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Capcom Reveals How It Will Use GenAI Art In Its Games: It Won't

Mon, 03/23/2026 - 23:49

Capcom management has explained how the company will utilize generative AI content in its games going forward, and the answer is that it will not do so.

During a shareholder meeting transcribed by Automaton, Capcom said, "Our company will not be implementing any AI-generated assets into our video game content."

Instead, Capcom will look to "actively utilize" AI technologies to help the process of making games become more efficient, which is what many other developers have also said.

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Minecraft Theme Park To Open In 2027 With Roller Coaster And Themed Food

Mon, 03/23/2026 - 23:07

The Minecraft theme park land inspired by the game, Minecraft World, will open at a UK theme park in the UK in 2027. Developer Mojang and Merlin Entertainment announced the opening date and more details for the attraction during Minecraft Live recently.

Mojang and Merlin first announced plans for the park in 2024. It's set to open in 2027 at Chessington World of Adventures. Fans can take a 35-minute direct train from London to the park, or drive themselves.

Minecraft World will feature the first Minecraft-themed roller coaster, along with themed retail and dining options. "Working closely together with Mojang Studios we are meticulously creating an authentic world that the global community of Minecraft fans will want to immerse themselves in and experience the game in a whole new way," Merlin boss Angela Jobson said.

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Future PlayStation Hardware Will Get AI-Powered Frame Generation, PS5 Architect Confirms

Mon, 03/23/2026 - 20:45

Chief PlayStation 5 architect, Mark Cerny, has confirmed that AI-powered frame generation will come to PlayStation platforms in the near future, before stopping short of confirming which ones and when.

In an interview with Digital Foundry, Cerny explained that PSSR 2, the latest version of the PlayStation 5 Pro exclusive upscaler, stems from the same co-developed algorithm AMD is using with FSR 4 (or FSR Redstone, as it is now known) on PC. It's that same co-development that has helped AMD also include frame generation in its latest iterations, and makes Sony well-poised to include this in its own capacity in the near future.

"Just to clarify a few things about the collaboration with AMD, the new PSSR uses the same core co-developed algorithm as FSR Redstone's Upscaling," Cerny explained. "FSR Frame Generation is also based on co-developed technology (or as my good friend Jack Huynh puts it, 'co-engineered technology'). I’m very happy with how that work is progressing, and an equivalent frame generation library should be seen at some point on PlayStation platforms."

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One Of Resident Evil's Fundamental Joys Is Watching Beautiful Men Get Hurt

Sun, 03/22/2026 - 23:00

The Resident Evil series is celebrating its 30-year anniversary today, March 22, 2025. Below, we look at the way the series subversively blends thirst traps with horrific thrills.

Leon Kennedy is tied up. The henchmen of cult leader Osmund Saddler have injected him with Las Plagas--an ancient, zombifying parasite. His hands are cuffed to a chain, at the other end of which is Kennedy's sometimes-ally Luis Sera. They work together to get free. There is a rhythm between them as they pull on the chain. Their muscles are taut, they trade grunts like drumbeats. For now, their bodies are triumphant. Yet, in just a few short hours, Luis will be dead and Leon will be coughing up blood, while Las Plagas takes more and more hold of him. This is just one moment across Resident Evil's 30-year history, but it is far from a unique one. The franchise puts its stars in constant peril. Because that peril is so fixated on the body and its permeability, it often has an erotic dimension. It's easy to limit this to the games' casts of femme fatales and women-in-peril, but it is the men, especially Leon Kennedy, who bear the brunt of it in practice. One of the series' sincere pleasures is watching beautiful people, but especially beautiful men, get hurt.

In part, this is a consequence of Resident Evil's mechanical ideas. In most shooters and action games, the player cannot really get injured. The body of the Doomslayer, to take one example, is almost a pure machine, operating with total efficiency until the very moment of death. In Resident Evil, each and every hit has consequences. When Chris Redfield or Jill Valentine get hurt, they start to limp. Moving slower means it is more difficult to evade enemies, which means they might have to use more ammo to kill them. Best then, to take as few hits as possible. Their survival depends on vigilance. The body is something that can change, even if a few green herbs can patch it up. As the series morphed into almost pure action, it never lost this fixation.

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How Resident Evil Shifted Perspectives And Framed Fear Over 30 Years

Sun, 03/22/2026 - 23:00

The Resident Evil series is celebrating its 30-year anniversary today, March 22, 2025. Below, we look back at how the formative survival horror franchise has shifted the camera itself to accent its atmosphere.

Resident Evil has always felt like a playable horror film. Players step into the role of desperate survivors while Capcom carefully stages every scare, controlling the pace of tension through framing and timing. Across three decades, the series has experimented constantly with perspective, shifting how players view its haunted mansions, ruined villages, and bioengineered nightmares.

Sometimes the camera keeps players at a distance, watching danger unfold across the room. Other times it presses tightly against a character’s back or moves directly into their point of view. Each shift changes the way fear works.

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