• The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next

    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion

    Image credit: Sandfall Interactive

    Feature

    by Lewis Packwood
    Contributor

    Published on May 27, 2025

    The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive.
    As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone.
    It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch.
    "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur.
    "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing."
    Coop mode
    One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022.
    "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do."
    The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan.

    Image credit: Sandfall Interactive

    But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan.
    So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh."
    What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives."
    One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many.
    The next expedition
    Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place.
    "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games"
    François Meurisse, Sandfall Interactive
    He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse.
    The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast."
    Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says.
    "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game."
    AA comeback

    Image credit: Sandfall Interactive

    The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse.
    "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution."
    Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea.
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew"
    Matt Handrahan, Kepler Interactive
    So was the game mis-sold?
    "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall."
    "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team."
    "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world."
    "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game."
    "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues.
    "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time."
    Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse.
    Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way."
    Keeping the team small

    Image credit: Sandfall Interactive

    With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid.
    "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says.
    "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity."
    He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says.
    Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says.
    "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years."
    He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question."
    No bloat
    He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger."
    "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'."
    Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is."
    He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people."
    What are games worth?
    Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that."
    "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA."
    "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price."
    The Kepler brand

    Image credit: Sandfall Interactive

    Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision.
    He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily."
    It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market.
    But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective.
    "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign."
    He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games."
    *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
    #big #clair #obscur #expedition #interview
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022. "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And thatwith higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a trickywhen we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations.In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30.In terms of what the game is – the vision of it and the way in which it's executed –does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those superpassionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly.It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience,what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense– and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of /at a time when the standard price for big-budget games is creeping up to "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games –pricing them at that –50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it,we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying, and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits. #big #clair #obscur #expedition #interview
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    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next
    The big Clair Obscur: Expedition 33 interview: Sandfall and Kepler on team size, the return of AA games, and what's next Plus: how Kepler plans to be the A24 for games, and why a follow-up to Clair Obscur won't involve a big studio expansion Image credit: Sandfall Interactive Feature by Lewis Packwood Contributor Published on May 27, 2025 The success of Clair Obscur: Expedition 33 – which sold 2 million copies within 12 days of launch – has meant all eyes are now on its developer, Sandfall Interactive. As the games industry mulls how to move forward, faced with a saturated market, widespread layoffs and spiralling development costs, the fact that an original title made by a relatively small team could see such massive success gives hope to everyone. It's also an emphatic validation of the strategy of Clair Obscur's publisher, Kepler Interactive, which since its formation in 2021 has focused on original titles with eye-catching art styles and mould-breaking gameplay, including Sifu, Tchia, Scorn, Pacific Drive, Ultros, Bionic Bay, and the upcoming Rematch. "They respect creativity and innovation in games, they have a very high standard in choosing games to publish, and they are very fun people to work with," enthuses Shuhei Yoshida, former president of Sony Interactive Entertainment Worldwide Studios, and now a freelance consultant for Kepler. Yoshida has been helping to evaluate game pitches for the publisher since he left Sony in January, as well as helping to promote Bionic Bay and Clair Obscur. "They have a great balance in looking for innovation in games and investing in commercially viable projects," he says. "I think the way Kepler chooses games and supports developers is a great example of sustainable indie publishing. I expect many companies in the industry will look for inspiration from what Kepler is doing." Coop mode One thing that immediately marks out Kepler as different is its structure. "Kepler is co-owned by a group of studios, but they all operate autonomously," explains portfolio director Matthew Handrahan, who joined Kepler from PlayStation in 2022 (before that, he was editor-in-chief of this very site). "They make a lot of their own choices creatively and commercially in terms of the direction of their business. But there is a collaborative aspect that they can draw upon if they feel they need it. The thing that we definitely are very clear on is Kepler is not sitting here telling anyone what to do." The idea is that Kepler can provide support into each studio in terms of things like HR, legal teams, and IT. "And each one of them can draw on that to the degree that they want to, in the belief that if you give people that solid base, they can just focus more on being creative," says Handrahan. Image credit: Sandfall Interactive But the plan was always for Kepler to become a third party publisher, he continues. So in addition to publishing games from its own studios, since 2024 Kepler has started releasing games from outside developers, like Pacific Drive, Clair Obscur, and the newly signed PVKK from Bippinbits, the creators of Dome Keeper. "As we go forward, what we really hope is that people can spot a Kepler game," says Handrahan. So what marks out a Kepler title? CEO Alexis Garavaryan has previously emphasised the publisher champions games with "bold art direction and innovative game design" that avoid familiar influences like Star Wars and superheroes. Handrahan says this is essential in today's market. "I remember writing about Steam being overcrowded for GamesIndustry.biz 10 years ago, and saying, 'Oh, there's too many games'," he says. "Well there's five times more games being released now. So if you are coming to market with a game, it had better be doing something genuinely fresh." What Kepler definitely isn't doing is chasing trends, which Handrahan says is a dangerous strategy. He gives the example of Balatro imitators. "If you're making something hot on the heels of that, by the time you get to market, there'll probably be 150 other alternatives." One can't help thinking, too, of the expensive failure of Concord at PlayStation, which proved to be one hero shooter too many. The next expedition Sandfall's COO and producer François Meurisse says that the fact that studio head Guillaume Broche was deliberately avoiding chasing trends with Clair Obscur was what attracted him to join in the first place. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games" François Meurisse, Sandfall Interactive He was immediately on board with Broche's passion for revitalising the kind of flashy, 3D, turn-based JRPGs that had long gone out of fashion. That passion came first: the strategy came later. "A bit after, when we tried to rationalise that yearning he has for this kind of game, we realised that it wasn't addressed as much in the market, and maybe there was a place for it," says Meurisse. The end result went beyond their wildest dreams. "The game has had success to an extent that we didn't imagine," he says. "We smashed our forecasts pretty fast." Naturally, thoughts are already turning to a follow-up. "There will be another video game, for sure," says Meurisse, adding that it's a little early to say exactly what form it will take. "I can't wait to dig more into the ideas we already have for the next game," he says. "Plus the team has grown up, has acquired new skills throughout production," he says. "Many of them were junior when we started. We learned to work together. So I can't wait to get to the next project, because we'll start from a more efficient position than when we started the company five years ago. And that [comes] with higher expectations as well, so it will be challenging. But I can say that we have – and Guillaume in particular has – great ideas for the next game." AA comeback Image credit: Sandfall Interactive The success of Clair Obscur has led many to herald the comeback of AA games, a sector that has shrunk significantly over the past couple of console generations – even if it's a harder category to define in 2025 based on a lack of publicly available budget numbers. "Some people predicted to us that it was a tricky [sector] when we started development, and there could be kind of a curse on AA games," remembers Meurisse. "But from our perspective, we didn't care too much about market considerations. […] In a sense, A Plague Tale or Mortal Shell or Hellblade, games like those were already proof for us that small teams of less than 50 people could have great games and great execution." Speaking of team size, much was made of the claim that Clair Obscur was created by a team of around 30, although many were quick to point out that the credits include dozens more people than that, working on things like QA, localization and voice production, as well as a ‘gameplay animation' team in Korea. "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew" Matt Handrahan, Kepler Interactive So was the game mis-sold? "I don't think so," says Handrahan. "I think that the creative engine of the game was that group of 30. […] In terms of what the game is – the vision of it and the way in which it's executed – [that] does come from that nucleus of staff that is at Sandfall." "In terms of main credits over the four years of production, we were on average about 30 people," clarifies Meurisse. "We started with less than 10 people, scaled up until 30, and close to 40, and then scaled a little bit down. You mentioned Korean animators, but it's important to mention that none of them were full time. They were doing some extras beside some other jobs of animation. So the core team was on average 30 people in the home studio, plus privileged contractors like the lead writer or the composer, for example: I include them in that core team." "But of course, we had a galaxy of partners revolving around the project. Kepler in the first place – and I want to really pinpoint that they were really key in the success of the game – plus some other creative people as well, like musician players, translators, QA testers also. And that definitely extends the team, and I'm super grateful we could work with all those super […] passionate partners from all over the world." "I think people fixated on this number," adds Handrahan, "but actually the more useful thing that was being said was that this is not a AAA game, right? You can look at those credits, and it's still definitely not a AAA game." "These kinds of games did exist in much greater numbers about 15 years ago, and I think there are some threads that the AAA industry lost as they grew and grew and grew, and brought in different ways of monetising," he continues. "We have to remember there was a time when AAA companies were making games like Vanquish and Mirror's Edge and Kane & Lynch, and all of these really cool, interesting, not small games, but much smaller scale games. And you've seen the number of releases from AAA publishers dwindle and dwindle and dwindle. Now there's an opportunity for teams like Sandfall to come in and give players something that they really have not been given for quite a long time." Which leads us to ask, if Clair Obscur can't be classed as a AAA game, how much did it cost, exactly? Neither Handrahan nor Meurisse is willing to disclose the true figure. "I would say that I've seen a lot of budget estimations that are all higher than the real budget," muses Meurisse. Handrahan agrees. "Everybody's desperate to know what the budget is, and I won't tell them, but I would guarantee if you got 10 people to guess, I think all 10 wouldn't guess the actual figure," he says. "I'm sure Mirror's Edge and Vanquish cost more, put it that way." Keeping the team small Image credit: Sandfall Interactive With a success like Clair Obscur, the temptation might be to scale up the studio for a blockbuster sequel: a pattern we've seen with successful franchises many times before. But Meurisse says that's something Sandfall wants to avoid. "For now, our vision would be to stick to a close team working in the same city with less than 50 people on board, focusing on one project after another, and keeping this agility, and this creative strength, and smartness of a small group of passionate people wanting to do something big," he says. "That's how video games were made for years," he continues. "The team that made Ocarina of Time or Half-Life 2, I think those were max 60 or 70 people*, and that kind of size allows for good decisions and great creativity." He adds that the studio might recruit a few more members, but it won't start working on multiple projects simultaneously, and they will deliberately avoid growing too big and unwieldy. "We want to keep the organisation that made us successful," he says. Handrahan notes that because game making is an iterative process, maintaining only a small permanent team makes sense. "I think keeping a core team to hold the vision and to build out what the game is, and then expanding as you need to through things like outsourcing, is a very smart and sustainable way to manage game development," he says. "I think that there's been a lot of irresponsible practices in the industry," he continues, referring to the inherent risks involved in ballooning AAA budgets and team sizes. "Some games can make it work. Grand Theft Auto 6 is going to make it work, I think we can all say with great confidence. But there are plenty of games made with very large teams and for huge amounts of money that don't land, and there is a human cost to running things that way. People lose their jobs. God knows how many layoffs there's been in the industry over the last few years." He worries that the temptation to scale up is too great. "I do see a lot of developers who ship a game and then get some level of success – even very small levels of success or on very small budgets – and then almost instinctively feel like they need to double or triple the budget of the next game. And that is something I definitely question." No bloat He also questions the need to make games bigger. "One of the things that's great about Expedition 33 is it really respects the player's time. It gives them plenty to do, and it gives them plenty of satisfaction, but it isn't arbitrarily 500 hours of gameplay. It's impactful because it's scoped correctly. […] It doesn't have any sense of bloat or extraneous things that are put there just to make it larger and larger and larger." "Brevity should be more of a virtue in gaming," he adds. "Something can be better by being shorter – something that's being discussed in film at the moment. Every film seems to be two and a half hours long, and I think most people are like, 'Can they all be a bit shorter, please? Because we have other things to do with our lives'." Meurisse notes that the focus for Clair Obscur was always on quality over quantity. "From the beginning, we wanted to do an intense and short experience," he says. "The first length estimates of the game were closer to 20 hours for the main quest. I think we ended up closer to 30, even 40 hours if you take a bit of time. As a player, there are so many great games out there that I want to experience, [and] what's important to me is the level of excitement and fun I get from a game, rather than how long it is." He also questions the link between game length and price. "The value that players get from games does not align systematically with the length of the game," he says. "For example, one of my favourite games of all time is Inside, which lasts about two hours, but it's one of the most polished, and intense [experiences] – and even life changing for some people." What are games worth? Notably, Clair Obscur launched at a price point of $50/$45, at a time when the standard price for big-budget games is creeping up to $80. "I think as that AAA price goes up, I think it creates more of an opportunity to be launching games – more sensibly scoped games – [and] pricing them at that $40–50 range," says Handrahan. "And I don't think anyone that played Expedition 33 would think they didn't get their money's worth out of that." "When we announced the pricing at $50 we did actually have a little of a backlash online," adds Meurisse, "with people fearing it would be a 12-hour-long game with unfinished content, and that it was suspicious to have a $50 game that was looking like this in the trailers. But in the end we stuck with the price, we doubled down on it, [and] we provided some context about the fact that it wasn't a AAA." "In the end, it was a win-win situation, because it was a way to attract more players towards the game, to have good player satisfaction about their buying [decision], and it could actually end up doing more sales. So maybe players' perception can change a bit about that kind of price [point]." The Kepler brand Image credit: Sandfall Interactive Clair Obscur has obviously provided a huge boost for Kepler as a publisher, and Handrahan says the plan now is for Kepler to build a brand as the home for high-quality, mid-sized games with a unique vision. He gives the newly signed PVKK as an example. "The art direction is very high quality, it's very, very bold. It has a strong narrative component. It has innovative gameplay design. It speaks to wider culture, it's not an insular vision for a game. I think you get a lot of games that are kind of just about other games, and that is not something we're interested in necessarily." It's a model that he thinks others could follow. "We definitely want there to be strong associations with the games we do, so if that is something that other publishers could imitate or follow along from, then all the better," he says, adding that it makes little sense for publishers to cast a broad net of styles and genres in such a crowded market. But of course, there is a risk to championing unique, untested visions. So what does Kepler do to mitigate that risk? "We definitely do market research," says Handrahan – although he adds that ultimately the process is subjective. "I came to this company because I really trusted the taste of the people that I work for. I have always felt that if I'm really excited by a game, there will be other people out there who are excited by it. Yes, you can test that against market research, and that is definitely a function that we have in the company, and we use it. But our litmus test is a subjective level of excitement and belief in the vision and creativity that we see in the games that we sign." He points to companies in other media, like A24 or Warped Records, that have taken a similar approach with great success. "We want to be that in games." *Fact check note: Valve's core team was actually 84 for Half-Life 2, without including the many people involved in voice acting, QA, IT, legal, and so on. The team behind Legend of Zelda: Ocarina of Time numbered around 66, although the people involved in QA testing aren't listed individually in the credits.
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  • CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?

