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PS5’s Biggest Physical Games Look Very Different From Its Biggest Digital Hits
The furore over Sony's decision to effectively kill physical games on its PlayStation platform appears to have died down (for now), and new data from Alinea Analytics shows how wide the split between physical and digital PS5 games is in 2026. As Alinea's head of market analysis, Rhys Elliott, notes, PlayStation's top new 2026 games by physical copies are mostly single-player AAA titles, with Resident Evil Requiem the best-seller.
Capcom's hit Resident Evil game is estimated to have sold 1.3 million units on PS5, and it's also estimated to be the only game on the list to have broken the 1 million sales milestone. Other games like 007 First Light (873,000) and Marvel's Wolverine have come close (799,000), but overall, digital currently has a 70/30 sales lead.
Top PlayStation games by physical copies sold and revenues- Resident Evil Requiem -- 1.3 million units sold
- 007 First Light -- 873K units sold
- Marvel's Wolverine -- 799K units sold
- EA Sports FC 27 -- 705K units sold
- Assassin's Creed Black Flag Resynced -- 613K units sold
- Crimson Desert -- 511K units sold
- Pragmata -- 442K units sold
- Onimusha: Way of the Sword -- 423K units sold
As Elliott explained, PlayStation first-party and Japan-centric games typically shift more physical units, with sales of Capcom games like Pragmata and Onimusha: Way of the Sword almost split evenly between physical and digital this year. Physical sales accounted for 44.0% of Pragmata's copies sold so far and 44.1% of Onimusha's copies sold, thanks to Capcom's home market in Japan.
"Our estimates show that Japan accounts for 12% of Onimusha‘s copies sold on PlayStation, and 11% for Pragmata‘s. While digital shares are on the up in Japan, Japanese consumers still have a penchant for physical copies, more so than any Western market. It’s ingrained in the culture," Elliott wrote. "Our estimates show that Japan accounts for 12% of Onimusha‘s copies sold on PlayStation, and 11% for Pragmata‘s. While digital shares are on the up in Japan, Japanese consumers still have a penchant for physical copies, more so than any Western market. It’s ingrained in the culture."
Onimusha: Way of the SwordOther games like Silent Hill: Townfall, Beast of Reincarnation, Yakuza Kiwami 3, and the Fatal Frame 2: Crimson Butterfly remake have also seen their sales split down the middle between physical and digital in Japan, but Sony is attempting to subtly persuade that market to go digital. The company recently released a digital-only PS5 exclusively in that region, at the tempting price of $350.
While Japan is something of an outlier when it comes to game medium preference, the rest of the world is a different story. Sports games are some of the best-sellers of any given year, and as Elliott pointed out, five of the top 10 games in 2026's new PlayStation games by revenue were all sports games. Only 8.9% of EA Sports FC 27 games sold this year were physical, while sales of NBA 2K27, Madden 27, College Football 27, and MLB The Show 26 also heavily favored digital sales.
Publishers have slowly nudged their audiences toward digital editions over the years, offering early access and other perks to encourage them. In comparison, the prestige single-player games that Sony became known for, are still popular with physical game collectors. It's easy to see why Sony wants to squeeze as much revenue juice out of its consumers as possible, as it loses out on extra potential cash with each physical sale. It has to hand a portion of sales over to retailers, fork over cash for various distribution costs, and the company probably isn't happy about it can't extract any cash from the second-hand game sales market.
EA Sports FC 27Compare that to digital and third-party sports games, and you can see how Sony takes a 30% cut from a massive number of games sold on its marketplace, in a genre that is nearly all-digital.
"It's doubly ironic, given the whole move is about squeezing more revenue per player, and a lot of the highest revenue users are some of the people Sony's pissing off," Elliott concluded. "But no, PlayStation won't necessarily lose much revenue by switching to digital-only. Some players will walk, but most will move over to digital. The economics are sound. That wasn’t ever the issue (in my view, anyway). The issue’s been with messaging and giving players a proper off-ramp from physical. Sony is usually quiet and doesn’t talk much, which can sometimes be a strength. It hasn’t been a strength here."
