genesis Noir [Amazon Games App]Blood Omen: Legacy of Kain [GOG Code]Berserk Boy [GOG Code]The Last Show of Mr. Chardish [Epic Games Store] Wild Country [GOG Code] 24th AprilThief Gold [GOG Code]Troublemaker [Epic Games Store]Kraken Academy!! [Amazon Games App]Priest Simulator: Vampire Show [Epic Games Store]Alongside all the above, Prime Gaming subscribers in the UK, US, Canada, Germany, France, Italy, Spain, Austria, the Netherlands, and Poland get access to a rotating selection of titles via Amazon's cloud gaming service, Luna. This month, these include SpongeBob: Battle for Bikini Bottom Rehydrated, Hot Wheels Unleashed, Bee Simulator, Thymesia, and The Jackbox Party Pack 6. That's in addition to Luna regulars Fallout New Vegas: Ultimate Edition, Fallout 3: Game of the Year Edition, Fortnite, and Trackmania.
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  • PSA: The Last of Us Part 2 Remastered's new 2.0 update is reportedly wiping character upgrades
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    PSA: The Last of Us Part 2 Remastered's new 2.0 update is reportedly wiping character upgradesEllie warning.Image credit: Eurogamer/Sony News by Matt Wales News Reporter Published on April 3, 2025 It's a big day for The Last of Us. Not only does Part 2 Remastered make its debut on PC, all platforms receive a sizeable 2.0 update, adding new No Return maps and more. Unfortunately, where the 2.0 update giveth, it's seemingly also taking away, with players reporting their character upgrades have been wiped - suggesting you might want to download with caution.Naughty Dog celebrated 2.0's arrival earlier today on social media, but players quickly moved in to report the skill tree upgrades and gun holsters they'd previously acquired for Ellie and Abby during their campaign play-throughs had now vanished into the ether, with seemingly no way to restore them. It's a similar story over on the Last of Us subreddit, where multiple posters have - with barely concealed wails of anguish - reported upgrade disappearances across in-progress first play-throughs, new game plus runs, and permadeath mode.Naughty Dog, for its part, is yet to acknowledge the reports on any of its official channels, but it seems like it would be wise to avoid downloading the update or firing up the game until there's clarity on how widespread the issue is and whether a fix is possible/incoming.Digital Foundry takes a look at The Last of Us Part 2 Remastered on PC.Watch on YouTubeThe Last of Us Part 2 Remastered's 2.0 update for PS5 and PC was announced at the end of March, promising a range of new additions to the game's roguelike No Return mode, including two new characters - The Last of Us Part 1's Bill and Marlene (sporting the Smuggler and Risk-Taker playstyles respectively) - four new maps, and new Trophies.As for Part 2 Remastered's PC port, it seems to have been generally well-received by players, with the Steam release currently enjoying a Very Positive rating. That's in sharp contrast to the somewhat disastrous PC release of The Last of Us Part 1 in 2023, which was rapidly slapped with a Mostly Negative rating as players flocked to highlight a host of technical issues - resulting in a string of patches as Naughty Dog admitted it hadn't deliver "the quality [players] expected".Digital Foundry has also cast its expert eye over The Last of Us Part 2 Remastered's new PC release, calling it a "better" port compared to its predecessor, despite "some frustrating elements and a buggy feeling that's hard to shake".Away from the game, the promotional chatter around season two of HBO's live-action The Last of Us adaptation has reached fever pitch as its 13th April start date nears. Most recently, Kaitlyn Dever - who's playing Abby in the show - discussed how she was determined to "do this character justice and make the fans proud".
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  • Dragon Age creator's Stray Gods studio unveils demonic deckbuilder Malys
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    Dragon Age creator's Stray Gods studio unveils demonic deckbuilder MalysKickstarter campaign coming soon.Image credit: Summerfall Studios News by Matt Wales News Reporter Published on April 3, 2025 If you found yourself bopping along in admiration to 2023's Stray Gods: The Roleplaying Musical, you might be interested to hear Dragon Age creator David Gaider's Summerfall Studios has announced its follow-up game. It's a "demonic roguelite deckbuilder" called Malys, and a Kickstarter campaign is coming soon.Malys casts players a Noah, a former-priest-turned-demon-hunter, who's on a mission of vengeance to exorcise the infernal forces running rampant in a festering night-time city. "Expose, endure, and expel evil from the innocent possessed," teases Summerfall. "Confront your past, forge precarious alliances, and uncover the truth."At the centre of all this demonic mayhem is the titular Malys, a being of "extraordinary cunning and power" and Noah's primary target. As players hunt the demon down, they'll deploy their deck of arcane tricks, finding unique combinations and strategies to withstand the city's horrors and expose the rot within. And if death wins out, they can always try, and try again.Eurogamer goes hands-on with Switch 2.Watch on YouTubeMalys is written by Gaider - perhaps best known as the lead writer on BioWare's original Dragon Age trilogy - and it's promising to deliver a "unique take on a familiar genre, pushing the boundaries of roguelite storytelling and delivering a satisfyingly moody experience".And that's pretty much all we know so far. Malys' crowdfunding campaign starts later this month, and Summerfall says the Kickstarter will enable it to "work closely" with backers to "ensure Malys is the best game it can be". The game itself is planned to release on PC this year.Eurogamer's Ed Nightingale called Summerfall's Stray Gods "fascinating but flawed" in his three star review, but it was interesting enough that Malys should be worth keeping an eye on.
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  • Switch 2 has "10x the graphics performance of the Nintendo Switch", claims Nvidia
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    Switch 2 has "10x the graphics performance of the Nintendo Switch", claims NvidiaAs it confirms DLSS support and more.Image credit: Eurogamer/Nintendo News by Matt Wales News Reporter Published on April 3, 2025 We've learned an awful lot about Switch 2 over the last 24 hours or so, but not so much - as is Nintendo's usual way - when it comes to the technology driving the thing. Now, though, Nvidia, which designed the console's GPU, has talked a little about Switch 2's abilities, claiming it has "10x the graphics performance" of the original Switch.Nvidia discussed Switch 2 - and confirmed various bits of information which have circulated following Nintendo's recent hands-on event for press - in a post on its website, referring to the console's processor as a "custom" design featuring "dedicated RT Cores and Tensor Cores", alongside AI-driven enhancements. Those Tensor Cores, it claims, "boost AI-powered graphics while keeping power consumption efficient", while the RT Cores "enhance in-game realism with dynamic lighting and natural reflections".Nvidia also reiterated HDR and AI upscaling - via DLSS - are supported on Switch 2, and that the console's GPU is capable of 4K visuals (at an unspecified maximum frames per second) while docked, and up to 120fps at 1080p in handheld mode. Variable refresh rate via G-Sync is also supported while in handheld mode for "ultra-smooth, tear-free" gameplay. "With 1,000 engineer-years of effort across every element - from system and chip design to a custom GPU, APIs and world-class development tools," it continued, "Switch 2 brings major upgrades."Eurogamer goes hands-on with the Switch 2.Watch on YouTubeSome of the Nvidia's chatter was either confirmed or hinted at during yesterday's Switch 2 Direct, of course - with the likes of 4K and 120fps both referenced during Nintendo's announcement enhanced upgrades for various original Switch titles are coming. Metroid Prime 4: Beyond, for instance, supports 4K and 60fps with HDR in Quality Mode, and 1080p/120fps with HDR in Performance mode.As for Nvidia's claim Switch 2 has "10x the graphics performance" of the original Switch, it certainly sounds impressive, but Digital Foundry was perhaps more cautious in its evaluation of Switch 2's potential real-world performance when sharing its initial analysis of the console. "As an opener for the deluge of games to come, Switch 2 lands where I would expect it to based on what we've seen so far," Richard Leadbeatter wrote. "Personally, I went into the presentation expecting a machine with overall performance in line with Steam Deck, but early indications do suggest something more potent - at least in docked configuration."It'll be a while yet before Digital Foundry gives Switch 2 the full hands-on treatment, but until then there's plenty more to read about and plenty more to see, particularly as Nintendo delves deeper into some of the console's launch window titles over the few days. Switch 2, of course, arrives on 5th June, and some stores have already begun taking pre-orders in the UK.