    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    Previewing the latest port vs Xbox Series S and PlayStation 4.

    Image credit: CD Projekt RED

    Face-off

    by Thomas Morgan
    Senior Staff Writer, Digital Foundry

    Published on May 26, 2025

    Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall.

    In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here.

    In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle.

    Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube
    0:00:00 Introduction
    0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released!
    0:18:51 News 2: AMD introduces 9060 XT
    0:31:43 News 3: AMD teases "FSR Redstone"
    0:44:15 News 4: Doom has hidden performance metrics on Xbox
    0:53:38 News 5: Mario Kart World originally planned for Switch 1
    1:02:49 News 6: Hellblade 2 coming to PS5
    1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy?
    1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles?
    1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2?
    1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games?
    1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2?
    On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves.

    In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case. However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS towork its magic and reconstruct a 1080p frame.

    For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler. Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler.

    To see this content please enable targeting cookies.

    On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case.

    Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusionthat needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality.

    It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!
    #cdpr #releases #minutes #cyberpunk #switch
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned? Previewing the latest port vs Xbox Series S and PlayStation 4. Image credit: CD Projekt RED Face-off by Thomas Morgan Senior Staff Writer, Digital Foundry Published on May 26, 2025 Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall. In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here. In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle. Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube 0:00:00 Introduction 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released! 0:18:51 News 2: AMD introduces 9060 XT 0:31:43 News 3: AMD teases "FSR Redstone" 0:44:15 News 4: Doom has hidden performance metrics on Xbox 0:53:38 News 5: Mario Kart World originally planned for Switch 1 1:02:49 News 6: Hellblade 2 coming to PS5 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy? 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles? 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2? 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games? 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2? On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves. In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case. However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS towork its magic and reconstruct a 1080p frame. For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler. Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler. To see this content please enable targeting cookies. On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case. Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusionthat needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality. It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th! #cdpr #releases #minutes #cyberpunk #switch
    WWW.EUROGAMER.NET
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned?
    CDPR releases 37 minutes of Cyberpunk 2077 Switch 2 video - so what have we learned? Previewing the latest port vs Xbox Series S and PlayStation 4. Image credit: CD Projekt RED Face-off by Thomas Morgan Senior Staff Writer, Digital Foundry Published on May 26, 2025 Developer CD Projekt RED has uploaded a generous batch of Switch 2 Cyberpunk 2077 footage week - 37 minutes of direct 4K capture to be exact - giving us an early glimpse at the state of its docked 30fps quality mode. Since it releases on 5th June as a Switch 2 launch title, we don't really have too long to wait to see the real thing in action, though given that this footage comes with no "early build" disclaimer or suchlike it appears CDPR is confident in what it's showing in this material - and for good reason. Poring over all the assets, we have plenty to work with for some preliminary comparisons and even frame-rate analysis. In short, the prospects for this Switch 2 rendition are encouraging overall. In terms of content, CDPR is showing all manner of gameplay: driving, combat, major mission set pieces - you name it, it's included. Some clips even reveal, quite openly, the challenges Switch 2 faces in running such a complex open world game - notably for high speed car action. To its credit, frame-rate delivery at 30 frames per second is strong based on this footage overall, with drops into the 20-30fps range mainly being a problem while speeding through Night City's streets. Especially at points where multiple AI cars clog up its roads, it appears drops and traversal hitches are possible, something we're keen to re-test on its release. It's a positive showing overall, though: on-foot exploration around its markets, the bustling parade sequence teeming with NPCs, and even combat during the Phantom Liberty DLC all run at a perfect 30fps here. In performance terms, this showing is perhaps best put in the context of what's currently possible on last-gen consoles, and also Series S. In re-testing the base PS4 version today for example, it's sobering to find that open world roaming there still plays out with hitching, geometry pop-in and drops to 20-30fps - certainly more than is evident in this Switch 2 footage. Going hands-on with the final build ourselves is a must for any final word on this, but early signs point to fewer glaring issues in traversal and battle. Sit back, relax and enjoy another massive episode of DF Direct Weekly.Watch on YouTube 0:00:00 Introduction 0:00:39 News 1: 37 minutes of Cyberpunk 2077 Switch 2 footage released! 0:18:51 News 2: AMD introduces 9060 XT 0:31:43 News 3: AMD teases "FSR Redstone" 0:44:15 News 4: Doom has hidden performance metrics on Xbox 0:53:38 News 5: Mario Kart World originally planned for Switch 1 1:02:49 News 6: Hellblade 2 coming to PS5 1:11:29 Supporter Q1: What do you make of the Nvidia/Gamers Nexus controversy? 1:19:41 Supporter Q2: If Microsoft is working on an Xbox emulator for Windows, does that signal the end for traditional Xbox consoles? 1:28:56 Supporter Q3: Should Nintendo release a non-portable, home-only Switch 2? 1:35:32 Supporter Q4: Could Switch 2 become a dumping ground for last-gen games? 1:40:29 Supporter Q5: What are your hopes and concerns for Switch 2? On the other hand, Xbox Series S' performance level - in its own 30fps quality mode - is a more aspirational target for Switch 2. We described this version as 'what last-gen should have been' in our original review, thanks to it boasting a broadly rock-solid 30fps experience, and it even went on to receive a 60fps mode post-release. A question mark hovers over the viability of Switch 2's own 40fps performance mode though, where we have no recent assets. More to come on this when we get the game ourselves. In terms of comparisons, image quality is a plus point for Switch 2 when compared to the older PS4 release, and even Series S. Much of this boils down to Nvidia's DLSS upscaling technology being available to Switch 2's Tegra 239 processor. CDPR has already confirmed the use of DLSS to hit a 1080p target in docked play in this case (and a 720p target in handheld mode). However, the actual native pixel counts are typically lower than 1080p - with dynamic scaling taking us to 1280x720 at its nadir during the most extreme 20fps drop on record here while driving. More typically though, numbers like 792p, 810p and 864p crop up at less taxing points in the footage, which is a high enough base pixel count for DLSS to (usually) work its magic and reconstruct a 1080p frame. For perspective, Series S' quality mode renders at a 1296p-1440p range using AMD's FSR 2 as its upscaler (as of a late 2022 patch 1.61, following an upgrade from TAA). Meanwhile, base PS4 continues to run at a 720p-900p range using CDPR's own in-house temporal AA solution. In both cases Switch 2 has an advantage in temporal stability, at least. Even though it runs at a lower pixel count than Series S, DLSS more adeptly cleans up the game's visual noise in certain scenarios compared to FSR 2. Shimmer is minimised across the dampened floors of the market area, while during static moments, fences and character detail up-close resolve with added sharpness via Switch 2's upscaler. To see this content please enable targeting cookies. On the downside, for all its benefits, DLSS does not always hide its lower base pixel input. Driving at speed reveals blocking artefacts on Switch 2, while a later Johnny Silverhand dialogue sequence shows similar break-up around two background NPCs playing basketball. There are some limits on show, then, but it's a respectably competitive result next to Series S all things considered. In fact, it's similar to what we found with Street Fighter 6 comparisons between these two consoles, where Switch 2 pushes a sharper, less visibly noisy frame via DLSS - and despite Capcom's fightert running at a lower native res in that case. Focusing on visual quality, it's a surprise to find Switch 2 is on par with both PS4 and Series S in a great many of its core settings. Paired side-by-side with each, there is scarce evidence of any differences in recreated shots: texture quality is a match, SSR is enabled across the floors, and motion blur is engaged too. There is a difference in ambient occlusion (resulting in thicker pockets of object shading on Switch 2) that needs further investigation - and it's clear that Switch 2 also loses the lens flare effect of the Series S release. That aside, the variance in time of day and NPC placement account for a majority of the differences in the open city - whereas in confined interiors that are perfectly matched, the main difference is again DLSS' impact on image quality. It's a positive peak at CDPR's optimisation efforts so far and it appears to be an improvement on the build I played at Nintendo's Switch 2 event in London last month. We're just ten days away from what's undeniably one of the most technically challenging third party games on Switch 2, and it's certainly a big one for coverage plans at Digital Foundry. In fact as I type this, there's an ongoing effort to bank as much Cyberpunk 2077 footage on other platforms for comparison. Roll on June 5th!
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  • Senua’s Saga: Hellblade 2 Might be Getting a Physical Release Through Limited Run Games