Next-Gen Xbox Could Be $1,800 And Launch In 2028 – Report
A new report sheds more details on Microsoft's plans for new Xbox hardware, including a new handheld device and console, and one of the biggest takeaways is the alleged price.
According to Fortune, the Project Helix console could cost between $1,200 and $1,800, unless Microsoft opts to subsidize the cost. The system could launch in 2028, the report said.
It's not uncommon for platform-holders to eat some of the cost of a new console and make up the difference with software and services. When the Xbox Series X and S platforms launched in 2020, then-Xbox CEO Phil Spencer said Microsoft was losing as much as $200 on every console it sold.
Project Helix might be very expensive.Part of what might be driving up the price for new consoles is the ongoing AI-fueled memory and component shortages. Microsoft itself is one of the biggest proponents of the build-out of all things AI, so its own efforts are contributing to an environment where the next Xbox could be incredibly expensive. Xbox CEO Asha Sharma reacted to this irony, saying it's "wonderful" that GPUs have use beyong gaming.
Richer households already made up the majority of console-buyers today, and that trend is expected to continue
Additionally, the report said Microsoft might release a "next-generation handheld device" for Xbox by the end of 2027, though there were no details on pricing or anything else.
Project Helix is the name for Microsoft's efforts for a "family of devices," so that would seemingly span both console and handheld.
The report added that Microsoft's Xbox and Windows teams reportedly battled over what software should run Project Helix, with the Windows team wanting the handheld to use a "trimmed-down" version of Windows Home. The Xbox team, meanwhile, reportedly pushed to build its own dedicated software.
An unnamed "senior Xbox executive" was said to have threatened to pull the plug on the entire handheld device rather than use Windows. Going forward, Xbox is "largely controlling the direction" of the handheld's OS, but Sharma told the site that the two teams work together. "We can't build Helix on our own," she said.
Sharma took over as Xbox CEO in February this year, immediately declaring that Xbox was in an unhealthy place and taking drastic measures that she believes may right the ship, including laying off staff, closing studios, and cancelling games. The layoffs, which have included about 2,000 people so far, are not done yet, as the Fortune story says more Xbox layoffs are coming this month, in November, and then again in January 2027.
Sharma also made major organizational changes, including handing Halo over to Activision for the future.
Here Are The Mechanics and Dozens Of New Cards From Magic: The Gathering’s Star Trek Set
After a year that featured alternate realities, ninja turtles, superheroes, and hobbits, the final Magic: The Gathering expansion of 2026 is going where no Universes Beyond set has gone before, as Star Trek is scheduled to launch in November.
Today, Wizards of the Coast revealed the mechanics players can expect in the set, along with dozens of new cards from both the main set and the preconstructed Commander decks. We also got a glimpse at some of the set's special treatments, including the seven cards that will come signed by the people depicted on the artwork.
Here's everything revealed during today's Magic: The Gathering Star Trek debut.
The mechanics of MTG Star TrekSeven new mechanics--two of them found only in the Commander cards--highlight the set, along with a eighth mechanic returning from 2024's Edge of Eternities.
OPen CommunicationsFirst is Beam Me Up, which allows you to cast certain spells from your graveyard by returning a creature you control to its owner's hand and paying a separate cost. The example card provided is Open Communications, which normally costs a single blue mana, but you can cast it again from your graveyard by returning a creature to its owner's hand and paying two generic and one blue mana.
Next is Face A Dilemma, which adds an additional wrinkle to a mechanic Magic fans are very familiar with. Basically, any time you have to choose a mode in a spell, you are "facing a dilemma," and there are cards in Star Trek that will give extra benefits simply because you made a choice. Seven of Nine, for example, lets you draw a card any time you have to make a choice on a modal spell.