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  • The Last of Us Part 2 Remastered: a better PC port, but systemic issues remain
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    The Last of Us Part 1 made it to PC in somewhat disastrous fashion, though later upgrades did improve the game substantially. Today marks the release of The Last of Us Part 2, and we were interested to see whether porting specialists Nixxes were able to deliver a better experience on launch - and how many legacy issues remain. Part 2 certainly makes a more positive first impression, without the extreme issues that caused us to recommend against buying the first game on launch, but there are still some technical continuities here that drag the package down. Nixxes came in late to the port's development to add in their own fixes, which are evident, but some things are still taken wholesale from the previous port handled by Iron Galaxy. A great example is the game's options menu, which looks to sport a different look but actually delivers the same mix of settings as the previous port - with some new additions including DLSS frame generation and dynamic resolution scaling, the latter from Nixxes libraries. As with the prior game, there are plenty of tweakables here, but there's minimal scaling above and beyond the capabilities of the PlayStation 5 release. Screen space shadows and contact shadows are some of the few notable additions here, and do provide a small bump to visuals - helped by the higher overall image quality allowed on the PC platform by running at arbitrary resolutions. If you want to see how The Last of Us Part 2 plays out on PC - and to see the various issues we encountered... well, here you go.Watch on YouTubeThe Last of Us Part 2 is also almost uniquely demanding in terms of the amount of GPU horsepower required to equal the PS5 version, in comparison to other releases that have targeted both PS5 and PC. The official system requirements suggest an RTX 3060 for 1080p 60fps gameplay, but these medium settings correspond to graphics that are worse in many ways than that of the PS4 release. For example, SSR exhibits full-size crosshatching not found in the PS4 release, and there are similar visual downgrades for flashlight bounce lighting, subsurface scattering and more. If we instead adopt PS4-equivalent settings, you might be surprised what level of GPU horsepower are required to simply double the frame-rate of the 30fps PS4 release. The RTX 3060 falls below 60fps in many scenes, despite the GPU ostensibly having 12.74TF of theoretical compute and 360GB/s of bandwidth versus just 1.84TF and 176GB/s on PS4. Even ignoring "flopflation" from dual issue FP32 on Ampere GPUs, we are looking at a GPU that has ~3.5x the level of compute, even at its non-boosted clocks. That's a huge outlier relative to other ports, and users have to adjust their expectations accordingly. This also applies to the CPU side of things, though things have at least improved versus TLOU Part 1. Nixxes has changed how streaming is done by using DirectStorage CPU decompression with a different compression format, as well as preventing the engine from spin locking CPU threads, which is a huge no-no on Windows. That means the CPU is not faltering as often in P2, but this is still what we'd consider to be a CPU-intensive game. To see this content please enable targeting cookies. One element of this is due to how shaders are compiled. In previous Naughty Dog games on PC, shader compilation occurred in the main menu over multiple minutes, whereas in Part 2, a short shader compilation step occurs on first boot, with the rest of the shader compilation proceeding asychronously as the game world streams in. As new objects are loaded in as you walk forwards, the associated shaders precompile before the objects and materials are visible, with the game using less utilised CPU threads for this task. This manifests as sudden, extremely high CPU utilisation as you cross an invisible threshold in-game. It's nice that you don't have to wait for ages in the menus, but it does have performance consequences. Even without asychronous shader compilation, it's still possible to encounter frame-time disruption on CPUs like the mainstream-grade Ryzen 5 3600 as data is loaded in. For example, when crossing a field, we see consistent frame-time spikes above 25ms, and sometimes above 33.3ms - with 16.6ms being the required frame-time for 60fps. The basic loading behaviour here is strangely heavy on the CPU for a game that was initially designed to target a 1.6GHz tablet CPU and a 5400RPM hard drive. Of course, the first time you visit a given area, you will get more intense frame-time disruption, the game is trying to load in new data and compile shaders in the background. Running through the intro area with Abby, for example, frame-times are erratic and there are frequent bounces above 30ms. Despite Nixxes' upgrades, Part 2 unfortunately runs a lot worse on a Ryzen 5 3600 class CPU - one that's significantly stronger than the PS4's CPU, mind you - than similar vintage games. DF contributor Mohammed also documented similar frame-time spikes on a more mid-range Ryzen 7 5700X3D CPU, and I also saw frame-time spikes on the extremely high-end Ryzen 7 9800X3D. Shadow quality is one of the few areas, beyond overall image quality, where the PC version of The Last of Us Part 2 is noticeably improved versus the PS5 release. Contact shadows and screen-space shadows have been added. | Image credit: Digital FoundryBeyond frame-time hitches across all CPUs tested, I also saw some strange behaviour on occasion. On the Ryzen 5 3600 system, the game completely ground to a halt - 0fps - and they suddenly started again. I had a similar experience on the Steam Deck. On the Ryzen 7 9800X3D, we also saw big stalls when traversing through the game. The latest Ryzen 9000 X3D processors from AMD generally seem to exhibit much worse performance than you would expect, with the 9800X3D running only 20 to 25 percent ahead of the 3600 at a curiously fixed ~85fps with most of the CPU running at idle. As a Steam Deck release, TLOU P2 has a dedicated Steam Deck performance profile, but even using gamescope it's hard to attain a locked 30fps, with rough frame-pacing and spikes to 66ms or higher. On a more fundamental level, the camera doesn't move smoothly with frame health this poor, making the game look jerky even at a nominal 30fps. Given the exhibited CPU performance, I recommend using a frame cap. Using 60Hz v-sync on the Ryzen 5 3600 gives the CPU enough breathing room to hit 60fps fairly consistently - though it doesn't solve the issues related to shader compilation and data streaming. VRR, by constrast, has to deal with such a wide swing in frame times that the experience doesn't feel smooth at all. If you're planning to use VRR, I suggest not using the in-game frame-rate cap, which seems to consistently break VRR and exhibits uneven camera movement. Unfortunately, instituting a frame-rate cap elsewhere has a deleterious effect on load times - eg using Special K to enforce a 60fps cap causes load times to quadruple. If you can ignore that, Special K with VRR enabled and v-sync disabled provides the smoothest experience, while traditional v-sync is even more consistent and doesn't suffer from load time issues, though input latency is worse. SettingPS4 ProPC Optimised(~RTX 3060)PS5 PerfPC Optimised(~RTX 4070)Level Of DetailMediumMediumVery HighVery HighTexture QualityHighHighVery HighVery HighVisual Effects QualityHighHighHigh/ Very HighVery HighTexture Filtering2x16x4x16xShadow QualityCustomCustomCustomCustomSpotlights Shadow ResVery HighVery HighVery HighVery HighPoint Lights Shadow ResHighHighHighHighAmbient ShadowsHighHighHighHighDirectional Shadow ResHighHighHigh/ Very HighVery HighDirectional Shadow Distance~HighHigh~HighHighScreen Space ShadowsOffHighOffHighDynamic SSSOffOnOffOnContact Shadow QualityOffOffOffHighImage Based LightingOnOnOnOnBounced LightingOnOnOnOnAOQualityQualityQualityQualitySSRHighHighHighHighReal-Time ReflectionsHighHighHighHighCloud Shadow ReflectionsOnOnOnOnSub-surface ScatteringOnOnOnOnRefraction QualityVery High?Very HighVery High?Very HighDepth of FieldHighHighHighHighMotion Blur QualityMediumMediumMediumMediumParticle DensityHigh/Very HighVery HighVery HighVery HighVolumetric EffectsLowLowMediumMediumLens FlareHalf ResHalf ResHalf ResHalf ResBefore launching into optimised settings, I want to briefly cover some smaller issues I discovered that proved visually distracting. For example, there are numerous shadows in the distance on PS4 Pro that don't load in until they are extremely close on PC. Flickering was also not uncommon, with textures such as blood stains on the floor. The last issue I want to mention is related to upscaling, specifically DLSS. For some reason, DLSS and DLAA in this title are of a lower quality than you may be used to, with even DLAA showing obvious ghosting on vegetation and particles, areas where it usually excels. In this case, I recommend users of Nvidia graphics cards use the newer Transformer model for DLSS, eg by using the DLSS override feature in the Nvidia app. With visual bugs out of the way, let's talk settings. Given the heaviness of the game in general, I recommend lower-end GPUs like the RTX 3060 or 4060 keep to around the PS4 Pro quality level, but with texture filtering ramped up 16x and with screen space shadows on as that is a nice quality win. Then, leverage VRR or an upscaler of your choice to hit your desired level of smoothness. GPUs at the RTX 4070 level and above can use PS5 performance mode settings, with the same upgrades to screen-space shadows and AF. Thanks to Mohammed again for working on these PlayStation-equivalent settings for us to ensure this article was ready for the game's release.Beyond this, I have the feeling that there is more to come from The Last of Us Part 2 on PC. It's a better game on launch than Part 1, but with some frustrating elements and a buggy feeling that's hard to shake. Beyond the disappointingly high GPU requirements, the biggest complaint here are the frame-time spikes that occur even on high-end kit, which seems incongruous with the game's cinematic presentation. It's hard to know what kind of resources Nixxes has at its disposal for post-launch improvements, but I hope that these issues are at least on their radar and we see a similar trajectory of improvements as the last release.
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  • GTA 5 arrives on PC Game Pass this month for first time, in Enhanced edition
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    Grand Theft Auto 5 will arrive on PC Game Pass later this month in its new Enhanced edition. Read more
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  • South of Midnight review