    Alongside the PS5 release of Senua’s Saga: Hellblade 2, it looks like the game will also be getting a physical release through Limited Run Games. As caught by VGC, a listing for the game has popped up on the official website for ESRB which mentions that the game will be available through retailers like Best Buy, Walmart and Amazon.
    No official announcement has been made as of yet, and even Limited Run Games’ official website doesn’t yet list Senua’s Saga: Hellblade 2 as one of its upcoming releases. The links provided on the ESRB page also don’t have any mention of physical editions of the game. Rather, the links are simply search entries on the appropriate storefront, which currently only seem to have codes for the digital version of the game for Windows and Xbox Series X/S.
    Interestingly, the ESRB website also has a new listing for the original Hellblade: Senua’s Sacrifice, once again being published by Limited Run Games, but this time around for the Nintendo Switch.
    Limited Run Games is known for partnering up with various game developers and publishers to release lavish physical releases. While these sometimes only feature a disc with the game, other times, there also tend to be physical goodies involved, like maps, art books, posters, and soundtrack CDs.
    A PS5 release for Senua’s Saga: Hellblade 2 was officially announced just last week after several rumours. The upcoming release will include new features that will also be brought in to the PC and Xbox Series X/S versions of the game with a free update. The title will also make use of some PS5-exclusive features, including haptic feedback through the DualSense controller, as well as visual enhancements for the PS5 Pro.
    Senua’s Saga: Hellblade 2 was originally released for PC and PS5 back in May 2024. The game puts players in the shoes of the eponymous Senua as she embarks on a quest to free her people in ninth-century Iceland. Shortly after its initial release, Senua’s Saga: Hellblade 2 got a trailer showcasing all of the accolades it had gotten from the press.
    Ninja Theory studio head Dom Matthews had revealed last year that development on Senua’s Saga: Hellblade 2 hadn’t begun until the studio was done with working on its multiplayer title Bleeding Edge. This was despite the title having gotten its official announcement all the way back in 2019.
    “It’s been seven years since the lastgame, but we’ve been working on itfor less time than that,” said Matthews. “When we announced it in 2019, we had that trailer, but that was really all we had on the game. Things weren’t developed beyond that point.”
    “We pushed to do that,” Matthews explained when asked how it felt to have the game announced alongside the console. “We were excited about the creative idea that we had around that.”
    For more details about Senua’s Saga: Hellblade 2, check out our review from back when it first came out last year.
    #senuas #saga #hellblade #might #getting
    Senua’s Saga: Hellblade 2 Might be Getting a Physical Release Through Limited Run Games
    Alongside the PS5 release of Senua’s Saga: Hellblade 2, it looks like the game will also be getting a physical release through Limited Run Games. As caught by VGC, a listing for the game has popped up on the official website for ESRB which mentions that the game will be available through retailers like Best Buy, Walmart and Amazon. No official announcement has been made as of yet, and even Limited Run Games’ official website doesn’t yet list Senua’s Saga: Hellblade 2 as one of its upcoming releases. The links provided on the ESRB page also don’t have any mention of physical editions of the game. Rather, the links are simply search entries on the appropriate storefront, which currently only seem to have codes for the digital version of the game for Windows and Xbox Series X/S. Interestingly, the ESRB website also has a new listing for the original Hellblade: Senua’s Sacrifice, once again being published by Limited Run Games, but this time around for the Nintendo Switch. Limited Run Games is known for partnering up with various game developers and publishers to release lavish physical releases. While these sometimes only feature a disc with the game, other times, there also tend to be physical goodies involved, like maps, art books, posters, and soundtrack CDs. A PS5 release for Senua’s Saga: Hellblade 2 was officially announced just last week after several rumours. The upcoming release will include new features that will also be brought in to the PC and Xbox Series X/S versions of the game with a free update. The title will also make use of some PS5-exclusive features, including haptic feedback through the DualSense controller, as well as visual enhancements for the PS5 Pro. Senua’s Saga: Hellblade 2 was originally released for PC and PS5 back in May 2024. The game puts players in the shoes of the eponymous Senua as she embarks on a quest to free her people in ninth-century Iceland. Shortly after its initial release, Senua’s Saga: Hellblade 2 got a trailer showcasing all of the accolades it had gotten from the press. Ninja Theory studio head Dom Matthews had revealed last year that development on Senua’s Saga: Hellblade 2 hadn’t begun until the studio was done with working on its multiplayer title Bleeding Edge. This was despite the title having gotten its official announcement all the way back in 2019. “It’s been seven years since the lastgame, but we’ve been working on itfor less time than that,” said Matthews. “When we announced it in 2019, we had that trailer, but that was really all we had on the game. Things weren’t developed beyond that point.” “We pushed to do that,” Matthews explained when asked how it felt to have the game announced alongside the console. “We were excited about the creative idea that we had around that.” For more details about Senua’s Saga: Hellblade 2, check out our review from back when it first came out last year. #senuas #saga #hellblade #might #getting
    GAMINGBOLT.COM
    Senua’s Saga: Hellblade 2 Might be Getting a Physical Release Through Limited Run Games
    Alongside the PS5 release of Senua’s Saga: Hellblade 2, it looks like the game will also be getting a physical release through Limited Run Games. As caught by VGC, a listing for the game has popped up on the official website for ESRB which mentions that the game will be available through retailers like Best Buy, Walmart and Amazon. No official announcement has been made as of yet, and even Limited Run Games’ official website doesn’t yet list Senua’s Saga: Hellblade 2 as one of its upcoming releases. The links provided on the ESRB page also don’t have any mention of physical editions of the game. Rather, the links are simply search entries on the appropriate storefront, which currently only seem to have codes for the digital version of the game for Windows and Xbox Series X/S. Interestingly, the ESRB website also has a new listing for the original Hellblade: Senua’s Sacrifice, once again being published by Limited Run Games, but this time around for the Nintendo Switch. Limited Run Games is known for partnering up with various game developers and publishers to release lavish physical releases. While these sometimes only feature a disc with the game, other times, there also tend to be physical goodies involved, like maps, art books, posters, and soundtrack CDs. A PS5 release for Senua’s Saga: Hellblade 2 was officially announced just last week after several rumours. The upcoming release will include new features that will also be brought in to the PC and Xbox Series X/S versions of the game with a free update. The title will also make use of some PS5-exclusive features, including haptic feedback through the DualSense controller, as well as visual enhancements for the PS5 Pro. Senua’s Saga: Hellblade 2 was originally released for PC and PS5 back in May 2024. The game puts players in the shoes of the eponymous Senua as she embarks on a quest to free her people in ninth-century Iceland. Shortly after its initial release, Senua’s Saga: Hellblade 2 got a trailer showcasing all of the accolades it had gotten from the press. Ninja Theory studio head Dom Matthews had revealed last year that development on Senua’s Saga: Hellblade 2 hadn’t begun until the studio was done with working on its multiplayer title Bleeding Edge. This was despite the title having gotten its official announcement all the way back in 2019. “It’s been seven years since the last [Hellblade] game, but we’ve been working on it [Senua’s Saga: Hellblade 2] for less time than that,” said Matthews. “When we announced it in 2019, we had that trailer, but that was really all we had on the game. Things weren’t developed beyond that point.” “We pushed to do that,” Matthews explained when asked how it felt to have the game announced alongside the console. “We were excited about the creative idea that we had around that.” For more details about Senua’s Saga: Hellblade 2, check out our review from back when it first came out last year.
    0 Comentários 0 Compartilhamentos 0 Anterior
  • Microsoft Weekly: Build 2025, more Xbox games for PS5, and remastered Windows 95 wallpapers

    This week's news recap is here with a lot of news and announcements from the Build 2025 developer conference, a bunch of new Windows 11 preview builds, fresh features for inbox Windows 11 apps, more Xbox games for PlayStation 5, and other stories.
    Quick links:

    Here, we talk about everything happening around Microsoft's latest operating system in the Stable channel and preview builds: new features, removed features, controversies, bugs, interesting findings, and more. And, of course, you may find a word or two about older versions.
    Build 2025, Microsoft's annual developer conference, took place this week. There, the company announced some interesting stuff for Windows 11. While it was primarily aimed at developers, regular users will also find some of the upcoming changes useful and interesting. The Settings app, for one, is getting the new Advanced page for the Settings app. There is also a new command-like editor called Edit, WinGet Configuration for quick dev environment deployments, and more.

    Developers and users will also be glad to learn about the Microsoft Store improvements, which include the "last updated" date for apps, free registration for individual developers, better Health Reports in the Partner Center, direct Win32 updates, and more.
    Microsoft is also improving Administrator protection in Windows 11, adding quantum encryption to Windows builds, and bringing Model Context Protocol support to its operating system.

    Moving from announcements to releases, Microsoft pushed KB5061768 to Windows 10 users to address BitLocker recovery loops on certain Intel-based systems. The update is available in the Microsoft Update Catalog only.

    Now, here is some interesting Windows trivia. A Microsoft engineer published a blog post explaining how Windows cleverly guesses it despitenot knowing how fast your processor actually is. Another engineer showed how bad code in apps can lead to Windows system slowdown.
    Also, here is a remastered version of the original Windows 95 wallpaper, in case you want some high-resolution nostalgia on your 4K monitor, and an interesting discussion about which Windows version is the best for old PCs.
    Here is what Microsoft released for Windows Insiders this week:

    Builds

    Canary Channel

    Build 27863
    The Canary Channel received a relatively small build with post-quantum cryptography support and a few bug fixes.

    Dev Channel

    Build 26200.5603A pretty big release with new stuff like the announced AI actions in File Explorer, the Advanced Settings page, redesigned Windows Widgets, an improved energy saver, the ability to compress images before sharing them, and plenty more.

    Beta Channel

    Build 26120.4151This build is identical to 26200.5603 from the Dev Channel.
    Build 26120.4151In this build, Microsoft introduced new capabilities for Click to Do, some widget improvements, lock screen widget customization, more app recommendations across the operating system, and various fixes.

    Release Preview Channel

    Build 26100.4188This preview of the upcoming non-security update delivers more AI-powered capabilities to compatible Copilot+ PCs, HDR improvements, new Copilot features, and various fixes for audio, USB, MMC, input, and more.

    Plenty of new features in this week's builds are rolling out gradually, including AI Actions for File Explorer. However, as usual, you can enable them with a simple third-party tool. Check out this article to learn how to force-enable AI Actions in File Explorer.
    Some hidden stuff for Windows 11 was also discovered this week. For one, it looks like Windows 11 will soon have its own variant of Handoff from macOS. During a Build session, Microsoft showcased how users can transfer their workflow from a mobile device and continue where they left off on Windows 11. Nothing has been publicly announced, though. Second, Microsoft is working on the ability to save screen recordings as GIFs in Snipping Tool.

    What is not hidden are the new features for Paint, Snipping Tool, and Notepad, which Microsoft announced earlier this month at its Surface event. Those features are now rolling out to Windows Insiders in the Dev and Canary Channels.
    This section covers software, firmware, and other notable updatesdelivering new features, security fixes, improvements, patches, and more from Microsoft and third parties.
    At Build 2025, Microsoft announced many updates. Starting with open-source, GitHub Copilot in Visual Studio Code and Windows Subsystem for Linux are now open-source, which means everyone can build their own projects based on them and contribute to the development.
    Recently, Microsoft sent an email asking for feedback on a new set of Office icons. While a public announcement has not been made yet, someone on Reddit took the matter into their own hands and made the icon pack themselves. Behold, a pack of high-quality Office icons that you can download right now.

    Speaking of Office, Microsoft introduced its presentation customization tool for PowerPoint to Mac users. This accessibility feature helps create a logical reading flow for elements in your slide and improves other aspects that make it easier for viewers to make sense when viewing and reading your slides.
    This week brought plenty of browser updates. Microsoft, for one, is making Google Chrome a bit safer by bringing Edge's automatic privilege de-elevation mechanism to the most popular browser in the world. Microsoft Edge received this feature six years ago, and now, it is finally making it to Chrome. Microsoft also released two updates: one for Edge Stable and one for Edge Beta. These updates introduced more Copilot for the new tab page and fixed a bunch of bugs.
    At Build 2025, Microsoft announced several updates to its browser, including free content filtering on Edge for Business, PDF translation, summaries, and take automation. The company also proposed a new AI API web standard to help developers integrate AI functionality into their web apps.