Star Trek also introduces new modal spells, like the enchantment Kobayashi Maru Scenario. Every turn after casting this card, you must choose one of the four effects listed on the card, and you can't choose the same one twice--which means if you can't remove the enchantment after four turns, it's game over.
The next mechanic is Federation, which cares about the number of creature types among creatures you control that aren't the Borg (which makes sense, because the Federation and the Borg are like oil and water).
With Captain Jonathan Archer, by paying one green mana and tapping Archer, you can give another creature +X/+X until end of turn. As Archer is a Human Officer, and he creates a Dog token, that's at minimum +3/+3 on the first activation.
Starfleet Academy, meanwhile, allows you to pay five generic mana, tap it, and choose a color to add one mana of that color for every creature type among creatures you control. If you have a wide board of varied tokens, that could be a massive mana source.
Strange New Worlds is the next new mechanic, which cares about the lands you control. The more lands with different names you have on the board, the more effective these cards will be.
Deep Space Scan, for example, will let you draw a card for each differently named land on your side of the table. If you're playing a three-color deck, and you have an Island, a Mountain, and a Forest on the board, that's three cards coming to your hand.
Captain Pike, Fullness of Time, meanwhile, has his power and toughness determined by the number of differently named lands you control. If you're the type of person who likes to play different non-basic lands in your Commander deck, casting Captain Pike late in the game could result in a massive creature on the spot.
So far, we've focused on the good guy mechanics, now here's one for the baddies. Assimilate allows you to take any creature from a certain zone and add it to your battlefield, though it will become a Borg artifact creature instead of its other types.
Borg Cube lets you exile any creature on the board when it enters, and then when it attacks for the first time, you can add that exiled creature to your board as a Borg. Then, for every subsequent attack, you can repeat the process.
Borg Cube also shows off the major returning mechanic, Edge of Eternities' Spacecraft and Station mechanic. Multiple iconic spaceships from Star Trek's history appear on cards in the set, and they all have the Station mechanic, which allows a player to tap a creature in order to add charge counters to the Spacecraft equal to that creature's power. Once enough charge counters are added, the Spacecraft becomes an artifact creature and gains extra abilities.
For example, when three charge counters are added to D-7 Battle Cruiser, it will create a 2/1 Klingon Warrior creature token at the beginning of combat on your turn. When eight or more counters are added to it, it becomes a 3/3 flying creature.
Worf, Defiant CommanderThe final two mechanics are exclusive to the Commander format, and only found on cards in the preconstructed commander decks. The first is Battlefront, which grants additional perks based on how many opponents you attack during a combat phase.
Worf, Defiant Commander is the face card of the Klingon Fury precon deck, and his Battlefront ability lets you exile a number of cards from the top of your library equal to the number of opponents you attacked. Until your next turn, you can play those cards as if they were in your hand.
Now, this ability only cares about players you actively attack. Abilities like myriad, which add tokens to the board already attacking, will not count toward a Battlefront ability, so choose wisely.
Jean-Luc Picard, LuminarySeek Out is the other Commander-only mechanic, and it gives an added perk whenever you draw your second card in a turn, even if the permanent with the ability wasn't on the field when you drew your first card. Jean-Luc Picard, Luminary is the example card, as he gives a +1/+1 counter to a creature and two charge counters to a Spacecraft every time you draw your second card in a turn.
Booster Fun treatmentsThe Star Trek set will feature many themed treatments across its suite of products, and all of those were shown off during the stream as well.
First up are the seven Headliner Signature cards, which feature seven prominent faces from across Star Trek's history. Each of these cards will come with the authentic signature of the actor who portrayed the character; which means you could pull a Levar Burton, Patrick Stewart, Kate Mulgrew, or William Shatner autograph out of a Collector Booster pack, among others.
First up are the seven Headliner Signature cards, which feature seven prominent faces from across Star Trek's history. Each of these cards will come with the authentic signature of the actor who portrayed the character; which means you could pull a Levar Burton, Patrick Stewart, Kate Mulgrew, or William Shatner autograph out of a Collector Booster pack, among others.