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    South of Midnight reviewDeep.Image credit: Xbox Game Studios Review by Chris Tapsell Deputy Editor Published on April 3, 2025 Few still-perfectly-decent games have felt as desperate a disappointment as this one. South of Midnight is gloriously pretty, a game of sumptuous environmental detail and rich attention. It's one of the best sounding games I've played in an age, with a highly unique, artfully implemented original score woven into its sound design. And it's also extremely well acted, a cut above the vast majority of video games in emotional authenticity and heft. But goodness me can it get tiresome to play.South of Midnight reviewDeveloper: Compulsion GamesPublisher: Xbox Game StudiosPlatform: Played on Xbox Series X/SAvailability: Out 8th April on PC (Xbox, Steam), Xbox Series X/S (Game Pass)The premise here in South of Midnight, the latest from Canadian studio Compulsion Games, who last released We Happy Few in 2018, is that you are a freshly minted Weaver. Weavers are rare, magical warrior-healers of the deep South - but crucially, their healing powers are less physical than metaphorical. Weavers heal the world of generational trauma, and they do this, largely, by battering the absolute life out of about six to twelve enemies in small combat arenas arranged in groups of four.We'll come back to the issues with that, because thematically this is all genuinely lovely stuff. South of Midnight builds itself upon a collection of largely under-told, underappreciated fairytales and snippets of Cajun, Creole, and other deep south folklore. All of these are woven - pardon the pun in advance - into a quite literal tapestry of thread-based themes. Healing an area, or being, involves clearing 'tangles' and untying 'knots'. Enemies, when you defeat them, can be 'unravelled' for a trickle of healing and small cooldown boost. Abilities are appropriately named, as are protagonist Hazel's weapons, and indeed characters. Hazel's mother, who you spend the entire game in search of after she's swept away in its opening hurricane set-piece, is named Lacey.Here's a South of Midnight trailer.Watch on YouTubeThis unfolds through chapters of a kind of fairytale storybook, and as far as audio-visual renderings of fairytale worlds go, South of Midnight's is genuinely one of the very best I've encountered. The environments are frequently gorgeous in their maximalism, playing with proportion and scale in that nauseating way all the best, properly authentic fairy tales can. You'll quickly move from swirling gnarls of outsized bramble to looming, slanting country mansions - so many spooky mansions - and sickly-sweet garden blossoms. You'll regularly be blasted with godly beams over grand vistas - you could play this with sunglasses at times - but just as often drawn to one particularly well-formed bush, or a cluttered kitchen, rusted-out sign, damp outdoor sofa or patch of flouncy, faded wallpaper.It's worth laying out the structure a bit. South of Midnight is strictly linear, although there are two forms of collectibles dotted very frequently down very short detours off to your sides. One of these is Floofs, the game's only spendable resource used for skill tree upgrades; the other is readable scraps of lore, for fleshing out its often incredibly grim story. To find these you'll be doing bits of very light platforming and environmental puzzle-solving, split between the most linear - albeit still beautiful - corridors, and occasional, slightly more open breakout areas.These are, frustratingly, where South of Midnight's problems start to creep in. These more open areas are again wonderfully rendered, mixing strangeness, sadness, and a curious timelessness to fantastic effect. This is as much an expedition through the deep south's historical horrors as it is its fantasies, from company houses and scrip exploitation, to prohibition, religion and beyond.A quick aside: notably, despite the setting and the explicit focus on past traumas, for the vast majority of South of Midnight slavery itself is only loosely skirted and euphemised. It's tricky to know how to take this - an act of creative cowardice, or an attempt to shine a light on its infinite cultural ripples? Hazel, for her part, regularly alludes to both it and more everyday segregation, but again never outright says it, or addresses this head-on. Multiple sequences with the ghost of the Last Weaver, a woman who helped people "escape", for instance, never actually says what they were escaping from. Perhaps the inference is obvious enough, and perhaps South of Midnight's aim is to be more celebratory of the overlooked cultures it builds its story on, which is commendable. But there does come a time where avoiding a topic of such gravity feels awkward, at the very least.Back to exploration, and darting about these areas feels less rewarding in practice than it might sound. A minor quibble of mine is how regularly you're interrupted as you move around, usually in the form of camera-yanking asides - look over there! There they are! What's that?! - and, in the early game, via an incredibly overbearing sequence of multi-page tutorial pop-ups. Puzzles, more importantly, are incredibly simple, in part because their solutions are often a factor of their actual presentation. You'll see the blue-white glow of a ball of Floofs, for instance, on a distant ledge. Nearby in your periphery is a highlighted clump of branches with RT labelled on it. Pressing RT blasts the branches away and clears a path which, ultimately, leads to the Floofs. Repeat.South of Midnight structures itself in such a way that none of the environment is interactable in any way other than the exact thing you need for the solution, and so instead of any kind of creative thinking or problem solving, you just need to look for the crate, branches, tunnel, grapple point or whatever else and press the button prompt when you see it. Often you see that thing first and simply follow it to find your reward. Coupled with bland and wafty platforming - follow the painted ledges, avoid the spikey things (which are only faintly challenging to avoid in moments because of said wafty controls), do Titanfall-style wall-running and put the controller down to look at your phone while auto-gliding through a wind tunnel - and exploration as a whole is generally a letdown.These open areas and the question of how South of Midnight structures itself also tie into its other, even bigger problem, which is its combat. As Victoria mentioned, with prescient concern, in her preview, South of Midnight follows a pretty rigid format once it gets going. You make your way to an area, then must find and clear out four nearby combat arenas to fill up a bottle of historical anguish and bring that bottle to a nearby bottle tree (again, another deftly-pictured nod to folklore). Doing so will heal a particular creature or area and then, frustratingly, you'll just get plonked on the path to another area where ultimately you do the exact same thing again.As for that combat, there are again unfortunately a number of issues. One is a classic of wobbly combat systems, in the camera - but crucially here this ties into the wider combat system's design as well. Enemies in South of Midnight are called Haints, and they come in various forms, from gangly, scarecrow-like grunts that dash and slash with vicious tenacity to horrible globs that pump out little self-detonating drones; giant hulking monsters that rip up the ground; ranged, betentacled artillery enemies; and those enemies that make the other ones invincible until you kill them first.This is all fine, if not particularly new. The issue comes with the novel system of 'unravelling' that I mentioned earlier. After defeating an enemy you can perform a kind of execution move to unravel it for a short time, which heals you a little but also, importantly, reduces the cooldown of your essential, but otherwise rarely-useable abilities. The problem is, defeating enemies often knocks them back a bit, which means they're regularly by the arena's wall. Unravelling them yanks the camera focus to their corpse, which then means you're facing the wall. And enemy attacks, often extremely tricky to time, then come flying in at you with your back turned. The result is this very awkward loop of killing something, pausing for a clunky execution animation that pauses time around you, then slowly, slowly drifting the camera back around to look at what's about to shank you in the back.You can, alternatively, use the lock-on function, which helps for whipping the camera around at breakneck speed but is then a nightmare to accurately direct to the right enemy once several are clumped together. All of these problems then start to cascade. Enemies are all massive damage sponges, even the basic grunts (roughly counting, they take upwards of twelve hits, each a separate press of X, your one attack button) which means combat generally drags on too long and feels highly button-mashy. Abilities are so infrequently available and so awkward to properly target that you end up just using whatever cools down next at whatever's relatively easy to hit. Synergy is minor - there are a handful of unlocks on the tree that give you some slight bonuses for combining one or two, but the depth here is negligible. Refreshing your abilities with unravelling foes often puts you in more peril than simply dodging around the arena (all of these are flat ovals of the same size, by the way - no Doom-like verticality and visual interest here) and waiting to be allowed to press LB again.The result, ultimately, is a groan every time one of these comes up, and given the vast majority occur as compulsory parts of another four-step clear-the-area-of-corruption routine, they have the knock-on effect of spoiling the dramatic tension that South of Midnight otherwise works so hard and does so well to cultivate.And that dramatic tension deserves its proper credit, because it can so often be sublime. South of Midnight's performances, for instance - from Adriyan Rae as Hazel right the way through its supporting cast, from the chuckling Catfish narrator to a pained former partner of her mother - are the most natural and believable I've heard in video games for some time. The anguish - and there's so much anguish in South of Midnight - is sincere, but so are the little jokes, asides, and under-the-breath comments of Hazel. Despite all the dragging impact of actually playing it I felt a continuous urge to push through and see more of them, and find out their eventual fates.Likewise, helping to sweep you through the flatter parts is an extraordinary original score, overseen by Olivier Deriviere. These follow a structure, again, but with structure like this so rare in video game music it has the opposite effect to the rigidity of the game itself. As you travel through a new area, for instance, a faint children's choir will chant single words or syllables, in time with your usage of platforming abilities. Then they'll build to a rhythm of their own, then more of a proper melody, a song and finally another song more explicitly in the voice of the troubled being you're trying to battle or save. It's a mash of southern sounds, from New Orleans-style brass bands to guitar and banjo blues, or prohibition-era jazz, little bursts of each often working their way into sound design as well as music.And then there's the story itself, which perhaps feels secondary to the little sub-stories woven through it. Go into this game expecting the darkest of possible fairytale warnings - think a lot of young children, coming to trauma or harm in a lot of different, increasingly twisted ways. This is true to the source material, both original fairytales as a whole and the ones drawn upon directly here, which historically were often remade by their tellers in the newfound context of slavery to emphasise the need for wit and strategy for survival. Even as South of Midnight skirts the issue itself, the novelty of these tales - or more specifically: the very fact they're novel to me and likely many others, really - lends them incredible weight alongside the sad beauty of how they're depicted.Clearly the aim here has been to make something broad, to bring this story and its amplification of southern culture to as many people as possible. But in the process the joy of more rewarding interactivity, or more uniquely defined identity beyond the familiar platforming and fighting patterns, has been lost. So, again, the overwhelming sense here really is one of disappointment. Not that South of Midnight is a disappointing game - far from it - but that it's such a shame for it to get so close to being something so genuinely special. This is a game of just remarkable craft - we've not even mentioned the stop-motion style of animation! It's lovely - and likewise remarkable attention, thought, and care. If only just a little more of that care had been afforded to the playing of it.A copy of South of Midnight was provided for review by Xbox.
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  • Watch Nintendo's first Switch 2 Treehouse: Live presentation here
    www.eurogamer.net
    The first of Nintendo's two Switch 2 flavoured Treehouse: Live presentations is about to kick off. Read more
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  • Switch 2's full reveal analysed: how powerful is Nintendo's new hardware and is DLSS being used?
    www.eurogamer.net