    Vivaldi received a new feature update under version 7.4. While it is not the biggest release, it introduced some neat improvements, such as better keyboard shortcut controls and enhancements to the address bar.
    Here are other updates and releases you may find interesting:
    Here are the latest drivers and firmware updates released this week:

    Nvidia 576.52 WHQL with the RTX 5060 support and bug fixes. Also, Nvidia released a firmware update for the RTX 5060 and 5060 Ti to fix black screens during reboots on systems with old motherboards.

    Here is the hardware and software we reviewed this week
    This week, Robbie Khan reviewed the Sharge ICEMAG 2, an interesting Qi2 wireless power bank with active cooling to keep temperatures low when charging your device wirelessly. It has a unique design and solid build quality, but some of its quirks lowered the final score.
    Learn about upcoming game releases, Xbox rumors, new hardware, software updates, freebies, deals, discounts, and more.
    PlayStation is getting another slice of the Xbox pie. Ninja Theory announced that Senua's Saga: Hellblade II is coming to PlayStation 5 later this year. No exact dates have been shared yet, though.
    Valve released an update for SteamOS. Version 3.7.8 arrived in the Stable Channel with a few important changes, such as support for other AMD-based handhelds, a battery limiter for the Steam Deck, and multiple bug fixes.
    Nvidia is running a Summer Sale, during which you can purchase six months of the GeForce NOW Performance plan with a 40% discount for just In addition, the company added support for more games, including the enhanced edition of the STALKER trilogy, Survive the Fall, Blades of Fire, Monster Train 2, and more.
    Speaking of GeForce NOW, it is now available in the updated Xbox app on PC. The app can now prompt you to select the preferred streaming service: Xbox Cloud Gaming or GeForce NOW. Other changes in the May 2025 update include improved widgets for the GameBar and more.
    Xbox Game Pass now has more games. Microsoft announced the latest additions to the catalog, which include Moster Train 2, Creatures of Ava, S.T.A.L.K.E.R. 2, Symphonia, Spray Paint Simulator, and more.

    Deals and freebies
    This week's Weekend PC Game Deals is full of Warhammer specials, Witcher anniversary discounts, and three freebies from the Epic Games Store, which include the just-released Deliver At All Costs.

    Other gaming news includes the following:
    Every week, we cover many deals on different hardware and software. The following discounts are still available, so check them out. You might find something you want or need.

    Samsung Q-Series Soundbar HW-Q900F - |

    Skullcandy Crusher ANC 2 Wireless - | 44% off

    Sonos Move 2 - | 25% off

    Samsung Q990F Soundbar - | 20% off

    This link will take you to other issues of the Microsoft Weekly series. You can also support Neowin by registering a free member account or subscribing for extra member benefits, along with an ad-free tier option.
    Microsoft Weekly image background by Engin_Akyurt on Pixabay
    #microsoft #weekly #build #more #xbox
    Microsoft Weekly: Build 2025, more Xbox games for PS5, and remastered Windows 95 wallpapers
    This week's news recap is here with a lot of news and announcements from the Build 2025 developer conference, a bunch of new Windows 11 preview builds, fresh features for inbox Windows 11 apps, more Xbox games for PlayStation 5, and other stories. Quick links: Here, we talk about everything happening around Microsoft's latest operating system in the Stable channel and preview builds: new features, removed features, controversies, bugs, interesting findings, and more. And, of course, you may find a word or two about older versions. Build 2025, Microsoft's annual developer conference, took place this week. There, the company announced some interesting stuff for Windows 11. While it was primarily aimed at developers, regular users will also find some of the upcoming changes useful and interesting. The Settings app, for one, is getting the new Advanced page for the Settings app. There is also a new command-like editor called Edit, WinGet Configuration for quick dev environment deployments, and more. Developers and users will also be glad to learn about the Microsoft Store improvements, which include the "last updated" date for apps, free registration for individual developers, better Health Reports in the Partner Center, direct Win32 updates, and more. Microsoft is also improving Administrator protection in Windows 11, adding quantum encryption to Windows builds, and bringing Model Context Protocol support to its operating system. Moving from announcements to releases, Microsoft pushed KB5061768 to Windows 10 users to address BitLocker recovery loops on certain Intel-based systems. The update is available in the Microsoft Update Catalog only. Now, here is some interesting Windows trivia. A Microsoft engineer published a blog post explaining how Windows cleverly guesses it despitenot knowing how fast your processor actually is. Another engineer showed how bad code in apps can lead to Windows system slowdown. Also, here is a remastered version of the original Windows 95 wallpaper, in case you want some high-resolution nostalgia on your 4K monitor, and an interesting discussion about which Windows version is the best for old PCs. Here is what Microsoft released for Windows Insiders this week: Builds Canary Channel Build 27863 The Canary Channel received a relatively small build with post-quantum cryptography support and a few bug fixes. Dev Channel Build 26200.5603A pretty big release with new stuff like the announced AI actions in File Explorer, the Advanced Settings page, redesigned Windows Widgets, an improved energy saver, the ability to compress images before sharing them, and plenty more. Beta Channel Build 26120.4151This build is identical to 26200.5603 from the Dev Channel. Build 26120.4151In this build, Microsoft introduced new capabilities for Click to Do, some widget improvements, lock screen widget customization, more app recommendations across the operating system, and various fixes. Release Preview Channel Build 26100.4188This preview of the upcoming non-security update delivers more AI-powered capabilities to compatible Copilot+ PCs, HDR improvements, new Copilot features, and various fixes for audio, USB, MMC, input, and more. Plenty of new features in this week's builds are rolling out gradually, including AI Actions for File Explorer. However, as usual, you can enable them with a simple third-party tool. Check out this article to learn how to force-enable AI Actions in File Explorer. Some hidden stuff for Windows 11 was also discovered this week. For one, it looks like Windows 11 will soon have its own variant of Handoff from macOS. During a Build session, Microsoft showcased how users can transfer their workflow from a mobile device and continue where they left off on Windows 11. Nothing has been publicly announced, though. Second, Microsoft is working on the ability to save screen recordings as GIFs in Snipping Tool. What is not hidden are the new features for Paint, Snipping Tool, and Notepad, which Microsoft announced earlier this month at its Surface event. Those features are now rolling out to Windows Insiders in the Dev and Canary Channels. This section covers software, firmware, and other notable updatesdelivering new features, security fixes, improvements, patches, and more from Microsoft and third parties. At Build 2025, Microsoft announced many updates. Starting with open-source, GitHub Copilot in Visual Studio Code and Windows Subsystem for Linux are now open-source, which means everyone can build their own projects based on them and contribute to the development. Recently, Microsoft sent an email asking for feedback on a new set of Office icons. While a public announcement has not been made yet, someone on Reddit took the matter into their own hands and made the icon pack themselves. Behold, a pack of high-quality Office icons that you can download right now. Speaking of Office, Microsoft introduced its presentation customization tool for PowerPoint to Mac users. This accessibility feature helps create a logical reading flow for elements in your slide and improves other aspects that make it easier for viewers to make sense when viewing and reading your slides. This week brought plenty of browser updates. Microsoft, for one, is making Google Chrome a bit safer by bringing Edge's automatic privilege de-elevation mechanism to the most popular browser in the world. Microsoft Edge received this feature six years ago, and now, it is finally making it to Chrome. Microsoft also released two updates: one for Edge Stable and one for Edge Beta. These updates introduced more Copilot for the new tab page and fixed a bunch of bugs. At Build 2025, Microsoft announced several updates to its browser, including free content filtering on Edge for Business, PDF translation, summaries, and take automation. The company also proposed a new AI API web standard to help developers integrate AI functionality into their web apps. Vivaldi received a new feature update under version 7.4. While it is not the biggest release, it introduced some neat improvements, such as better keyboard shortcut controls and enhancements to the address bar. Here are other updates and releases you may find interesting: Here are the latest drivers and firmware updates released this week: Nvidia 576.52 WHQL with the RTX 5060 support and bug fixes. Also, Nvidia released a firmware update for the RTX 5060 and 5060 Ti to fix black screens during reboots on systems with old motherboards. Here is the hardware and software we reviewed this week This week, Robbie Khan reviewed the Sharge ICEMAG 2, an interesting Qi2 wireless power bank with active cooling to keep temperatures low when charging your device wirelessly. It has a unique design and solid build quality, but some of its quirks lowered the final score. Learn about upcoming game releases, Xbox rumors, new hardware, software updates, freebies, deals, discounts, and more. PlayStation is getting another slice of the Xbox pie. Ninja Theory announced that Senua's Saga: Hellblade II is coming to PlayStation 5 later this year. No exact dates have been shared yet, though. Valve released an update for SteamOS. Version 3.7.8 arrived in the Stable Channel with a few important changes, such as support for other AMD-based handhelds, a battery limiter for the Steam Deck, and multiple bug fixes. Nvidia is running a Summer Sale, during which you can purchase six months of the GeForce NOW Performance plan with a 40% discount for just In addition, the company added support for more games, including the enhanced edition of the STALKER trilogy, Survive the Fall, Blades of Fire, Monster Train 2, and more. Speaking of GeForce NOW, it is now available in the updated Xbox app on PC. The app can now prompt you to select the preferred streaming service: Xbox Cloud Gaming or GeForce NOW. Other changes in the May 2025 update include improved widgets for the GameBar and more. Xbox Game Pass now has more games. Microsoft announced the latest additions to the catalog, which include Moster Train 2, Creatures of Ava, S.T.A.L.K.E.R. 2, Symphonia, Spray Paint Simulator, and more. Deals and freebies This week's Weekend PC Game Deals is full of Warhammer specials, Witcher anniversary discounts, and three freebies from the Epic Games Store, which include the just-released Deliver At All Costs. Other gaming news includes the following: Every week, we cover many deals on different hardware and software. The following discounts are still available, so check them out. You might find something you want or need. Samsung Q-Series Soundbar HW-Q900F - | Skullcandy Crusher ANC 2 Wireless - | 44% off Sonos Move 2 - | 25% off Samsung Q990F Soundbar - | 20% off This link will take you to other issues of the Microsoft Weekly series. You can also support Neowin by registering a free member account or subscribing for extra member benefits, along with an ad-free tier option. Microsoft Weekly image background by Engin_Akyurt on Pixabay #microsoft #weekly #build #more #xbox
    WWW.NEOWIN.NET
    Microsoft Weekly: Build 2025, more Xbox games for PS5, and remastered Windows 95 wallpapers
    This week's news recap is here with a lot of news and announcements from the Build 2025 developer conference, a bunch of new Windows 11 preview builds, fresh features for inbox Windows 11 apps, more Xbox games for PlayStation 5, and other stories. Quick links: Here, we talk about everything happening around Microsoft's latest operating system in the Stable channel and preview builds: new features, removed features, controversies, bugs, interesting findings, and more. And, of course, you may find a word or two about older versions. Build 2025, Microsoft's annual developer conference, took place this week. There, the company announced some interesting stuff for Windows 11. While it was primarily aimed at developers, regular users will also find some of the upcoming changes useful and interesting. The Settings app, for one, is getting the new Advanced page for the Settings app (now available in the latest preview build). There is also a new command-like editor called Edit, WinGet Configuration for quick dev environment deployments, and more. Developers and users will also be glad to learn about the Microsoft Store improvements, which include the "last updated" date for apps, free registration for individual developers, better Health Reports in the Partner Center, direct Win32 updates, and more. Microsoft is also improving Administrator protection in Windows 11, adding quantum encryption to Windows builds, and bringing Model Context Protocol support to its operating system. Moving from announcements to releases, Microsoft pushed KB5061768 to Windows 10 users to address BitLocker recovery loops on certain Intel-based systems. The update is available in the Microsoft Update Catalog only (not obtainable via Windows Update). Now, here is some interesting Windows trivia. A Microsoft engineer published a blog post explaining how Windows cleverly guesses it despitenot knowing how fast your processor actually is. Another engineer showed how bad code in apps can lead to Windows system slowdown. Also, here is a remastered version of the original Windows 95 wallpaper, in case you want some high-resolution nostalgia on your 4K monitor, and an interesting discussion about which Windows version is the best for old PCs (not Windows 11). Here is what Microsoft released for Windows Insiders this week: Builds Canary Channel Build 27863 The Canary Channel received a relatively small build with post-quantum cryptography support and a few bug fixes. Dev Channel Build 26200.5603 (KB5058488) A pretty big release with new stuff like the announced AI actions in File Explorer, the Advanced Settings page, redesigned Windows Widgets, an improved energy saver, the ability to compress images before sharing them, and plenty more. Beta Channel Build 26120.4151 (KB5058486) This build is identical to 26200.5603 from the Dev Channel. Build 26120.4151 (KB5058515) In this build, Microsoft introduced new capabilities for Click to Do, some widget improvements, lock screen widget customization, more app recommendations across the operating system, and various fixes. Release Preview Channel Build 26100.4188 (KB5058499) This preview of the upcoming non-security update delivers more AI-powered capabilities to compatible Copilot+ PCs, HDR improvements, new Copilot features, and various fixes for audio, USB, MMC, input, and more. Plenty of new features in this week's builds are rolling out gradually, including AI Actions for File Explorer. However, as usual, you can enable them with a simple third-party tool. Check out this article to learn how to force-enable AI Actions in File Explorer. Some hidden stuff for Windows 11 was also discovered this week. For one, it looks like Windows 11 will soon have its own variant of Handoff from macOS. During a Build session, Microsoft showcased how users can transfer their workflow from a mobile device and continue where they left off on Windows 11. Nothing has been publicly announced, though. Second, Microsoft is working on the ability to save screen recordings as GIFs in Snipping Tool. What is not hidden are the new features for Paint, Snipping Tool, and Notepad, which Microsoft announced earlier this month at its Surface event. Those features are now rolling out to Windows Insiders in the Dev and Canary Channels. This section covers software, firmware, and other notable updates (released and coming soon) delivering new features, security fixes, improvements, patches, and more from Microsoft and third parties. At Build 2025, Microsoft announced many updates. Starting with open-source, GitHub Copilot in Visual Studio Code and Windows Subsystem for Linux are now open-source, which means everyone can build their own projects based on them and contribute to the development. Recently, Microsoft sent an email asking for feedback on a new set of Office icons. While a public announcement has not been made yet, someone on Reddit took the matter into their own hands and made the icon pack themselves. Behold, a pack of high-quality Office icons that you can download right now. Speaking of Office, Microsoft introduced its presentation customization tool for PowerPoint to Mac users. This accessibility feature helps create a logical reading flow for elements in your slide and improves other aspects that make it easier for viewers to make sense when viewing and reading your slides. This week brought plenty of browser updates. Microsoft, for one, is making Google Chrome a bit safer by bringing Edge's automatic privilege de-elevation mechanism to the most popular browser in the world. Microsoft Edge received this feature six years ago, and now, it is finally making it to Chrome. Microsoft also released two updates: one for Edge Stable and one for Edge Beta. These updates introduced more Copilot for the new tab page and fixed a bunch of bugs. At Build 2025, Microsoft announced several updates to its browser, including free content filtering on Edge for Business, PDF translation, summaries, and take automation. The company also proposed a new AI API web standard to help developers integrate AI functionality into their web apps. Vivaldi received a new feature update under version 7.4. While it is not the biggest release, it introduced some neat improvements, such as better keyboard shortcut controls and enhancements to the address bar. Here are other updates and releases you may find interesting: Here are the latest drivers and firmware updates released this week: Nvidia 576.52 WHQL with the RTX 5060 support and bug fixes. Also, Nvidia released a firmware update for the RTX 5060 and 5060 Ti to fix black screens during reboots on systems with old motherboards. Here is the hardware and software we reviewed this week This week, Robbie Khan reviewed the Sharge ICEMAG 2, an interesting Qi2 wireless power bank with active cooling to keep temperatures low when charging your device wirelessly. It has a unique design and solid build quality, but some of its quirks lowered the final score. Learn about upcoming game releases, Xbox rumors, new hardware, software updates, freebies, deals, discounts, and more. PlayStation is getting another slice of the Xbox pie. Ninja Theory announced that Senua's Saga: Hellblade II is coming to PlayStation 5 later this year. No exact dates have been shared yet, though. Valve released an update for SteamOS. Version 3.7.8 arrived in the Stable Channel with a few important changes, such as support for other AMD-based handhelds, a battery limiter for the Steam Deck, and multiple bug fixes. Nvidia is running a Summer Sale, during which you can purchase six months of the GeForce NOW Performance plan with a 40% discount for just $29.99. In addition, the company added support for more games, including the enhanced edition of the STALKER trilogy, Survive the Fall, Blades of Fire, Monster Train 2, and more. Speaking of GeForce NOW, it is now available in the updated Xbox app on PC. The app can now prompt you to select the preferred streaming service: Xbox Cloud Gaming or GeForce NOW. Other changes in the May 2025 update include improved widgets for the GameBar and more. Xbox Game Pass now has more games. Microsoft announced the latest additions to the catalog, which include Moster Train 2, Creatures of Ava, S.T.A.L.K.E.R. 2, Symphonia, Spray Paint Simulator, and more. Deals and freebies This week's Weekend PC Game Deals is full of Warhammer specials, Witcher anniversary discounts, and three freebies from the Epic Games Store, which include the just-released Deliver At All Costs. Other gaming news includes the following: Every week, we cover many deals on different hardware and software. The following discounts are still available, so check them out. You might find something you want or need. Samsung Q-Series Soundbar HW-Q900F - $1,097.99 | Skullcandy Crusher ANC 2 Wireless - $128.99 | 44% off Sonos Move 2 - $336 | 25% off Samsung Q990F Soundbar - $1,597.99 | 20% off This link will take you to other issues of the Microsoft Weekly series. You can also support Neowin by registering a free member account or subscribing for extra member benefits, along with an ad-free tier option. Microsoft Weekly image background by Engin_Akyurt on Pixabay
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  • Starfield PS5 Announcement Coming This Year, Could Launch Shortly After – Rumor