Next is the LCARS Showcase treatment, designed to look like an entry from the U.S.S. Enterprise's Library Computer Access and Retrieval System, or LCARS. Q, Stacking The Deck, Resistance Is Futile, and Seven of Nine, Unassimilated were among the cards shown off in the LCARS frame.
Next is the LCARS Showcase treatment, designed to look like an entry from the U.S.S. Enterprise's Library Computer Access and Retrieval System, or LCARS. Q, Stacking The Deck, Resistance Is Futile, and Seven of Nine, Unassimilated were among the cards shown off in the LCARS frame.
The Classic Enterprise frame is next up, with frames designed to invoke the classic posters from Star Trek's distant past. Captain James T. Kirk, Nyota Uhura, Communications, and Mr. Spock, Science Officer are among the familiar faces featured in these frames.
The Classic Enterprise frame is next up, with frames designed to invoke the classic posters from Star Trek's distant past. Captain James T. Kirk, Nyota Uhura, Communications, and Mr. Spock, Science Officer are among the familiar faces featured in these frames.
The warrior race of the cosmos will also receive its own special treatment with the Klingon Showcase frames. Each Klingon Showcase card can also appear written in Klingon, so it may be time to brush up on the iconic language.
The warrior race of the cosmos will also receive its own special treatment with the Klingon Showcase frames. Each Klingon Showcase card can also appear written in Klingon, so it may be time to brush up on the iconic language.
The limited Beam Me Up Bundle will feature the Spacecraft of the Star Trek set in special Schematic framing. Each bundle will include two of a possible eight Schematic frame cards.
The limited Beam Me Up Bundle will feature the Spacecraft of the Star Trek set in special Schematic framing. Each bundle will include two of a possible eight Schematic frame cards.
Finally, the Stardates bonus sheet will feature powerful cards from Magic's past re-imagined within the lens of the Star Trek universe. Four Stardates cards were revealed during the livestream, including the following:
- General Picard, Earth Warlord as Kenrith, The Returned King
- Leonard McCoy, Country Doctor as Bristly Bill, Spine Sower
- Spock, Mirror Malefactor as Prosper, Tome-Bound
- Academy on the Bay as Minamo, School at Water's Edge
Magic: The Gathering's Star Trek expansion launches November 13 in local game stores and big-box retailers. Prerelease events at local game stores are set to begin one week prior, on November 6.
Xbox Series X|S Is Getting A Surprise Graphics Boost From AMD
Sony isn't the only company introducing new upscaling technology to its flagship PlayStation 5, as Microsoft and AMD have announced that FSR 4.1 is coming to more devices--including Xbox Series X|S consoles--in the future.
Similar to Sony's hardware-accelerated upscaling solutions for PS5 and PS5 Pro, AMD FidelityFX Super Resolution (FSR) 4.1 is an advanced, machine-learning-based temporal image upscaling and reconstruction technology that can render a game at a lower resolution and then upscale it to a higher resolution.
While it's highly doubtful that Xbox Series X|S consoles will start offering PS5 Pro-like graphics (both consoles lack dedicated hardware for machine-learning algorithms), this should still give owners a noticeable bump in graphical quality and performance if implemented properly.
"At Xbox, we're building a gaming platform designed to meet players where they are and make it easier for creators to reach them," Xbox chief technology officer Scott Van Vliet said in the announcement video. "AMD has been an important partner in that journey for more than two decades. Together, our teams have been pushing gaming forward, across Xbox and Windows, from the silicon at the heart of our consoles and handhelds to technologies like DirectX, Advanced Shader Delivery, and Auto SR that help developers get more from the hardware and deliver better experiences for our players. Today, we're excited to take another step forward together, with FSR 4.1 coming to Xbox."