    Switch 2's full reveal analysed: how powerful is Nintendo's new hardware and is DLSS being used?Pixel throughput on Switch 2 Special Edition games suggests it's over five times faster than its predecessor. Feature by Richard Leadbetter Technology Editor, Digital Foundry Published on April 3, 2025 With the initial reveal of the Switch 2, there was the sense that Nintendo was intent on evolution, not revolution - but yesterday's fleshed out showing showed that the firm is still capable of surprises, both in terms of the hardware feature set and also in the presentation of many of its games.Let's begin on the hardware side of things where the full capabilities of the 7.9-inch display were finally revealed and proved impressively robust bearing in mind Nintendo's usual aversion to higher end features. The display may be LCD in nature, but in every other spec point, the firm has delivered. First of all, there's the inclusion of HDR - transformative to a game's presentation as any one with a decent TV or even Steam Deck OLED can attest. The potential here is considerable and could have industry-wide ramifications: a mainstream console ships with an HDR display as standard, which should - in theory, at least - guarantee take-up of the feature.Beyond that, there's both 120Hz and VRR (variable refresh rate) support. In practise, Switch 2 titles have the potential to scale up to 120fps - assuming the game is performant enough. And if it's not? Well, that's not a write-off by any means: games can run with unlocked frame-rates and barring unfortunate stutter (which not even VRR can fix), they should still present in a smooth manner. We just have to be a little realistic here: Switch 2 is still a resource-constrained piece of mobile hardware operating with a highly constricted power budget, so it'll be interesting to see just how close Metroid Prime 4: Beyond gets to its mooted 720p 120fps target in handheld form.Digital Foundry's red-hot take on Switch 2's 'proper' reveal. The whole team was deployed in getting together the facts, figures and performance tests. Note that the Tony Hawk Pro-Skater 3+4 footage is now - understandably - confirmed to have been sourced from the PC version.Watch on YouTube0:00:00 Introduction0:01:22 Displays: 120Hz VRR HDR 1080p internal display, 4K60/1440p120 docked display output0:10:09 Battery and battery life0:11:55 Controller changes: GameChat, magnetic attachment, mouse control, Pro controller upgrades0:18:14 Storage: 256 GB internal, MicroSD Express support, Game Cards and Game-Key Cards0:26:27 Game compatibility: games with support issues, Switch 2 upgrades and Switch 2 Editions, GameCube backwards compatibility0:38:15 Pricing: Console prices, game prices, and value0:46:45 First party games: Mario Kart World0:52:31 Kirby Air Riders0:53:57 Donkey Kong Bananza0:57:02 Third party games: The Duskbloods1:00:39 Elden Ring, Cyberpunk 2077, FF7 Remake, Tony Hawks Pro Skater 3+41:08:56 Closing thoughts on the presentation and systemThe 120Hz VRR display also offers up other opportunities - the chance for games typically targeting 30fps to instead use a higher, smoother, arbitrary frame-rate: 40fps or thereabouts being the obvious choice. The only issue I'd like to highlight here is that the harder developers push the hardware for higher frame-rate, there has to be a trade in terms of graphical fidelity and/or battery life, which allows me segue seamlessly to the next crucial spec point: the size of the battery itself.For many, the key comparison point for Switch 2 is Valve's Steam Deck and here, the specs look troubling. A 5220 mAh battery is a considerable improvement over the 4310 mAh in the original. However, the new console's battery capacity translates to around 19.3 Wh up against an equivalent 40 Wh in the original Steam Deck and 50 Wh in the OLED model. With Nintendo promising a minimum two hours of battery life for Switch 2, that means that all functions of the handheld will consume 10 watts. Just the APU in Steam Deck consumes 15W and fully unlocked and including all system components, I've seen the Valve system consume around 28W - almost three times as much power.In a handheld form factor, power translates into performance, so the efficiency of the silicon itself (not to mention its raw compute power) combined with bespoke game integrations from developers are going to be key in getting decent mobile experiences - but to be clear, running triple-A fare on a 10W power budget is going to be quite the challenge! We didn't see much mobile footage in the presentation (but we did catch a glimpse of Cyberpunk 2077 which operated at 960x540 in the tiny amount of content we did see) but I'm reasonably confident that the handheld experience should pan out - not least based on the absolute miracles we've seen over the years on the original Switch.To see this content please enable targeting cookies. Looking at the software side of things, let's begin by discussing the Nintendo Switch 2 Edition versions of existing Switch titles. This kicked off with a highly impressive demonstration of Metroid Prime 4: Beyond which operates at 4K resolution at 60fps when docked (or 1080p at 120fps, of course). The crystal clear nature of the 4K footage does somewhat put into perspective the conjecture that the trailers seen thus far were running on Switch 2. Clearly they weren't based on this pristine showing! Taking a Switch 1 900p game to a presumed native 4K represents a 5.76x boost to pixel count, which is quite the thing. We didn't see any evidence of DLSS or any other kind of upscaling, by the way, but it can't be ruled out at this early stage.Looking at the Zelda titles, a 900p30 resolution on Switch 1 presents at 1440p60 on Switch 2 - a 5.12x boost to pixel throughput. I'd say that's very impressive but I am reminded of the Gamescom 2023 rumours discussing a 4K DLSS Breath of the Wild demo apparently shown to developers. There's enough good sourcing out there to suggest that this demo is really and does exist, but demos and shipping titles are two very different things - as are retail units and 'target' hardware. Based on the computational cost of DLSS, the concept of 4K upscaling on a mobile processor like Switch 2's T239 does seem unlikely.Looking at the actual first party titles designed specifically for Switch 2, it's great to see that Nintendo is firmly committing to its new platform. Yes, Metroid Prime 4: Beyond could be considered a cross generation release, but the new Mario Kart World with what we think is a pseudo-open world design couldn't be delivered to anything like the same degree on older Switch hardware. 60 frames per second is a given, and the footage we saw from what must be the docked mode rendered at 1440p resolution - albeit with no visible anti-aliasing. We're also hearing reports from the hands-on event happening right now that there's a 1080p mode that runs at 120fps. The nature of the open world itself is still up for debate, but our bet would be on a Need For Speed: Hot Pursuit style arrangement where the tracks are 'baked in' to one coherent, interlocking environment. Obviously the whole nature of the environment is a world apart from prior series offerings and view distances looked great, while the quality of materials and lighting also sees key improvements.We put this T239 video together back at the tail-end of 2023. Apart from the deep learning accelerator (DLA) having been ruled out for Switch 2, the information here on the Switch 2's processor should still stand up.Watch on YouTubeDonkey Kong Bananza also looks great - and perhaps a little more ambitious with a native 1080p rendering resolution. 60fps is maintained with only occasional drops based on this preview footage, but it's clear that both the improved CPU and GPU are being asked to do a whole lot more based around the physics on display. Amusingly dubbed online as 'Red Faction Gorilla', it's nice to see Nintendo concentrating on remarkably destructive environments reminiscent of Red Faction's classic 'geomod' technology, but it is still a 3D platformer, with the developers pivoting towards a Kong design more clearly inspired by the movie (something also seen in Mario Kart World).The third-party titles look very interesting indeed and give us a completely different perspective on the Switch 2's potential capabilities. With Nintendo titles, we have games built specifically for the hardware, factoring in both the strengths and weaknesses of the design. For third-parties, porting over existing games, there are additional challenges. Even so, we got a glimpse of a creditable rendition of Cyberpunk 2077, operating between 720p and 1080p with dynamic resolution scaling while targeting 30fps (though we did notice dips). Assuming the mobile footage is actually of the handheld mode, resolution there was 540p - but again, dynamic resolution scaling would be a fair assumption. Reports from the hands-on event don't seem to be particularly favourable, however.We didn't get to see too much of Unreal Engine 5 though, the engine of the current generation. Split Fiction doesn't tap into the high-end features of the technology, but nevertheless ran at 30fps vs the 60fps of the other console versions with considerable cutbacks to the graphics. Meanwhile, we had just the tiniest of glimpses of Fortnite running on the new console, with what looked like a locked 1080p in the footage we saw and operating at 60fps. There's not a whole lot we can tell from the tiny clip we were given, but we think we can rule out UE5's ray tracing-based Lumen global illumination technology. Cyberpunk 2077 in docked mode here appeared to render dynamically between 720p and 1080p, capped at 30fps but with some performance drops in challenging areas.Moving on, Final Fantasy 7 Intergrade is certainly worth of extra study - it seems to be running at a native, locked 1080p in the clips we saw, while being capped to 30fps. In other respects, it looks pretty close to the existing PlayStation 4 version of the game. That said, inconsistent frame-pacing was noted, which we'd like to see fixed.There's a lot more to discuss further down the line - not least the exclusive The Duskbloods but we'll end with the game that actually kicked off the partner presentation: Elden Ring. As first impressions go, FromSoftware failed to hit the mark with a highly choppy presentation. Something just doesn't look right with the footage, which seemed to present with obvious stutter. However, running the video through our tools, a fairly consistent 30fps is achieved with only a couple of performance drops. Our theory? The game could have been captured at 60fps with the trailer edit exported at 30fps, losing half of the visual information.Assuming Elden Ring on Switch 2 has the same inconsistent frame-pacing as the PS4 version, or an unlocked frame-rate, decimating the frame-rate of the capture would result in exactly the kind of jerky camera motion seen here. What we can say at least is that the game presented here at native 1080p, just like PS4. And just like The Duskbloods actually, which curiously seemed to run at a consistent 30fps with none of the judder seen in the Elden Ring asset. Final Fantasy 7 Remake looked impressive overall. Every shot we counted came in at native 1080p, with a 30fps performance level - albeit with wonky frame-pacing.As an opener for the deluge of games to come, Switch 2 lands where I would expect it to based on what we've seen so far - but there are two omissions that caught our attention. First of all, Nvidia's DLSS upscaler was expected to be a secret weapon of sorts for the new Nintendo machine and while my colleague, Tom Phillips, tells me that DLSS has been confirmed based on the developer presentation he's seen, we didn't see much - if anything - in the presentation to suggest that DLSS is in play on any of the titles we saw. Perhaps DLSS is more computationally expensive than more vanilla upscalers. Perhaps the mooted 'lightweight DLSS' for Switch 2 isn't ready yet. Or maybe the development tools don't support it yet - we'll just need to wait and see.Secondly, and perhaps more understandably, it's understood that ray tracing hardware support is built into Nintendo's T239 processor - but we didn't see any evidence of that in any of the games either. RT comes with a considerable performance hit, of course, so this isn't exactly a huge surprise: when dealing with mobile hardware, every GPU cycle is precious. All we know for now is that both RT and DLSS are supported. Without going into much in the way of detail, Nintendo has confirmed it.Overall, the Switch 2 reveal went down well with the Digital Foundry team. Personally, I went into the presentation expecting a machine with overall performance in line with Steam Deck, but early indications do suggest something more potent - at least in docked configuration. Nothing beats the hands-on experience though, something we'll have to wait a little while for, but we're looking forward to checking out the various media that's set to appear in the meantime. We'll update with more as and when we can.
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  • Is Switch 2 actually cheaper than the original console cost in the UK, and what's the situation with Switch 2 pricing globally?