    With so many Xbox Game Studios titles coming to PS5 – Senua’s Saga: Hellblade 2 being the most recent announcement – one has to wonder about Starfield. Bethesda has promised “a lot of exciting things” for the space-faring RPG in 2025, but outside of a recent beta update, there hasn’t been any word of releasing on other consoles.
    However, insider NateTheHate has reaffirmed that a PS5 version is coming and “intent should be announced this year. It’s just a matter of when the announcement will happen.” He also expected the gap between the announcement and release to be “minimal.”
    The Verge’s Tom Warren alleged that Starfield was meant to arrive for PS5 alongside Shattered Space, its first expansion, last year. Plans seemingly changed for some unknown reason. Then again, something similar happened to Forza Horizon 5, and it’s now available for the console.
    With titles like Gears of War: Reloaded and The Outer Worlds 2 launching on day one for PS5 alongside PC and Xbox Series X/S, it’s probably only a matter of time before Starfield makes the jump. Perhaps at the Xbox Games Showcase on June 8th – stay tuned for updates until then.

    Starfield is coming to PS5 & intent should be announced this year. It's just a matter of when will the announcement happen.— NateTheHate2May 21, 2025

    I would expect the gap between announcement and release to be minimal.— NateTheHate2May 21, 2025
    #starfield #ps5 #announcement #coming #this
    Starfield PS5 Announcement Coming This Year, Could Launch Shortly After – Rumor
    With so many Xbox Game Studios titles coming to PS5 – Senua’s Saga: Hellblade 2 being the most recent announcement – one has to wonder about Starfield. Bethesda has promised “a lot of exciting things” for the space-faring RPG in 2025, but outside of a recent beta update, there hasn’t been any word of releasing on other consoles. However, insider NateTheHate has reaffirmed that a PS5 version is coming and “intent should be announced this year. It’s just a matter of when the announcement will happen.” He also expected the gap between the announcement and release to be “minimal.” The Verge’s Tom Warren alleged that Starfield was meant to arrive for PS5 alongside Shattered Space, its first expansion, last year. Plans seemingly changed for some unknown reason. Then again, something similar happened to Forza Horizon 5, and it’s now available for the console. With titles like Gears of War: Reloaded and The Outer Worlds 2 launching on day one for PS5 alongside PC and Xbox Series X/S, it’s probably only a matter of time before Starfield makes the jump. Perhaps at the Xbox Games Showcase on June 8th – stay tuned for updates until then. Starfield is coming to PS5 & intent should be announced this year. It's just a matter of when will the announcement happen.— NateTheHate2May 21, 2025 I would expect the gap between announcement and release to be minimal.— NateTheHate2May 21, 2025 #starfield #ps5 #announcement #coming #this
    GAMINGBOLT.COM
    Starfield PS5 Announcement Coming This Year, Could Launch Shortly After – Rumor
    With so many Xbox Game Studios titles coming to PS5 – Senua’s Saga: Hellblade 2 being the most recent announcement – one has to wonder about Starfield. Bethesda has promised “a lot of exciting things” for the space-faring RPG in 2025, but outside of a recent beta update, there hasn’t been any word of releasing on other consoles. However, insider NateTheHate has reaffirmed that a PS5 version is coming and “intent should be announced this year. It’s just a matter of when the announcement will happen.” He also expected the gap between the announcement and release to be “minimal.” The Verge’s Tom Warren alleged that Starfield was meant to arrive for PS5 alongside Shattered Space, its first expansion, last year. Plans seemingly changed for some unknown reason. Then again, something similar happened to Forza Horizon 5, and it’s now available for the console. With titles like Gears of War: Reloaded and The Outer Worlds 2 launching on day one for PS5 alongside PC and Xbox Series X/S, it’s probably only a matter of time before Starfield makes the jump. Perhaps at the Xbox Games Showcase on June 8th – stay tuned for updates until then. Starfield is coming to PS5 & intent should be announced this year. It's just a matter of when will the announcement happen.— NateTheHate2 (@NateTheHate2) May 21, 2025 I would expect the gap between announcement and release to be minimal.— NateTheHate2 (@NateTheHate2) May 21, 2025
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  • FTC concedes defeat in appeal over Microsoft merger with Activision Blizzard