Van Vliet added that FSR 4.1 will come to Xbox Series X|S "soon," and that Microsoft and AMD are working to bring the tech to the next-gen Xbox console, Project Helix.
https://youtu.be/fT6TIXnmv-sBeyond that, AMD didn't share any more details on FSR 4.1 for Xbox Series X|S. FSR 1 and FSR 2 relied primarily on spatial algorithms or basic temporal accumulation to upscale games, and questions remain about who will adopt the technology and add support.
Just because the latest version of FSR is out doesn't mean a game will automatically use it. For example, Capcom built the console versions of Pragmata around FSR 1, scaling up from 720p on Xbox Series S and 1080p on Xbox Series X. FSR integration requires manual developer work and testing, so results may vary. We're already seeing signs of this on PS5 with Quick Spectral Super Resolution; for now, only Marvel's Wolverine and Ghost of Yotei will support the new AI upscaling upgrade on base PS5 consoles.
Essentially, developers will have to actually patch their games to use it; AMD FSR 4.1 will not automatically upgrade every older game overnight. The announcement comes just weeks before the launch of Grand Theft Auto 6, and while Rockstar hasn't confirmed if its open-world game will utilize any upscaling technology like PSSR, QSSR, FSR 4.1, we could be looking at a current-gen arms race to find the best console to play the biggest game of the year on.
Beyond Xbox hardware, AMD FSR 4.1 will also be supported in Radeon RX 6000-series graphics cards, Gorgon Halo and Strix Halo Ryzen 9 laptops, and mobile gaming PC handhelds like the Asus ROG Xbox Ally devices that use Z2 Extreme and Z2A chipsets.
This Character-Action Zombie Game Stumbles Into Its Own Way
Stupid Never Dies makes a strong, if extremely weird, first impression. Wrapping roguelite progression around the system of an action-RPG and setting that story in an inventive punk-inspired world of monsters is an inviting hook. Plus, it's hard not to feel some affection for the dimwitted hero and his undoubtedly creepy quest to revive the supposed love of his afterlife. But the inventive world and a few neat ideas can only carry this game so far, and I ultimately struggled to look past the repetitive and often imprecise combat.
The world of Stupid Never Dies has been completely taken over by monsters who emerged from inside the Earth's crust. These monsters are very conspicuously inspired by classic silver screen incarnations and popular B-movies, all filtered through a '90s or '00s pop-punk aesthetic. It's a stylish blend of influences that immediately identifies this game's goofball, self-effacing tone.
Stupid Never DiesWhen these monsters took over the world, they all but wiped out humanity. In the aftermath, a new caste system emerged, with zombies considered to be little more than cannon fodder in the fight for monster supremacy. Zombies who refused to fight in the war are seen as even lower than that--protagonist Davy is one of those, a teenage-looking undead who's more of a lover than a fighter.
In fact, Davy shambles his way into the adventure accidentally. He's just hungry, and happens to eat a weird glowing egg he finds laying around. This turns out to be a Phoenix Egg, giving him the ability to absorb power from other monsters. He doesn't really care to use this newfound power until an associate, Dr. Frank, tells him he may be able to use it to revive a dead girl named Julia who he's been infatuated with. Julia is a random human that Davy found in a freezer, and Davy sets his sights on reviving her solely because he imagines they would be a happy couple.
This motivation doesn't give Julia any agency--we don't know whether she would even want to date a zombie, let alone Davy specifically, and that creates a problematic vibe for the setup. If the story treated this with any degree of seriousness it would be downright toxic. But this is not a serious game, and Davy is very pointedly presented as a complete dumbass, so I at least think we as the audience are supposed to recognize the obvious folly in his lovelorn puppy act. Still, it's a bit ick.
Stupid Never DiesThis uncomfortable setup is also just quickly drowned out with lore and jokes. There's a ton of exposition at the very start to introduce you to this world, but a lot of it is delivered with a sort of "just go with it" haste. It seems at once proud of its stylish mash-up and embarrassed by it as a thin pretense for fighting movie monsters. The humor, similarly, is mostly kept just barely on the right side of cringe, though parts of the story occasionally veer over into being too cheesy or silly.