    www.eurogamer.net
    Judging by reactions online across the world, the cost of the Switch 2 and its software has proven to be controversial. Perhaps Nintendo knew this, considering it didn't include the price in the actual Direct presentation.Here in the UK, the console will cost 395.99, or 429.99 bundled with Mario Kart World, when it launches on 5th June. That's compared to the 280 launch price of the original Switch, and 310 launch price of the OLED.It's the increase in the cost of games themselves, though, that's proven most shocking. Mario Kart World, for instance, will cost 74.99 for a physical copy, or 66.99 digitally. That's an increase from 49.99 for most brand new original Switch games.Nintendo Switch 2 Live Reaction - How Much Will It Cost? Let's Find Out!Watch on YouTubeDonkey Kong Bananaza, meanwhile, is slightly cheaper: 66.99 for a physical copy and 58.99 digital. There's the Nintendo Switch 2 Welcome Tour game too, which will cost 990 yen according to the Japanese website - that's around a fiver.It should also be noted that some Switch 2 physical game cards won't actually include the full game, but include a download key instead. As for the difference between physical and digital pricing, this appears to be a shift towards pushing digital games - especially with the addition of the sharable Virtual Game Cards Nintendo revealed last week.Still, accounting for inflation, the Switch 2 Mario Kart World bundle works out cheaper in the UK than the original Switch with a copy of Breath of the Wild in 2017.To directly compare the consoles alone, 280 for the original Switch works out at 367.40 today with inflation, still cheaper than Switch 2. However, throw in the big launch game and it's a better deal - an original Switch with a separate copy of Breath of the Wild cost 340 at launch in 2017, which works out at 446.13. That's pricier than the Switch 2 Mario Kart World bundle.Over in Europe, the Switch 2 console costs 469.99, or 509.99 for the Mario Kart World bundle. That's equivalent to the cost in the UK.It's a different story in other parts of the world, however.In Japan, for instance, Nintendo will be selling a region-locked console at a lower price, in a bid to stop importers due to the weak yen.The Japan-only console will cost 49980 yen (around 258.95), but will only play Japanese games in Japanese language, with a Japanese Nintendo account.A more expensive Switch 2 with multilingual support will also be available at 69980 yen, around 362.57. That's still slightly cheaper than in the UK, though doesn't account for import costs.As for the price of Mario Kart World in Japan, it'll be 9980 yen compared to the cost of Mario Kart 8 Deluxe on the original Switch at 6578 yen. As Dr. Serkan Toto, CEO of Kantan Games, wrote on social media, that's 52 percent more expensive, which is a higher jump than the 33 percent rise from $60 to $80 in the US.To see this content please enable targeting cookies.As for the console itself in the US, it costs $450, but there are fears this could rise to as much as $600 if impacted by new tariffs from the Trump administration.Tariffs - taxes charged on products when they enter the country - could be as much as 46 percent on products from Vietnam, which is where the majority of Switch 2 manufacturing has taken place, Kotaku has reported.David Gibson, analyst at MST Financial, confirmed to The FT: "Export data combined with finished product codes confirms that Nintendo shipped finished Switch 2 [from Vietnam] across five days in January for a total of 383,000 units with all of them going to the USA."He added: "I suspect this occurred to test the distribution system and get ahead of the risk of tariffs. I expect the numbers to have ramped-up significantly in February and March."Wrote Niko Partners director of research and insights Daniel Ahmad on social media: "Nintendo shifted its manufacturing to Vietnam to avoid tariffs and with todays reciprocal tariff announcements they're likely going to end up paying tariffs anyway."Piers Harding-Rolls of Ampere Analysis also suggested to IGN Nintendo "probably had a range of pricing for the US market in play up until the last minute due to the uncertainty on import tariffs", which is why the price wasn't included in the Direct.However, analysts don't believe the pricing will impact sales of Switch 2 initially."Based on what we're seeing across the market, sales to higher-income or more affluent households likely won't be impacted by this pricing," Circana analyst Mat Piscatella told IGN. "And, of course, we have the price insensitive super enthusiasts that will do and pay whatever it takes to acquire the Switch 2 at launch. Therefore, because of the limited quantities that will be available during the launch year, I do not anticipate this pricing to hinder year one sales volumes."The true test will come in year two, as supply is likely to become more readily available, and the addressable market will be forced to widen. So, we'll have to see what happens over the next 9-12 months."And compared with Sony's PlayStation 5 Pro at 699.99 and Valve's Steam Deck OLED at 479.00, the price of Nintendo's new console still appears reasonable.Of course, this all depends on whether consumers are able to pre-order, as Nintendo is enforcing strict criteria on pre-orders from its own Nintendo store in a bid to reduce scalping. That's based on playtime and the requirement of a Nintendo Online account.In the meantime, multiple online UK retailers have already gone live and sold out of Switch 2 stock, without the need to meet Nintendo's criteria.For more on the new console, here's everything announced at the Switch 2 Direct.
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  • The Moo Moo Meadows cow is the true star of Nintendo's Switch 2 Direct
    www.eurogamer.net
    There was plenty for us to pore over during yesterday's Nintendo Switch 2 Direct, but there is one character in particular that has caught the hearts and minds of everyone who watched: Mario Kart World's cow on scooter. Read more
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  • Devil May Cry season 1 review
    www.eurogamer.net
    Devil May Cry season 1 reviewPeak Dante.Image credit: Netflix Review by Graeme Virtue Contributor Published on April 3, 2025 Netflix's long-gestating animated adaptation of Capcom's venerable hack-em-up gives Dante his blockbuster action hero moment.Next year Devil May Cry will catch up with its lead character's hair by celebrating its silver anniversary. The hellacious Capcom action series launched in 2001 and has nimbly zigged, zagged and pirouetted over the course of six core installments. Viewed as a gunslinging, sword-swinging continuum, the through line of the franchise seems to be this: if a demon is worth slaying, it's worth doing it with needlessly flashy style.Devil May Cry TV series 1 reviewAnimation: Studio MirProduced by: Capcom, NetflixAvailability: Out 3rd April on NetflixThat signature spirit of cocksure ultraviolence to goose a score-chasing Style Gauge is preserved in Netflix's fizzy new series, which arrives this week after first being announced back in 2018. It has been overseen by Adi Shankar, a specialist in the streamer's games-to-animation pipeline having worked on the admired Castlevania and daft Far Cry 3 sci-fi spin-off Captain Laserhawk: A Blood Dragon Remix.With Limp Bizkit's meathead anthem Rollin' soundtracking the credits sequence and knowing needle drops from the likes of Linkin Park, Rage Against the Machine and Crazy Town, the personality of this adaptation - set in a modern-ish NYC where the world is being sporadically invaded by diabolical hellspawn - is very turn-of-the-millennium nu-metal. But thankfully it is not one of those protracted origin stories where the super-powered protagonist only pulls on their iconic costume in the final scenes.Here's a Devil May Cry season 1 trailer.Watch on YouTubeAt first glance, this incarnation of swaggering demon hunter Dante (voiced with impish glee by Johnny Yong Bosch) seems fully formed: the dual handguns, longsword, K-pop idol haircut and swirling red leather trenchcoat from the franchise's imperial phase are all present and correct. Perhaps surprisingly, there is also a whiff of Ninja Theory's 2013 reboot DmC: Devil May Cry in Dante's callow slacker-dom and apparent allergy to introspection.As a child he may have witnessed his mother and twin brother get horrifically murdered by demons but Dante wears his angst pretty lightly. He also takes his enhanced fighting skills and uncanny abilities - notably Wolverine-style accelerated healing - in his sashaying stride.As he quips, twirls and sick burns his way through supernatural skirmishes, you get the sense that he has been dispatching minor minions for so long he just started adding in all the combat curlicues to keep himself amused. ("Dammit, he's cool," admits a hulking elemental golem as the effortlessly acrobatic Dante prepares to smash their face in with a motorcycle.) Image credit: NetflixDante's life of carefree demon-busting is upended by the machinations of theatrical baddie White Rabbit (Hoon Lee), a monocle-sporting, monologue-spouting mastermind who has made it their floppy-eared mission to destroy the mystical barrier separating Earth and a sulphuric realm we think of as Hell. For that, he needs one of Dante's heirlooms.With rising public panic over incursions by "terrorist demons", the US government - steered by a highly suspect vice-president (voiced by the late Kevin Conroy) - mobilises DARKCOM, a semi-privatised anti-demon army. The tip of the DARKCOM spear tasked with neutralising Dante is a characterful squad of elite operators led by Mary (Scout Taylor-Compton), a driven tactician with distinctive green and red irises and a pair of nifty rocket boots.There is a sparky push-and-pull between Mary and Dante, her rigid by-the-book chalk contrasted with her target's one-liner cheesiness. She assumes his matador moves and emotional shallowness must be a himbo facade to hide his true soulful self. In one of the show's best jokes, she's dead wrong (at least at first; Dante, Mary and White Rabbit all get some unexpected dimensionality as the tale unfolds). Image credit: NetflixOver the course of its eight episodes Devil May Cry constantly channels the sort of OTT action movies you suspect Dante watches in his messy crash pad between freelance gigs: a highway chase with demons stomping on traffic feels very Matrix Reloaded, while Mary gets a side mission in a run-down apartment block that echoes The Raid or Dredd. Heads are brutally lopped, guts are generously spilled and despite the freewheeling vibe the collateral damage slowly but surely rises.The animation by Korean veterans Studio Mir (who had a hand in the recent X-Men '97 cartoon) has a pleasingly elastic snap and constantly ground-shattering heft. They have also mastered the art of foreshortened perspective so various characters can strike a badass pose while the barrel of their chosen weapon looms intimidatingly large in the frame. If there was an on-screen Style Gauge, the artists would be racking up the points.So far, so moreish action-fest. But just when you've synchronised with its headlong pace and constant moshpit swirl of action, Devil May Cry abruptly demonstrates it has another gear: a poised, essentially dialogue-free flashback episode that gives Studio Mir space to flex in completely different artistic directions. That impressive detour en route to an energised but fairly boilerplate apocalyptic finale is what suggests there could be more mileage in this spirited take on the mythos.An advanced screener of Season 1 of Devil May Cry was made available for this review by Netflix.
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  • Nintendo Switch 2 battery life revealed
    www.eurogamer.net
    Nintendo Switch 2 battery life revealedWatt's up.Image credit: Nintendo/Eurogamer News by Victoria Kennedy News Reporter Published on April 3, 2025 Nintendo has confirmed the battery life for its upcoming console, the Switch 2.After a rather choc full Direct yesterday, which gave us a look at Switch 2 games such as Drag x Drive and Mario Kart World, a few more little titbits of information have started making the rounds. This includes the console's all important battery life.Here's our Zoe with her Switch 2 reactions. Watch on YouTubeAs shared on a separate spec sheet for Switch 2, Nintendo's next console will house a Lithium ion battery, with a battery capacity of 5220 mAh. Meanwhile, its battery life is "Approx. 2 - 6.5 hours". Nintendo notes this is just an "estimate" life span, and adds "the battery life will depend on the games you play and usage conditions".While Nintendo itself doesn't go into specifics about which games it is referring to here, it is fair to assume that playing a smaller indie game on a pleasant spring afternoon with a mild breeze blowing will see the console lasting longer in its handheld mode than if you were having a full blown battle in Elden Ring during a 40C heatwave.Charging time for the console, meanwhile, is approximately three hours while in sleep mode.To compare the upcoming Switch 2's battery life to other Switch devices, here's what Nintendo's support page states:Once fully charged, the battery duration for the console varies depending on model and on the software application and functions being used.For Nintendo Switch - OLED Model with a serial number that starts with "XT", the battery life is approximately 4.5 to 9 hours.For Nintendo Switch consoles with a serial number that starts with "XK", the battery life is approximately 4.5 to 9 hours.For Nintendo Switch consoles with a serial number that starts with "XA", the battery life is approximately 2.5 to 6.5 hours.For Nintendo Switch Lite, the battery life is approximately 3 to 7 hours. Image credit: NintendoElsewhere in Nintendo Switch 2 news, it looks like Nintendo's next console will be making things a little easier for the avid screenshot sharers and gameplay clippers out there. Additionally, Nintendo quietly confirmed some physical releases on the console won't have any game data on the included game card.The Nintendo Switch 2 is due to be released on 5th June. You can catch up with all the details in our dedicated Switch 2 Nintendo Direct: Everything announced article here.