    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commissionhas finally halted its attempts to block Microsoft's colossal billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year.  about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
    #ftc #concedes #defeat #appeal #over
    FTC concedes defeat in appeal over Microsoft merger with Activision Blizzard
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commissionhas finally halted its attempts to block Microsoft's colossal billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year.  about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like #ftc #concedes #defeat #appeal #over
    WWW.GAMEDEVELOPER.COM
    FTC concedes defeat in appeal over Microsoft merger with Activision Blizzard
    TechTarget and Informa Tech’s Digital Business Combine.TechTarget and InformaTechTarget and Informa Tech’s Digital Business Combine.Together, we power an unparalleled network of 220+ online properties covering 10,000+ granular topics, serving an audience of 50+ million professionals with original, objective content from trusted sources. We help you gain critical insights and make more informed decisions across your business priorities.FTC concedes defeat in appeal over Microsoft merger with Activision BlizzardFTC concedes defeat in appeal over Microsoft merger with Activision Blizzard'The public interest is best served by dismissing the administrative litigation in this case.'Chris Kerr, Senior Editor, NewsMay 23, 20252 Min ReadImage via MicrosoftThe Federal Trade Commission (FTC) has finally halted its attempts to block Microsoft's colossal $69 billion merger with Call of Duty maker Activision Blizzard.It's a notable development that brings a protracted regulatory dispute to a close. Since Microsoft announced its intention to acquire Activision Blizzard in 2022, the FTC made repeated attempts to snuff out the deal in the United States.The latest and seemingly final chapter in the high-profile skirmish comes after the FTC failed to convince a lower court to issue a preliminary injunction blocking the deal. It subsequently appealed that decision but was again rebuffed earlier this month.In a new court filing shared by Microsoft president Brad Smith on X, the FTC confirmed it has now thrown in the towel."The Commission has determined that the public interest is best served by dismissing the administrative litigation in this case," reads the filing. "Accordingly, it is hereby ordered that the Complaint in this matter be, and it hereby is dismissed."Smith described the move as a "victory for players across the country" and said Microsoft is "grateful" to the FTC for the announcement. FTC taps out of monumental regulatory battle with MicrosoftAlthough the merger was eventually completed in 2023, that didn't stop the FTC from appealing the move—although Microsoft repeatedly overcame the regulator's challenges.Related:The FTC initially argued the merger would give Microsoft a significant competitive edge over rivals like PlayStation and Nintendo by allowing it to turn major franchises like Call of Duty into platform exclusives.Microsoft, however, penned multiple agreements with its competitors prior to the deal going through to ensure Call of Duty would remain on platforms like PlayStation for the next decade.Since the merger was completed, Microsoft has ported other major first-party titles to PlayStation including Indiana Jones and the Great Circle, Forza Horizon 5, Gears of War: Reloaded, and Senua's Saga: Hellblade II.The Xbox maker has also laid off thousands of workers over the past two years, initially cutting 1,900 roles in January 2024—just months after completing the merger—before slashing another 650 jobs later that year. Read more about:XboxActivision BlizzardM&AAbout the AuthorChris KerrSenior Editor, News, GameDeveloper.comGame Developer news editor Chris Kerr is an award-winning journalist and reporter with over a decade of experience in the game industry. His byline has appeared in notable print and digital publications including Edge, Stuff, Wireframe, International Business Times, and PocketGamer.biz. Throughout his career, Chris has covered major industry events including GDC, PAX Australia, Gamescom, Paris Games Week, and Develop Brighton. He has featured on the judging panel at The Develop Star Awards on multiple occasions and appeared on BBC Radio 5 Live to discuss breaking news.See more from Chris KerrDaily news, dev blogs, and stories from Game Developer straight to your inboxStay UpdatedYou May Also Like
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  • Games Inbox: Would you buy a PlayStation that was a PC?

    Should Sony embrace a PC future?The Thursday letters page is surprised that Nintendo Switch 2 stock is relatively easy to find, as one reader looks forward to Hellblade 2 on PS5.
    To join in with the discussions yourself email gamecentral@metro.co.uk
    Box it up
    Hearing about the rumours of the next gen Xbox being basically an ordinary PC makes perfect sense and is not a surprise to me. I think it’s the only logical move left for Xbox, even if I’m not sure how they’re going to make any money from it if Steam and the other stores are going to be on there.PC gaming is quickly taking over, so my question is whether the PlayStation 6 could also be a ‘PC in a box’. It may sound crazy but a few years ago, so too would the idea of Sony games appearing on PC. I really don’t see what the argument would be against it, especially given how expensive the PS5 Pro already is.
    Making the next PlayStation, or at least the PlayStation 7, a PC means Sony don’t have to spend nearly as much on hardware R&D and can instead concentrate on making games. Something that they don’t seem to have had the time or money for this gen.
    I think especially as streaming starts to take off, as the preferred casual method for playing games, it will only be the PC that is left as an alternative. It’s sad in a way but, personally speaking, as long as the games are still good I don’t really care that much.Purple Ranger
    Doomed highlight
    I’ve just beaten Doom: The Dark Ages and thoroughly enjoyed it. I think your review was accurate but since I was playing it for free on Game Pass the faults didn’t really bother me. However, I have to comment on the story, or rather the fact that Bethesda chose to highlight as one of the most important new features of the game.It’s a complete non-event: boring and cliched, with no characters of any interest. Even the game seems to lose interest because there are very few proper cut scenes in the second half, not that that’s a problem. None of it is a problem, really, because who wants a story in a game like Doom? So why did Bethesda make so much of a fuss about it?
    If it had been good that would’ve been one thing. If there’d been a lot of cut scenes that would’ve been something else. But it was just nothing. I really don’t understand why they ever thought to mention it.James
    Speed of Mercury
    Is there a chance you will review Blades Of Fire, please? I’m very interested in MercurySteam games; I love both of their Metroid games and I’m that one person that liked all three of their Castlevania games.Your reviews are the ones I trust the most so if you do have the time I’d appreciate it, the few I’ve seen have been quite mixed.
    Thank you, keep up the excellent work.BeastiebatCurrently playing: Devil May Cry 3: Special Edition, Metroid Dread, and Elevator Action -Returns- S-TributeGC: Thank you. We’re trying to get it done but we’re a bit behind this week, due to staff holidays and press events.
    Email your comments to: gamecentral@metro.co.uk
    News update
    There’s a couple of things I’ve not seen yourselves or any readers mention lately, so I thought I should bring them up.The Sea Of Stars DLC is out now!
    It’s absolutely free too, which seems crazy because it looks quite substantial. I’m looking forward to playing it this weekend when I have more time.
    Another thing I’ve not seen mentioned is that Hogwarts Legacy on Switch 2 can be bought at a huge discount if you own the game on Switch. Around £10 reportedly.
    You can even buy the game on Switch in the sale now and then buy the Switch 2 version, costing under £30 in total, it seems, which is a great deal.
    It’s not an upgrade as the Switch 2 game isn’t a port.
    Keep up the great work! I don’t write in much, but I still read every morning. I finally prefer this than the Teletext days now.Fatys Henrys
    GC: Thank you for your patronage.
    Old and new
    Excited to hear some actual news about the Cyberpunk 2077 sequel and that it will feature at least one whole new city. However, I hope that the game features both the whole of Night City and the new one. Strangely, I can’t think of any sequels that do that. With GTA, they don’t include the previous game and the new one, and I’m not sure anywhere else does either.Weirdly, the only example I can think of that did that is Pokémon Gold and Silver, which had the whole of the map from Red and Blue. I’m sure there’s technical reasons it doesn’t happen usually but while the PlayStation 5 and beyond may no longer show much of a graphical improvement perhaps there’ll be able to do things like this more easily.Kankor
    The end of the beginning
    So, after being reminded that my mother’s partner doesn’t like me very much I’ve cheered up with two lovely pieces of news. Stellar Blade is getting a sequel, very soon. It releases on PC next month. The second announcement is Senua’s Saga: Hellblade 2 on PlayStation 5 in the summer. This is something I was highly anticipating. Just the graphics alone makes it worth the time. So, after this and Gears Of War also releasing on PlayStation I’m not asking if Xbox is truly dead. It’s a fact that Xbox is indeed only kept afloat by Game Pass.This is only the start. Halo will release on PlayStation 5. Fable. Avowed. State Of Decay 3. Starfield. The list goes on. In hindsight this is deserved. Because of the Xbox One’s failure Microsoft lagged behind an entire generation and Sony raced ahead, never looking back. I never brought an Xbox One, actually. The PlayStation 4 was my choice in 2013 and after picking up the last one, at Argos in 2014. I never gave the Xbox One a second look.
    Today, Microsoft are still suffering from their malignant decisions and it is thoroughly deserved. If I was Phil Spencer I’d cancel the upcoming handheld, because that is leading up to a fail, much more so than the Xbox One. Not even ASUS can save Xbox.Shahzaib Sadiq
    Direct from the source
    I’m always fascinated by Nintendo’s Ask the Developers interviews, they’re so in-depth and genuine and I don’t think they get enough recognition. Nintendo’s reputation is of being secretive and distant, but Sony and Microsoft would never do something like this. They just have carefully worded developer quotes that were probably written by a marketing person anyway.Who would’ve guessed they’ve been planning Mario Kart World for eight years or that they were already making Switch 2 games, based on preliminary specs, in 2020? I guess that’s the sort of time you need but it’s very interesting to get exact dates and to hear it from the horse’s mouth.Onibee
    In stock now
    I’ve managed to bag myself a Switch 2 pre-order after you put your article up on where to buy it. I was going to hold off; eventually decided I can’t resist the temptation to play the new Mario Kart. But I think it will be a good long term investment and there’s no ruling out that there might be an eventual price increase of the unit, like there’s been recently with other consoles.After I managed to get my pre-order done about a week ago or so I’ve visited some of those retailers, websites just to see how lucky I got managing to pre-order it in the first place. I’ve been able to see deals every time; different deals but there’s always been at least one available with Mario Kart or the Zelda pack or camera or SD card bundle. I’ve checked out of curiosity about four or five times and could have dropped on a pre-order again and again, so does that mean Nintendo is actually beating the scalpers? Or is it too expensive or is there a lack of interest?
    I couldn’t for the life of me get an Xbox Series X day one, at the start of the generation because of the use of online bots, but it seems something has changed for the better with the latest Nintendo console release. That’s got to be a good thing for everyone, except the scalpers.Nick The Greek
    GC: It’s hard to tell but there’s no indication of a lack of demand, given analysts think Nintendo is being too cautious in its sales predictions. They always said they wanted no shortages at launch, so we guess their plan worked. It was probably helped by the fact that the Xbox Series X/S and PlayStation 5 came out at the same time, during Covid, and so were competing for manufacturing time and resources. By contrast, Switch 2 has a clear run at a quiet time of year for games.
    Inbox also-rans
    I had literally no idea that Fortnite wasn’t on mobile for the last five years. I would’ve figured that was its biggest format, but I guess you’re saying it wasn’t?MouseGC: No, it’s one of the smallest. Apparently not even Fortnite fans want to play with touchscreen controls.
    I would never, ever in a million years pay £80 for a video game. Even if I got it for cheap later, the fact that it was at one point that much would still put me off.Gribbly