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  • Cyberpunk 2077 is a Switch 2 launch title
    www.eurogamer.net
    Night City is coming to Nintendo, with the news that Cyberpunk 2077 will be a Switch 2 launch title. Read more
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  • Switch 2 looks to be streamlining screenshot and video capture sharing so it's less of a faff
    www.eurogamer.net
    Switch 2 looks to be streamlining screenshot and video capture sharing so it's less of a faffUsing revamped Switch app.Image credit: Eurogamer/Nintendo News by Matt Wales News Reporter Published on April 2, 2025 Nintendo's post-Direct Switch 2 info-dump has been full of juicy little details, and the nuggets keep on coming. It now appears, for instance, that Nintendo's newest console will be making things a little easier for the avid screenshot sharers and gameplay clippers out there.Switch 2, just like the original Switch, features a dedicated button for capturing in-game screenshots and gameplay. It was a welcome addition on Switch 1, but a bit of a faff too; sharing captures either involved saving them to a memory card and plugging that into a secondary device for download, uploading them to a social media account (until the feature was removed) then downloading them onto your device, or scanning in QR codes to get them onto your device. Hardly backbreaking stuff, admittedly, but not exactly seamless either.Switch 2, however, looks to have streamlined the process if a little infographic tucked away on Nintendo's website is anything to go by. On a page introducing the revamped Nintendo Switch App (formerly known as the Nintendo Switch Online app) Nintendo draws attention to the process of sharing screenshots and video using Switch 2; by selecting the 'Upload to Smart Device' option from the console's album, it's possible to send captures from the console directly to the app - seemingly with no fiddly middle steps to slow things down.A convenient overview of Switch 2.Watch on YouTubeCaptures are stored in a new 'Uploaded Screenshots and Videos' gallery - accessible from the app's home screen - which can display 100 screenshots or videos from the last 30 days. From here, screenshots and videos can be saved to your smart device if you want to keep them indefinitely, or shared on social media. So if you're the kind of person to regularly go on a game-capturing frenzy, you could end up saving literal seconds - if not minutes - out of your day. Oh, and Nintendo notes the feature is available without a Nintendo Switch Online subscription.Alongside streamlined capture sharing, the revamped Nintendo Switch App will continue to offer game-specific services - including SplatNet 3, NookLink, and the newly announced Zelda Notes for the Nintendo Switch 2 Editions of Zelda: Breath of the Wild and Tears of the Kingdom. Additionally, the app will still let users see which of their friends are online and register new friends using a QR code - although, notably, Switch 2's new GameChat system means the app's voice chat functionality won't be supported for games exclusive to the new console.So there you go - another bit of Switch 2 business to ponder. And there's plenty more information regarding Nintendo's new console over in Eurogamer's round-up of everything announced during (and after) today's Switch 2 Direct.
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  • Here's our first batch of Xbox Game Pass titles for April
    www.eurogamer.net
    Here's our first batch of Xbox Game Pass titles for AprilSouth of Midnight! Blue Prince! More!Image credit: Compulsion News by Victoria Kennedy News Reporter Published on April 2, 2025 Microsoft has announced its first wave of Game Pass titles for April.Day one titles with this batch include South of Midnight, Commandos: Origins and Blue Prince. "Explore the mythos and confront mysterious creatures of the Deep South in this modern folktale while learning to weave an ancient power to surmount obstacles and face the pain haunting your hometown," reads South of Midnight's official blurb.Meanwhile, the likes of Borderlands 3 Ultimate Edition will also be coming to the service.5 Things We Liked About South Of Midnight (And 2 Things We Didn't). Watch on YouTubeHere's everything heading to Game Pass in the coming weeks:Borderlands 3 Ultimate Edition (Cloud, Console, and PC) April 3 via Game Pass Ultimate, PC Game Pass, Game Pass StandardAll You Need is Help (Console) April 3, Now with Game Pass StandardStill Wakes the Deep (Xbox Series X/S) April 3, Now with Game Pass StandardWargroove 2 (Console) April 3, Now with Game Pass StandardDiablo 3: Reaper of Souls Ultimate Evil Edition (Console and PC) April 8 via Game Pass Ultimate, PC Game Pass, Game Pass StandardSouth of Midnight (Cloud, PC, and Xbox Series X/S) April 8 via Game Pass Ultimate, PC Game PassCommandos: Origins (Cloud, PC and Xbox Series X/S) April 9 via Game Pass Ultimate, PC Game PassBlue Prince (Cloud, PC and Xbox Series X/S) April 10 via Game Pass Ultimate, PC Game PassHunt Showdown 1896 (PC) April 15 via Game Pass Ultimate, PC Game Pass To see this content please enable targeting cookies.Game Pass members who fancy getting their hands on South of Midnight - the next game from We Happy Few developer Compulsion Games - can save 10 percent on the Premium Edition Upgrade to unlock up to five days early access. This edition also gives digital access to the South of Midnight Artbook, as well as the game's original soundtrack, and "more".I went hands-on with South of Midnight earlier this year, and while I enjoyed the setting and atmosphere, I did worry combat might get a tad repetitive. Not much longer to see if that is indeed the case. Image credit: Compulsion GamesIn addition, and as is the case with every new batch of games, the following titles will be leaving Game Pass on 15th April:Botany ManorCoral IslandHarold HalibutHomestead ArcanaKonaOrcs Must Die! 3Shadow of the Tomb Raider Definitive EditionTurbo Golf RacingIf you want to keep playing these games after they leave Game Pass, you'll need to purchase them. On the plus side, Game Pass subscribers get a 20 percent discount.For everything else in Microsoft's subscription service, you can check out our handy Xbox Game Pass guide detailing the many titles available.
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  • Switch 2 was almost called the Super Nintendo Switch
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    Switch 2 was almost called the Super Nintendo SwitchWill have an improved eShop.Image credit: Nintendo News by Ed Nightingale Deputy News Editor Published on April 2, 2025 Switch 2 was almost called the Super Nintendo Switch, but Nintendo felt it "didn't feel right" to use the same naming convention as the SNES due to Switch 2's backwards compatibility.In a new Ask The Developer discussion, Switch 2 producer Kouichi Kawamoto discussed how the team landed on the right name for the new console."There were a lot of ideas for the name, and we really struggled to find the right one," he said. "We even considered ideas like 'Super Nintendo Switch'. However, Super NES, which came out after the NES, couldn't play NES games. Since Switch 2 can play Switch games, it didn't feel right to use the same naming convention as Super NES. Switch 2 is a new system with improved performance, but we'd like players who get their hands on it not to focus on the specs, but rather to think of it as the latest system developed by Nintendo."Nintendo Direct: Nintendo Switch 2 02.04.2025Watch on YouTubeHe added: "So, in the hope that it becomes the new standard for Nintendo Switch, we named it Nintendo Switch 2."Does that mean we can expect a Nintendo Switch 3 in the future?Switch 2 director Takuhiro Dohta continued: "From the beginning of development, we wanted Switch 2 to be a system that can be enjoyed by a wide variety of players. This hasn't changed from Switch to Switch 2. I also wanted to create an experience that as many players as possible could enjoy, rather than an experience made specially for those who prefer high-performance hardware. So, we wanted a name that would communicate simply to potential customers that, if you're considering buying a Switch, Nintendo Switch 2 is the newest system."Surmised Tetsuya Sasaki, from the Technology Development Division: "I thought the name was simple and easy to understand, since development began with the idea that Switch 2 would be a proper successor to Switch."Elsewhere in the interview, Dohta also confirmed the Switch 2's eShop will be improved."Thanks to the system's performance capabilities, Nintendo eShop on Switch 2 has been improved and runs smoothly even when displaying a large number of games," said Dohta. "We believe the act of finding the game you want to play is itself part of the game system experience."For more on the new console, here's everything on Switch 2 from the Nintendo Direct, including details on launch game Mario Kart World.
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  • EA Sports says Switch 2 versions of FC and Madden NFL to have feature parity with consoles "as much as the hardware allows"
    www.eurogamer.net
    EA Sports says Switch 2 versions of FC and Madden NFL to have feature parity with consoles "as much as the hardware allows"Kick off?Image credit: Eurogamer / EA Sports News by Chris Tapsell Deputy Editor Published on April 2, 2025 EA Sports has offered some scant clarification as to whether or not its EA Sports FC and Madden NFL games, announced today as coming to the Nintendo Switch 2, will be fully-fledged annual entries such as FC 26, or more limited 'Legacy'-style versions. The Switch 2 versions, EA says, will aim for parity "as much as the hardware allows.""We're excited to bring two of our most beloved franchises - EA SPORTS FC and Madden NFL - to Nintendo's Switch 2, giving fans even more ways to play the sports they love, anytime and anywhere," opened EA's statement, provided to Eurogamer. "Both experiences are being built specifically for the new handheld platform, grounded in what fans enjoy from our franchises across platforms. We look forward to sharing more soon."The developer-publisher also added a few other points of slight clarification, in response to hypothetical questions. For the question of whether or not there would be feature and/or visual parity with current-generation consoles such as the PS5 and Xbox Series X/S, the response was:Here's FC 25's original trailer.Watch on YouTube"We'll share more details on the Madden NFL and FC experiences for Switch 2 at a later date, but our goal is always to deliver a consistent player experience across platforms as much as the hardware allows." It was also non-committal on questions about crossplay - more to share "at a later date" - as well as whether entries named FC 26 and Madden NFL 26 will feature on the consoles at all, whether other EA Sports games will come to the platforms, and really any other details, too. To the hypothetical question of whether these Switch 2 versions are different SKUs to current and upcoming EA Sports games, the response was that the Madden NFL and FC "experiences" are "designed for the Switch 2.""We're excited to bring two of our most beloved franchises, EA SPORTS FC and Madden NFL, to Nintendo's new handheld platform, Switch 2. It's a great opportunity to reach even more fans - especially younger players - with the sports they love," EA also added.In previous years, EA Sports has released "Legacy Edition" games for handheld consoles like the original Switch, with heavily stripped-back features and simply updated team rosters and stats for each new, full-priced entry. Last year, for FC 25 on the Switch, there was a more significant version however, which has led to hopes EA Sports will continue to provide versions closer to those on the other current-gen consoles.As for how to interpret those responses, well, in brief: it looks like we probably won't get full feature parity, and the games may even launch under different names to the PS5, Xbox, and PC versions, but at least a more substantial entry than the Legacy years gone by isn't off the table (yet).For much more on the Switch 2's big reveal, meanwhile, we've details on the Switch 2's price and release date, the fine-print of the Switch 2 pre-orders granting access based on your playtime, plus, a breakdown of the games such as Fortnite with Switch 2 compatibility issues.
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  • Nintendo confirms some Switch 2 physical releases will just have a download key on the card
    www.eurogamer.net
    Nintendo confirms some Switch 2 physical releases will just have a download key on the cardBut "standard" game cards are still a thing.Image credit: Eurogamer News by Matt Wales News Reporter Published on April 2, 2025 Amid all the excitement of Switch 2's big news bonanza, Nintendo has quietly confirmed some physical releases on the console won't have any game data on the included game card.Nintendo is referring to these physical releases as game-key cards and, unlike standard game cards, they'll only contain a download "key", rather than the full game data. Inserting the card into your Switch 2 starts the download process, after which you'll need to stick the game-key card into your console any time you want to play.Physical releases containing game-key cards will be clearly labelled on their packaging, with the example on Nintendo's overview page featuring a prominent white strip along the bottom of the box, reading, "Game-Key Card" and "Full game download via internet required." It's similar to the messaging Nintendo used on Switch 1 when games were only partially included on cards - LA Noire being an infamous early example - even if the key-on-card approach itself is new.Switch 2 overview trailer.Watch on YouTubeAs per Nintendo's explanation, Switch 2's homescreen will provide instructions on downloading the game when a game-key card is inserted into the console for the first time. Players will need sufficient free space either in Switch 2's system memory or on an attached microSD Express card to initiate the download (game-key card boxes clearly state how much space is required), and the game can then be played once the download is complete.This means an internet connection is mandatory the first time a game is launched, but not after - although, to reiterate, game-key card games can't be started unless the card is inserted, unlike downloaded digital Switch 2 titles. None of this is perhaps a hugely encouraging sign for physical media fans, but given Nintendo's confirmation standard regular game cards will still exist, it's hard to tell how commonplace the new game-key card system is likely to become.Today's big Switch 2 blow-out has brought an absolute mountain of new information to wade through away from game-key cards, so if you're looking for somewhere to focus your attention, feel free to check out EG's round-up of everything announced in (and after) today's Direct.
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  • Switch 2's magic C Button shows Nintendo is still in the business of doing things its own way
    www.eurogamer.net
    One thing's clear. The Switch 2 is launching into a very complex environment. Just a look at today's Nintendo Direct, or rather the comments scrolling on the side of the IGN feed over on YouTube. Someone wants a proper 3D Donkey Kong game. Someone else wants Waluigi in Smash. Someone wants Jet Set Radio - I promise that one was not me - someone else wants a full-blown sequel to Twilight Princess.Actually, looking at the Nintendo Direct itself, you can see a bit of that complexity. You'll be able to play Elden Ring and Cyberpunk 2077 on the Switch 2. Surely the kind of thing you might lead with, or at least put right near the start? Yes, sure, but then you'd bring up the uncomfortable reality of a world that already has the Steam Deck in it. Best bury this stuff a little, before it serves as a reminder that Nintendo's no longer the only bunch out there that have the full video game experience you can enjoy while sat on the bus.I registered all these thoughts watching today's Direct, just as I registered the thoughts at certain moments that this really didn't feel like a classic Nintendo console unveiling. Aren't the other guys the ones who spend time talking about HDR visuals? Is it Nintendo to spend that much time talking about SD cards or the new fan? That third-party reel towards the end was one DoorDash namecheck away from being a Geoff Keighley production. Is Nintendo losing its nerve - or, with a console that is in so many ways so similar to its last console, did it just not have that much new to say right now? Image credit: NintendoOn balance, I don't think that's the case. I think the really big thing was up-front after the Mario Kart World reveal - in a way, it was a part of the Mario Kart World reveal, but we'll get to that in a moment. It's the C Button, which, yes, does sound like the kind of thing you say when you're trying to swear in the presence of children. It's what the C Button does. It's chat. It's audio and video chat. But it's all done in a very Nintendo way.By which I mean Nintendo's looked at a part of the world very closely, and has delivered a solution in a distinctly Nintendo manner. I'm not sure that I personally would have understood the area they are working in if I didn't have an eleven-year-old child, because I'm 46 and, like many people post-Covid, deeply eager to never log onto another video conference ever again. But I share a house with someone who uses technology - and games - in a very different way. Someone who sees video chats and online chat of all kinds as part of their everyday reality. This is who Nintendo is thinking of.To put it another way, I've long realised that my daughter relates to games in a very different way to me. To her, and her school friends, games are social spaces, an extension of the playground chat. They chat at school. They chat on the bus home from school. And then they get home and they continue to chat in Fortnite or Among Us or Minecraft. Are they chatting about the games? Sometimes, but most often they're just chatting about anything. These games are part of the way they socialise, a bit like the FaceTime skincare routine chats they'll go on to have later in the evening. Image credit: NintendoThis is what that C Button is all about. You're playing games together, so chat makes sense. But even if you're playing different games, or just watching one of you play a game, it still makes sense for this kind of player. The C Button is basically the party line from Mean Girls - it just happens that people are much more likely to communicate through consoles than landlines in 2025.I love the fact that you don't have to play the same games as each other in Nintendo's GameChat. It seems to speak to the way focus shifts when you're chatting with friends - what are you doing? What about you lot? What are you doing now? - and it speaks to the simple joy of just being together regardless of what you're actually up to. Image credit: NintendoFold in Mario Kart World, though, and it becomes even more interesting. When I heard that you'd be able to go off road and explore in Mario Kart World, I thought: fun, but a bit weird. What's everyone else you're playing with going to be doing? Turns out they'll be doing their own stuff, connected to you but not connected via GameChat. The Switch 2 is weaponising aimless free time, in the same way that Twitch or Discord does.I know none of this is new, and despite the example I've used of my daughter and her friends, none of this is unique to school kids and Gens Z and Alpha. All kinds of people use games as spaces to meet up in. But it's fascinating to see Nintendo get in on the act - Nintendo who often arrives late, having cooked up very distinct ideas. Maybe Nintendo hasn't lost its nerve after all.
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  • Fortnite and other games have compatibility issues with Switch 2
    www.eurogamer.net
    While the Switch 2 is backwards compatible with original Switch games - and some are even receiving an upgrade - there are still a number of games with compatibility issues on the new console, including Fortnite. Read more
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  • Final Fantasy 7 Remake is coming to Switch 2
    www.eurogamer.net
    Final Fantasy 7 Remake Intergrade is coming to the Nintendo Switch 2, though no release date was given. Read more
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  • Switch 2 is getting a new 3D Donkey Kong platformer
    www.eurogamer.net
    The Switch 2 is getting a brand new 3D Donkey Kong platformer. Read more
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  • The Last of Us Part 2 game director has no problem with PC mods, even if that means Shrek Ellie
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    The Last of Us Part 2 game director has no problem with PC mods, even if that means Shrek EllieSpore blimey.Image credit: Dreamworks/Naughty Dog/Eurogamer News by Victoria Kennedy News Reporter Published on April 2, 2025 Naughty Dog has shared a few thoughts about modding ahead of The Last of Us Part 2's PC debut.As we all know, PC gamers love a mod or two. Often within moments of a PC release, we are soon being met with the likes of Shrek and Thomas the Tank Engine taking centre stage, be it in a horror flavoured series like Resident Evil or the space bound Starfield.But, what do developers think of mods in their games? Well, in the case of The Last of Us Part 2 Remasters game director Matthew Gallant, he is all for them and appreciates mods can make an experience more "comfortable" for players. Additionally, he understands that with games, unlike with films or books, "there's kind of like a gradient of authorship within the medium".Xbox currently has more first-party games coming to PlayStation 5 this year than Sony.Watch on YouTubeSpeaking with GameInformer, Gallant said The Last of Us Part 2's PC release will open up "the game in a way that wasn't previously possible". He added it will be "an interesting journey to see what players do with the game now that it's kind of on this very, open-ended ecosystem" which means Naughty Dog will have "a lot less control" over it."But I feel like, in general, where we're at is wanting to meet players where they are. Were interested to see what players modify in the game. And, I think, [Naughty Dog head of techTravis McIntosh] said this in an earlier interview - sometimes that's a clue to us to say, 'Oh, we should have thought of that. Oh, that's an interesting option,' that sort of thing," Gallant said."But that's maybe the kind of the balance between, like, 'Yes, we're very, concerned about creating a player experience'. You coming along with a story. And we really want to tell you that story in the best way possible. But we're okay if telling that story in the best way possible means you're tweaking a bunch of things to make it the right experience for you."The developer said simply, if players need to make some changes that allow them "to have a good, comfortable time", then the team supports them.When further asked if this frame of mind would still apply if players decided to turn The Last of Us Part 2's Ellie into Shrek, Gallant said the team just enjoys seeing the community engage with titles "in whatever way that expresses themselves in terms of funny edits or whatever is going to open up this game on PC". So, if that means Shrek Ellie, I guess that means Shrek Ellie."I think part of what's interesting with games as a medium is that we actually don't have total complete authorship in the way that someone writing a book or directing a movie there's kind of like a gradient of authorship within the medium," the game director explained."Games are pretty extreme, where the player [brings] a lot of themselves to the experience and how they play and the experience they have where they choose to go, completes the story that's told through the medium of video games. I'm maybe stretching the metaphor a little bit here, but that's kind of where my head goes to people taking any of our games and appreciating it or engaging with it in some way that maybe to us is strange, or to us is, maybe we wouldn't want to do that We're just thrilled the players love these games or want to engage with them at the end of the day." Image credit: Naughty DogThe Last of Us Part 2 will release on PC tomorrow, 3rd April, and is officially Steam Deck Verified. You can check out the various PC specs and whatnot here for The Last of Us Part 2 here.Elsewhere in The Last of Us news, earlier this week it was reported that another "PS5 special edition" for the series is on the way.