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    The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content.
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    Games Inbox: Would you buy a PlayStation that was a PC?
    Should Sony embrace a PC future?The Thursday letters page is surprised that Nintendo Switch 2 stock is relatively easy to find, as one reader looks forward to Hellblade 2 on PS5. To join in with the discussions yourself email gamecentral@metro.co.uk Box it up Hearing about the rumours of the next gen Xbox being basically an ordinary PC makes perfect sense and is not a surprise to me. I think it’s the only logical move left for Xbox, even if I’m not sure how they’re going to make any money from it if Steam and the other stores are going to be on there.PC gaming is quickly taking over, so my question is whether the PlayStation 6 could also be a ‘PC in a box’. It may sound crazy but a few years ago, so too would the idea of Sony games appearing on PC. I really don’t see what the argument would be against it, especially given how expensive the PS5 Pro already is. Making the next PlayStation, or at least the PlayStation 7, a PC means Sony don’t have to spend nearly as much on hardware R&D and can instead concentrate on making games. Something that they don’t seem to have had the time or money for this gen. I think especially as streaming starts to take off, as the preferred casual method for playing games, it will only be the PC that is left as an alternative. It’s sad in a way but, personally speaking, as long as the games are still good I don’t really care that much.Purple Ranger Doomed highlight I’ve just beaten Doom: The Dark Ages and thoroughly enjoyed it. I think your review was accurate but since I was playing it for free on Game Pass the faults didn’t really bother me. However, I have to comment on the story, or rather the fact that Bethesda chose to highlight as one of the most important new features of the game.It’s a complete non-event: boring and cliched, with no characters of any interest. Even the game seems to lose interest because there are very few proper cut scenes in the second half, not that that’s a problem. None of it is a problem, really, because who wants a story in a game like Doom? So why did Bethesda make so much of a fuss about it? If it had been good that would’ve been one thing. If there’d been a lot of cut scenes that would’ve been something else. But it was just nothing. I really don’t understand why they ever thought to mention it.James Speed of Mercury Is there a chance you will review Blades Of Fire, please? I’m very interested in MercurySteam games; I love both of their Metroid games and I’m that one person that liked all three of their Castlevania games.Your reviews are the ones I trust the most so if you do have the time I’d appreciate it, the few I’ve seen have been quite mixed. Thank you, keep up the excellent work.BeastiebatCurrently playing: Devil May Cry 3: Special Edition, Metroid Dread, and Elevator Action -Returns- S-TributeGC: Thank you. We’re trying to get it done but we’re a bit behind this week, due to staff holidays and press events. Email your comments to: gamecentral@metro.co.uk News update There’s a couple of things I’ve not seen yourselves or any readers mention lately, so I thought I should bring them up.The Sea Of Stars DLC is out now! It’s absolutely free too, which seems crazy because it looks quite substantial. I’m looking forward to playing it this weekend when I have more time. Another thing I’ve not seen mentioned is that Hogwarts Legacy on Switch 2 can be bought at a huge discount if you own the game on Switch. Around £10 reportedly. You can even buy the game on Switch in the sale now and then buy the Switch 2 version, costing under £30 in total, it seems, which is a great deal. It’s not an upgrade as the Switch 2 game isn’t a port. Keep up the great work! I don’t write in much, but I still read every morning. I finally prefer this than the Teletext days now.Fatys Henrys GC: Thank you for your patronage. Old and new Excited to hear some actual news about the Cyberpunk 2077 sequel and that it will feature at least one whole new city. However, I hope that the game features both the whole of Night City and the new one. Strangely, I can’t think of any sequels that do that. With GTA, they don’t include the previous game and the new one, and I’m not sure anywhere else does either.Weirdly, the only example I can think of that did that is Pokémon Gold and Silver, which had the whole of the map from Red and Blue. I’m sure there’s technical reasons it doesn’t happen usually but while the PlayStation 5 and beyond may no longer show much of a graphical improvement perhaps there’ll be able to do things like this more easily.Kankor The end of the beginning So, after being reminded that my mother’s partner doesn’t like me very much I’ve cheered up with two lovely pieces of news. Stellar Blade is getting a sequel, very soon. It releases on PC next month. The second announcement is Senua’s Saga: Hellblade 2 on PlayStation 5 in the summer. This is something I was highly anticipating. Just the graphics alone makes it worth the time. So, after this and Gears Of War also releasing on PlayStation I’m not asking if Xbox is truly dead. It’s a fact that Xbox is indeed only kept afloat by Game Pass.This is only the start. Halo will release on PlayStation 5. Fable. Avowed. State Of Decay 3. Starfield. The list goes on. In hindsight this is deserved. Because of the Xbox One’s failure Microsoft lagged behind an entire generation and Sony raced ahead, never looking back. I never brought an Xbox One, actually. The PlayStation 4 was my choice in 2013 and after picking up the last one, at Argos in 2014. I never gave the Xbox One a second look. Today, Microsoft are still suffering from their malignant decisions and it is thoroughly deserved. If I was Phil Spencer I’d cancel the upcoming handheld, because that is leading up to a fail, much more so than the Xbox One. Not even ASUS can save Xbox.Shahzaib Sadiq Direct from the source I’m always fascinated by Nintendo’s Ask the Developers interviews, they’re so in-depth and genuine and I don’t think they get enough recognition. Nintendo’s reputation is of being secretive and distant, but Sony and Microsoft would never do something like this. They just have carefully worded developer quotes that were probably written by a marketing person anyway.Who would’ve guessed they’ve been planning Mario Kart World for eight years or that they were already making Switch 2 games, based on preliminary specs, in 2020? I guess that’s the sort of time you need but it’s very interesting to get exact dates and to hear it from the horse’s mouth.Onibee In stock now I’ve managed to bag myself a Switch 2 pre-order after you put your article up on where to buy it. I was going to hold off; eventually decided I can’t resist the temptation to play the new Mario Kart. But I think it will be a good long term investment and there’s no ruling out that there might be an eventual price increase of the unit, like there’s been recently with other consoles.After I managed to get my pre-order done about a week ago or so I’ve visited some of those retailers, websites just to see how lucky I got managing to pre-order it in the first place. I’ve been able to see deals every time; different deals but there’s always been at least one available with Mario Kart or the Zelda pack or camera or SD card bundle. I’ve checked out of curiosity about four or five times and could have dropped on a pre-order again and again, so does that mean Nintendo is actually beating the scalpers? Or is it too expensive or is there a lack of interest? I couldn’t for the life of me get an Xbox Series X day one, at the start of the generation because of the use of online bots, but it seems something has changed for the better with the latest Nintendo console release. That’s got to be a good thing for everyone, except the scalpers.Nick The Greek GC: It’s hard to tell but there’s no indication of a lack of demand, given analysts think Nintendo is being too cautious in its sales predictions. They always said they wanted no shortages at launch, so we guess their plan worked. It was probably helped by the fact that the Xbox Series X/S and PlayStation 5 came out at the same time, during Covid, and so were competing for manufacturing time and resources. By contrast, Switch 2 has a clear run at a quiet time of year for games. Inbox also-rans I had literally no idea that Fortnite wasn’t on mobile for the last five years. I would’ve figured that was its biggest format, but I guess you’re saying it wasn’t?MouseGC: No, it’s one of the smallest. Apparently not even Fortnite fans want to play with touchscreen controls. I would never, ever in a million years pay £80 for a video game. Even if I got it for cheap later, the fact that it was at one point that much would still put me off.Gribbly More Trending Email your comments to: gamecentral@metro.co.uk The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. Arrow MORE: Games Inbox: What is Rockstar Games’ best game? GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy #games #inbox #would #you #buy
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    Games Inbox: Would you buy a PlayStation that was a PC?
    Should Sony embrace a PC future? (Sony/Metro) The Thursday letters page is surprised that Nintendo Switch 2 stock is relatively easy to find, as one reader looks forward to Hellblade 2 on PS5. To join in with the discussions yourself email gamecentral@metro.co.uk Box it up Hearing about the rumours of the next gen Xbox being basically an ordinary PC makes perfect sense and is not a surprise to me. I think it’s the only logical move left for Xbox, even if I’m not sure how they’re going to make any money from it if Steam and the other stores are going to be on there.PC gaming is quickly taking over, so my question is whether the PlayStation 6 could also be a ‘PC in a box’. It may sound crazy but a few years ago, so too would the idea of Sony games appearing on PC. I really don’t see what the argument would be against it, especially given how expensive the PS5 Pro already is. Making the next PlayStation, or at least the PlayStation 7, a PC means Sony don’t have to spend nearly as much on hardware R&D and can instead concentrate on making games. Something that they don’t seem to have had the time or money for this gen. I think especially as streaming starts to take off, as the preferred casual method for playing games, it will only be the PC that is left as an alternative. It’s sad in a way but, personally speaking, as long as the games are still good I don’t really care that much.Purple Ranger Doomed highlight I’ve just beaten Doom: The Dark Ages and thoroughly enjoyed it. I think your review was accurate but since I was playing it for free on Game Pass the faults didn’t really bother me. However, I have to comment on the story, or rather the fact that Bethesda chose to highlight as one of the most important new features of the game.It’s a complete non-event: boring and cliched, with no characters of any interest. Even the game seems to lose interest because there are very few proper cut scenes in the second half, not that that’s a problem. None of it is a problem, really, because who wants a story in a game like Doom? So why did Bethesda make so much of a fuss about it? If it had been good that would’ve been one thing. If there’d been a lot of cut scenes that would’ve been something else. But it was just nothing. I really don’t understand why they ever thought to mention it.James Speed of Mercury Is there a chance you will review Blades Of Fire, please? I’m very interested in MercurySteam games; I love both of their Metroid games and I’m that one person that liked all three of their Castlevania games (yes, Lords Of Shadow 2 was unfocused and padded out, but I loved what it got right so much).Your reviews are the ones I trust the most so if you do have the time I’d appreciate it, the few I’ve seen have been quite mixed. Thank you, keep up the excellent work.Beastiebat (PSN ID) Currently playing: Devil May Cry 3: Special Edition, Metroid Dread, and Elevator Action -Returns- S-TributeGC: Thank you. We’re trying to get it done but we’re a bit behind this week, due to staff holidays and press events. Email your comments to: gamecentral@metro.co.uk News update There’s a couple of things I’ve not seen yourselves or any readers mention lately, so I thought I should bring them up.The Sea Of Stars DLC is out now! It’s absolutely free too, which seems crazy because it looks quite substantial. I’m looking forward to playing it this weekend when I have more time. Another thing I’ve not seen mentioned is that Hogwarts Legacy on Switch 2 can be bought at a huge discount if you own the game on Switch. Around £10 reportedly. You can even buy the game on Switch in the sale now and then buy the Switch 2 version, costing under £30 in total, it seems, which is a great deal. It’s not an upgrade as the Switch 2 game isn’t a port. Keep up the great work! I don’t write in much, but I still read every morning. I finally prefer this than the Teletext days now.Fatys Henrys GC: Thank you for your patronage. Old and new Excited to hear some actual news about the Cyberpunk 2077 sequel and that it will feature at least one whole new city. However, I hope that the game features both the whole of Night City and the new one. Strangely, I can’t think of any sequels that do that. With GTA, they don’t include the previous game and the new one, and I’m not sure anywhere else does either.Weirdly, the only example I can think of that did that is Pokémon Gold and Silver, which had the whole of the map from Red and Blue (thanks to no less than Satoru Iwata himself). I’m sure there’s technical reasons it doesn’t happen usually but while the PlayStation 5 and beyond may no longer show much of a graphical improvement perhaps there’ll be able to do things like this more easily.Kankor The end of the beginning So, after being reminded that my mother’s partner doesn’t like me very much I’ve cheered up with two lovely pieces of news. Stellar Blade is getting a sequel, very soon. It releases on PC next month. The second announcement is Senua’s Saga: Hellblade 2 on PlayStation 5 in the summer. This is something I was highly anticipating. Just the graphics alone makes it worth the time. So, after this and Gears Of War also releasing on PlayStation I’m not asking if Xbox is truly dead. It’s a fact that Xbox is indeed only kept afloat by Game Pass.This is only the start. Halo will release on PlayStation 5. Fable. Avowed. State Of Decay 3. Starfield. The list goes on. In hindsight this is deserved. Because of the Xbox One’s failure Microsoft lagged behind an entire generation and Sony raced ahead, never looking back. I never brought an Xbox One, actually. The PlayStation 4 was my choice in 2013 and after picking up the last one, at Argos in 2014. I never gave the Xbox One a second look. Today, Microsoft are still suffering from their malignant decisions and it is thoroughly deserved. If I was Phil Spencer I’d cancel the upcoming handheld, because that is leading up to a fail, much more so than the Xbox One. Not even ASUS can save Xbox.Shahzaib Sadiq Direct from the source I’m always fascinated by Nintendo’s Ask the Developers interviews, they’re so in-depth and genuine and I don’t think they get enough recognition. Nintendo’s reputation is of being secretive and distant, but Sony and Microsoft would never do something like this. They just have carefully worded developer quotes that were probably written by a marketing person anyway.Who would’ve guessed they’ve been planning Mario Kart World for eight years or that they were already making Switch 2 games, based on preliminary specs, in 2020? I guess that’s the sort of time you need but it’s very interesting to get exact dates and to hear it from the horse’s mouth.Onibee In stock now I’ve managed to bag myself a Switch 2 pre-order after you put your article up on where to buy it. I was going to hold off; eventually decided I can’t resist the temptation to play the new Mario Kart. But I think it will be a good long term investment and there’s no ruling out that there might be an eventual price increase of the unit, like there’s been recently with other consoles.After I managed to get my pre-order done about a week ago or so I’ve visited some of those retailers, websites just to see how lucky I got managing to pre-order it in the first place. I’ve been able to see deals every time; different deals but there’s always been at least one available with Mario Kart or the Zelda pack or camera or SD card bundle. I’ve checked out of curiosity about four or five times and could have dropped on a pre-order again and again, so does that mean Nintendo is actually beating the scalpers? Or is it too expensive or is there a lack of interest? I couldn’t for the life of me get an Xbox Series X day one, at the start of the generation because of the use of online bots, but it seems something has changed for the better with the latest Nintendo console release. That’s got to be a good thing for everyone, except the scalpers.Nick The Greek GC: It’s hard to tell but there’s no indication of a lack of demand, given analysts think Nintendo is being too cautious in its sales predictions. They always said they wanted no shortages at launch, so we guess their plan worked. It was probably helped by the fact that the Xbox Series X/S and PlayStation 5 came out at the same time, during Covid, and so were competing for manufacturing time and resources. By contrast, Switch 2 has a clear run at a quiet time of year for games. Inbox also-rans I had literally no idea that Fortnite wasn’t on mobile for the last five years. I would’ve figured that was its biggest format, but I guess you’re saying it wasn’t?MouseGC: No, it’s one of the smallest. Apparently not even Fortnite fans want to play with touchscreen controls. I would never, ever in a million years pay £80 for a video game. Even if I got it for cheap later, the fact that it was at one point that much would still put me off.Gribbly More Trending Email your comments to: gamecentral@metro.co.uk The small printNew Inbox updates appear every weekday morning, with special Hot Topic Inboxes at the weekend. Readers’ letters are used on merit and may be edited for length and content. You can also submit your own 500 to 600-word Reader’s Feature at any time via email or our Submit Stuff page, which if used will be shown in the next available weekend slot. You can also leave your comments below and don’t forget to follow us on Twitter. Arrow MORE: Games Inbox: What is Rockstar Games’ best game? GameCentral Sign up for exclusive analysis, latest releases, and bonus community content. This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply. Your information will be used in line with our Privacy Policy
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  • Senua's Saga: Hellblade 2 jumps to PS5 and it might be even better on Sony's platform