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  • Call of Duty will allow players to turn off crossplay in an effort to limit cheating
    www.eurogamer.net
    Call of Duty will allow players to turn off crossplay in an effort to limit cheatingActivision admits majority of cheaters are on PC.Image credit: Activision News by Ed Nightingale Deputy News Editor Published on April 2, 2025 Activision is amending crossplay functionality in Call of Duty Black Ops 6 Season 3 to allow players to restrict matchmaking to consoles only.Effectively, this means console players can turn off crossplay with PC players across all the game's major multiplayer modes, in an effort to limit cheating.While removing crossplay was already available in the game's ranked modes, the new options will extend this to all multiplayer modes.Verdansk Launch Trailer | Call of Duty: WarzoneWatch on YouTubeActivision's focus this season is a "commitment to taking down cheat makers, banning bad actors, and ensuring a great player experience", the publisher aid.In an blog post detailing updates to Ricochet, Activision's anti-cheat tool, the company admitted the majority of cheaters are PC players - although over 60 percent of cheating reports are actually against console players."Console cheating is possible, but our data has consistently shown it represents an extremely low population of detected cheaters when compared to PC, which means that this large volume of cheater reports are inaccurate even if the KillCams may have made it seem like the player was cheating," the update reads.This is why Activision is now extending its crossplay options to further separate PC and console players, as detailed in its Season 3 Update.Multiplayer Ranked Play, Call of Duty: Warzone Ranked Play, and Multiplayer Unranked will now have the following three options:On: Enables matchmaking with all gaming platforms when playing in the selected playlists.On (Consoles Only): Enables matchmaking only with other consoles when playing in selected playlists.Off: Restricts matchmaking to your current gaming platform only in selected playlists.While the Consoles Only option "may" negatively impact queue times, Activision admits the third option "will" negatively impact queue times.Activision also notes that if a party all belong to the same console, the settings will match those of the party leader. Further, players who have selected Crossplay Off and then create a party across mixed platforms will have their settings temporarily adjusted accordingly.While the news is a win for console players, it does mean PC players may be left with a higher likelihood of playing against cheaters.That said, Activision is actively battling cheating in the game. Since Black Ops 6 launched, "over 20 cheat makers and dozens of cheat resellers are out of business due to these efforts," it said. "And were not slowing down."Further, 23 percent of cheaters are removed before they even begin a match.Activision is now adding an additional anti-cheat layer to Ricochet, though isn't sharing details for security reasons.Back in January, Activision stated it had banned 136,000 ranked play accounts across both Call of Duty: Black Ops 6 and Warzone.Call of Duty Black Ops 6 Season 3 will begin tomorrow, 3rd April, and adds the classic Verdansk map.
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  • Switch 2 Nintendo Direct live: everything announced as it happens
    www.eurogamer.net
    Today's the day. This afternoon, Nintendo will air a Switch 2 dedicated Direct broadcast from which we expect a release date and price for the new console, as well as a look at some of its upcoming games. And as ever, we'll be watching, reporting and reacting to the broadcast live, as it happens, right here.Set your Alarmo clocks for 2pm BST / 3pm CEST / 9am EDT / 6am PDT. The show is expected to be an hour long.Nintendo, remember, has already unveiled the form factor of Switch 2, which surprise surprise, looks a lot like the existing Switch, only bigger. Lurking within, though, are significant changes, such as Joy-Con that magnetically snap to the side of the machine, USB-C ports, a mysterious C button, rumoured mouse-like Joy-Con functionality, and, of course, more powerful innards. But as Digital Foundry noted, while forensically picking over the Switch 2 details, we're still not sure exactly how powerful it is. Questions remain. Will they be answered today?The previous reveal also gave us a glimpse of a new Mario Kart game, which notably teased the possibility of 24-player races. Will we see more of that game today? And what of Nintendo's other first-party games for Switch 2 - are there any, and if there are, which ones will they be? Big, legacy franchises, or smaller things? I also wonder what kind of third-party support Nintendo has attracted for Switch 2.But the biggest questions are of course price and release date. How soon will the console come out? There's a widely held belief Switch 2 is imminent, though the console's public hands-on tour runs until June. Is that when it will finally arrive? And how much will it cost? There's talk of a $400 price point, which puts it $100 above what Switch 1 launched at, and talk of $70 games. But will these figures be born out?There's lots to discover, and we'll be building up to the reveal throughout the day here. Excited?Today's Switch 2 Nintendo Direct broadcast will be here.Watch on YouTube09:44 amUTCthemightyant says: What are everyone's last minute hardware predictions. Price? Resolution desktop and handheld? OLED? HDR? VRR?Mine are 399 / 1440p upscaled to 4K on TV, 1080p handheld / no OLED / HDR /no VRR.No doubt all wrong and will age like milk. lol.Well look: I'll just pin these here and then we can all publicly see how well you did. You are most welcome! Robert Purchese09:42 amUTCMeanwhile, Nintendo has lifted the lid slightly on the mysterious "C" button on the Switch 2. A new video posted on the Nintendo Today app shows it being pressed and sounding a little jingle and then... Well, that's as much as we were allowed to see. Could it be a shortcut button to capture gameplay, or to get to social features on the console, and what might they be if there? But what do you do! | Image credit: Nintendo Robert Purchese09:38 amUTCGood morning! Are you feeling aflutter with excitement? The time is nearly here. I suppose more to the point: will you be immediately pre-ordering one if, as Rogueywon points out, the opportunity immediately opens following the Direct? Robert Purchese
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  • Nintendo's final Switch 2 tease shows mysterious C button
    www.eurogamer.net
    The Switch 2's most mysterious button has been teased by Nintendo, ahead of the new console's full unveiling in just a few hours. Read more
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  • Extensive footage of EA's new The Sims "game concept" surfaces online
    www.eurogamer.net
    Extensive footage of EA's new The Sims "game concept" surfaces onlineOoh, Rene.Image credit: EA News by Matt Wales News Reporter Published on April 2, 2025 The Sims 4 might be tootling along merrily, but it's now over ten years old and fans are getting increasingly impatient for clarity on what's next for the franchise - particularly given EA's somewhat confounding communications on the matter. Amid all this, extensive footage of EA's new The Sims "game concept" have now surfaced online, fuelling all sorts of disappointment as fans ponder a reality where the future of The Sims is, in fact, just a tacky looking mobile game.To recap, EA first began discussing its "next generation" Sims game, codenamed Project Rene, back in 2022. This, many assumed, would be The Sims 5 - until, that is, EA announced Project Rene wasn't The Sims 5, that The Sims 5 wasn't happening, and that whatever Project Rene was would instead co-exist alongside The Sims 4. It also teased a bunch of "cosy games, social and collaborative based gameplay, [and] mobile narrative games" coming under The Sims banner, before revealing Project Rene (whatever it was) would begin playtesting soon.In the six months since then, playtest footage has sporadiaclly leaked online, leaving fans largely unimpressed. And it seems unlikely the sudden influx of new gameplay footage (as flagged by PC Gamer) will change that, given the bland visuals, endless reward-incentivised to-do lists, and front-and-centre currency focus feels more like a free-to-play mobile wallet squeezer than a truly "next-generation" The Sims game. City Life Game with Friends gameplay.Watch on YouTubeEA describes the playtest - officially titled City Life Game With Friends over on Google Play - as "small parts of a larger game concept". And the newly shared footage focuses on the same multiplayer-enabled plaza location we've seen in numerous leaks before, only now festooned with even more garish free-to-play style window dressing as players stroll around, strike up conversations, and hand out a few muffins. It's not especially inspiring stuff - and given EA's refusal to clarify the nature of the project, it's unclear how horrified fans should actually be.All this, of course, comes as developer Krafton's highly anticipated The Sims competitor InZoi launches into Steam early access. And while I wasn't particulary impressed with InZoi during my time with it last month, it's unlikely anyone's going to be dazzled by anything resembling EA's City Life Game with Friends when Krafton's game is around.
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  • ZeniMax union "overwhelmingly" votes to authorise strike if Microsoft contract negotiations drag on
    www.eurogamer.net
    ZeniMax union "overwhelmingly" votes to authorise strike if Microsoft contract negotiations drag on"Paying your employees a liveable wage as a multi-trillion dollar company is the least they could be doing."Image credit: Eurogamer. News by Matt Wales News Reporter Published on April 1, 2025 Members of the ZeniMax Workers United union - which is made up of more than 300 quality assurance workers across ZeniMax Studios - has "overwhelmingly" voted to authorise union leadership to call for a strike if no resolution is reached following two years of unsuccessful contract negotiations with Microsoft.ZeniMax Workers United, which is part of the Communications Workers of America (CWA), became the first union ever to be voluntarily recognised by Microsoft in 2023. At the time, members - who've worked on the likes of Fallout, Starfield, and Doom - said they'd push to end sudden periods of crunch, unfair pay, and a lack of growth opportunities within the company.But two years on, ZeniMax Workers United says it's still to successfully negotiate a first contract. According to the union, its bargaining committee has so far failed to reach an agreement with Microsoft over "better wages, workplace improvements, and key concerns, including a lack of remote work options and the company's replacement of in-house quality assurance work with outsourced labour without notifying the union."Last December saw union members in Maryland and Texas stage a one-day walkout amid concerns around Microsoft's outsourcing and its return-to-office policies, and the CWA additionally filed an unfair labour practice charge against Microsoft for unilaterally outsourcing work. However, that action could potentially escalate now more than 94 percent of ZeniMax Workers United members have voted to authorise union leadership to call for a strike if contract negotiations fail to reach a resolution."Paying your employees a liveable wage as a multi-trillion dollar company is the least they could be doing," union member and associate QA tester Aubrey Litchfield said in an statement companying today's news. "However when addressed at the bargaining table, Microsoft acts as though we're asking for too much. Our in-house contractors have been working on minimal wages with no benefits, including no paid sick time. Workers are choosing not to start families because of the uncertainty of finances. We've released multiple titles while working fully remote. When will enough be enough?"."Underpayment and costly [return-to-office] initiatives have caused many of us to put our lives on pause," union member and senior QA tester Zachary Armstrong added, "because our income does not match even the rising cost of living in the cities where ZeniMax insists we live and work to maintain employment... If Microsoft and ZeniMax continue to demonstrate at the bargaining table that they're unwilling to pay us fair wages for the value our labour provides to our games, we'll be showing them just how valuable our labour is."In a statement provided to The Verge in response to today's union announcement, Microsoft spokesperson Delaney Simmons insisted the company was "deeply committed to reaching a fair and equitable resolution that acknowledges the teams' contributions." Simmons also claimed "substantial progress" had been made over the course of the negotiations, and that "tentative agreements [had been reached] on a majority of the topics at the table"."We have presented a package proposal that we believe is fair," Simmons continued. "If accepted it would result in immediate compensation increases, even more robust benefits and is in alignment to the company's hybrid model of three days in office. We look forward to continuing this progress during negotiations."ZeniMax Workers United is just one of an increasing number of video game unions successfully established in the last few years, with workers at the likes of Activision, Blizzard, and Sega also now represented by unions. Additionally, last month saw the CWA announce the industry-wide United Videogame Workers - a direct-join union open to all freelance or full-time video game industry workers in the US or Canada.
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