    Xbox exclusive Senua's Saga: Hellblade 2 will make the jump to PlayStation 5, Microsoft has confirmed, as the company continues its plan for multiplatform releasesTech15:38, 21 May 2025Updated 16:27, 21 May 2025Ready to reunite with Senua, PlayStation fans?Microsoft has fully embraced its multiplatform future, with everything from Forza Horizon 5 to Gears of War bound for PlayStation.While Sony hasn't reciprocated just yet, making it the only console with the likes of God of War and The Last of Us, Team Green keeps putting its games on PS5, albeit with a delay from the original Xbox launch in most instances.‌So, which title is next? Why it's 2024's Senua's Saga: Hellblade 2, of course, which is already available on Xbox and PC. Not only will those versions gain extra features through a patch, but Sony's expensive PS5 Pro will get additional features.‌That could make it the best place to play the Xbox game, just like Forza Horizon 5's superlative port.Hellblade 2 is already a stunning game"Senua’s Saga: Hellblade II arrives optimized for PlayStation 5, and PS5 Pro Enhanced, with added features and immersive haptic feedback for new ways to experience the award-winning and critically acclaimed next chapter of Senua’s story," the PlayStation Store listing says.Article continues belowWhile we don't know what the PS5 Pro features will be at this point, the fact that the more powerful system will offer features above and beyond the Xbox version may irk some fans of Microsoft's console.The game will also include Sony's Game Help feature, according to the listing.Hellblade 2 will no longer be an Xbox exclusive‌The first Hellblade, Senua's Sacrifice, was launched on PS4 and Xbox One in 2017, with developer Ninja Theory being acquired by Xbox the following year."The sequel to the award winning Hellblade: Senua’s Sacrifice, Senua returns in a brutal journey of survival through the myth and torment of Viking Iceland," the game's product description explains."Intent on saving those who have fallen victim to the horrors of tyranny, Senua faces a battle of overcoming the darkness within and without."Article continues belowIn our review, we called Hellblade 2 a "stunning interactive movie", but acknowledged it was perhaps lacking in terms of gameplay.For more on PS5 Pro upgrades, check out our list of the best-looking games on Sony's pricier system—and yes, Forza Horizon 5 is on there.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
    #senua039s #saga #hellblade #jumps #ps5
    Senua's Saga: Hellblade 2 jumps to PS5 and it might be even better on Sony's platform
    Xbox exclusive Senua's Saga: Hellblade 2 will make the jump to PlayStation 5, Microsoft has confirmed, as the company continues its plan for multiplatform releasesTech15:38, 21 May 2025Updated 16:27, 21 May 2025Ready to reunite with Senua, PlayStation fans?Microsoft has fully embraced its multiplatform future, with everything from Forza Horizon 5 to Gears of War bound for PlayStation.While Sony hasn't reciprocated just yet, making it the only console with the likes of God of War and The Last of Us, Team Green keeps putting its games on PS5, albeit with a delay from the original Xbox launch in most instances.‌So, which title is next? Why it's 2024's Senua's Saga: Hellblade 2, of course, which is already available on Xbox and PC. Not only will those versions gain extra features through a patch, but Sony's expensive PS5 Pro will get additional features.‌That could make it the best place to play the Xbox game, just like Forza Horizon 5's superlative port.Hellblade 2 is already a stunning game"Senua’s Saga: Hellblade II arrives optimized for PlayStation 5, and PS5 Pro Enhanced, with added features and immersive haptic feedback for new ways to experience the award-winning and critically acclaimed next chapter of Senua’s story," the PlayStation Store listing says.Article continues belowWhile we don't know what the PS5 Pro features will be at this point, the fact that the more powerful system will offer features above and beyond the Xbox version may irk some fans of Microsoft's console.The game will also include Sony's Game Help feature, according to the listing.Hellblade 2 will no longer be an Xbox exclusive‌The first Hellblade, Senua's Sacrifice, was launched on PS4 and Xbox One in 2017, with developer Ninja Theory being acquired by Xbox the following year."The sequel to the award winning Hellblade: Senua’s Sacrifice, Senua returns in a brutal journey of survival through the myth and torment of Viking Iceland," the game's product description explains."Intent on saving those who have fallen victim to the horrors of tyranny, Senua faces a battle of overcoming the darkness within and without."Article continues belowIn our review, we called Hellblade 2 a "stunning interactive movie", but acknowledged it was perhaps lacking in terms of gameplay.For more on PS5 Pro upgrades, check out our list of the best-looking games on Sony's pricier system—and yes, Forza Horizon 5 is on there.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌ #senua039s #saga #hellblade #jumps #ps5
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    Senua's Saga: Hellblade 2 jumps to PS5 and it might be even better on Sony's platform
    Xbox exclusive Senua's Saga: Hellblade 2 will make the jump to PlayStation 5, Microsoft has confirmed, as the company continues its plan for multiplatform releasesTech15:38, 21 May 2025Updated 16:27, 21 May 2025Ready to reunite with Senua, PlayStation fans?Microsoft has fully embraced its multiplatform future, with everything from Forza Horizon 5 to Gears of War bound for PlayStation.While Sony hasn't reciprocated just yet, making it the only console with the likes of God of War and The Last of Us, Team Green keeps putting its games on PS5, albeit with a delay from the original Xbox launch in most instances.‌So, which title is next? Why it's 2024's Senua's Saga: Hellblade 2, of course, which is already available on Xbox and PC. Not only will those versions gain extra features through a patch (although we don't know what those are just yet), but Sony's expensive PS5 Pro will get additional features.‌That could make it the best place to play the Xbox game, just like Forza Horizon 5's superlative port.Hellblade 2 is already a stunning game"Senua’s Saga: Hellblade II arrives optimized for PlayStation 5, and PS5 Pro Enhanced, with added features and immersive haptic feedback for new ways to experience the award-winning and critically acclaimed next chapter of Senua’s story," the PlayStation Store listing says.Article continues belowWhile we don't know what the PS5 Pro features will be at this point, the fact that the more powerful system will offer features above and beyond the Xbox version may irk some fans of Microsoft's console.The game will also include Sony's Game Help feature, according to the listing.Hellblade 2 will no longer be an Xbox exclusive(Image: Ninja Theory)‌The first Hellblade, Senua's Sacrifice, was launched on PS4 and Xbox One in 2017, with developer Ninja Theory being acquired by Xbox the following year."The sequel to the award winning Hellblade: Senua’s Sacrifice, Senua returns in a brutal journey of survival through the myth and torment of Viking Iceland," the game's product description explains."Intent on saving those who have fallen victim to the horrors of tyranny, Senua faces a battle of overcoming the darkness within and without."Article continues belowIn our review, we called Hellblade 2 a "stunning interactive movie", but acknowledged it was perhaps lacking in terms of gameplay.For more on PS5 Pro upgrades, check out our list of the best-looking games on Sony's pricier system—and yes, Forza Horizon 5 is on there.For the latest breaking news and stories from across the globe from the Daily Star, sign up for our newsletters.‌‌‌
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  • Former Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5

    A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year.
    #former #xbox #console #exclusive #senuas
    Former Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5
    A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year. #former #xbox #console #exclusive #senuas
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    Former Xbox console exclusive Senua‛s Saga: Hellblade II is heading to PS5
    A PlayStation 5 port of Senua's Saga: Hellblade II is on the way, according to developer Ninja Theory, with a release date slated for summer. It‛s the latest example of an increasing lineup of Xbox exclusives moving to the rival platform.Via the announcement trailer, the version will be optimized for both PS5 and PS5 Pro, adding haptic feedback as well as new features. The latter will also become available for the game‛s existing platforms, Xbox Series X|S and PC, at launch."We have such incredible fans of Ninja Theory on PlayStation, going all the way back to the days of Heavenly Sword," studio head Dom Matthews said in the announcement. "We‛re so pleased that we can welcome PlayStation fans back to Senua‛s story."The developer released the first game, Hellblade: Senua‛s Sacrifice, on PS4 in 2017, a year before Microsoft purchased the studio as part of an array of acquisitions in June 2018. Since then, Ninja Theory worked on 2020‛s Bleeding Edge, an online multiplayer game that stopped receiving support a year later, as well as Senua‛s Saga: Hellblade II.Major Xbox Game Studios titles continue to land on rival console platformsNinja Theory isn't the only developer under the Xbox Game Studios umbrella to port a major title to PS5. Earlier this month, The Coalition announced Gears of War: Reloaded, a remastered version of the first entry in the series, coming August 26. It also marks the series' debut on PlayStation, alongside PC and Xbox Series X|S.Related:Meanwhile, Bethesda released Indiana Jones and the Great Circle on PS5 last month, after its initial launch on Xbox and PC back on December 8. The port was announced during a Gamescom event last year, which was followed by a livestream in which Xbox head Phil Spencer emphasized that taking Indy's adventure multiplatform was for the good of the brand."Our end result has to be better games that more people can play," Spencer said at the time. "If we’re not focused on that, I think we’re focused on the wrong things."Prior to Microsoft's acquisition of ZeniMax Media, parent company of Bethesda, subsidiary developer MachineGames meant for Indiana Jones and the Great Circle to be multiplatform. A PS5 version was already in the works, but it was killed when the acquisition took place.Developer Arkane was put in a similar situation with Redfall, which was at some point meant to release on PS5. With the acquisition, Xbox decided to turn it into an exclusive."It was 'change' with a capital C," Arkane Austin studio director Harvey Smith said in an interview at the time. "They came in and they said 'No, we’re focusing on PC and Game Pass'.”Related:In May 2024, Microsoft closed Arkane Austin, as well as Tango Gameworks and Alpha Dog games. Krafton acquired Tango in August 2024, while Redfall's final update was released on May 30 of the same year.
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