To have any hope of reviving Julia, Davy has to defeat and absorb the power of KOM, the nickname given to the King of the Monsters. After destroying Earth, most of the monster races burrowed back underground, leaving only the lowly zombies to roam around on the surface. Davy descends into deeper and deeper layers to find new materials in his quest to revive Julia, all leading toward KOM. If he completes a particular boss target or takes a ride back to their home base in an abandoned shopping mall before being defeated, he keeps his gains and can cash them in for power-ups. That's where the roguelite structure comes in.
In the underground combat segments, Davy can move quickly and strike hard, behaving much like a hero in a character-action game. The enemies are nicely differentiated between mobs like lizardmen and skeletons and elites like cyclopes and harpies, offering a good bit of variety, especially since you can absorb the powers of elite enemies. (More on that momentarily).
Stupid Never DiesBy default, Davy's moves feel floaty--flailing and imprecise. This makes sense, as he is a zombie, but it does mean your core moveset never feels very cool or stylish. Devil May Cry this game isn't. You can also parry enemy strikes--the game insists on exclusively calling this a "stupid parry" for no particular reason--or leap to reach flying enemies or knock them into walls or off the stage. Combat has a fun sense of chaos and momentum to it.
As you level up, in roguelite fashion, you'll gain new perks to equip and upgrade. Some of these are fairly straightforward, like boosts to your attack or defense, while others are more specialized, like giving you a passive perk for how many enemies you've knocked off the edge of a stage.
On top of that, Davy has a Bite ability, which you charge up through regular attacks. This functions as both a heal and a finisher, as you can chomp down on enemies to restore some Hit Points, but it's better saved to use as the fatal blow on an elite enemy, since that heals you for a greater amount and grants you a big power boost. A lot of the combat is about managing your bite gauge, building it up for a big enemy, and then chomping into an elite for an impactful heal.
Stupid Never DiesElite enemies also often drop skill cores that you can bite into as long as you have your gauge charged, which lets you add their transformation to a quick select. These are worth using instead of saving, since they expire, but they turn Davy into a super-powerful creature like a werewolf, lich, or snow fairy. Those greatly expand Davy's abilities and make him much more powerful than his standard zombie form. And like the regular upgrades, they also come in different rarities, so it's always exciting to see a legendary monster form that you know will really tear through enemy mobs or that impending boss.
It all works pretty well, but progression can be achingly slow, and the early battles get repetitive fast. I found the game actually became much more fun in the "Go Nuts" mode, a modifier that makes your level progression much faster to speed you along, especially in the early stages. Stupid Never Dies hits its stride about halfway through each run, I found, so breezing past the early parts to get to the meat of the gameplay was just a better way to play.
When you get back to base, there are a variety of upgrade systems. You have Bessie, who sells you upgrades you'll be able to find in the dungeons from then on; a nearby monster who gives you achievement rewards for completing milestones; Acelino, a weredog who can swap your body parts to build out Davy with various stat boosts and abilities; Milo's ice cream shop, which lets you trade giblet gelato for ranked skill and stat upgrades; and Julia, who you can give gifts to in order to earn stat upgrades to the Davy Burst, his super-powered ultimate state. In this base, you can also explore to talk with Dr. Frank about your monster dex, view and heart Julia's old social media posts, or change your soundtrack tunes.
Stupid Never DiesThe multitude of systems isn't exactly elegant, and what's worse, Davy always starts in the mall with a slow zombie shamble. You quickly unlock the ability to ride around on a motorized vacuum, but it's just baffling why you have to press the button to board the quicker ride every time. I can't imagine anyone ever wanting to actually walk around at his default slow pace, so why force the transition at all?
Other elements are similarly unwieldy. Bessie's upgrades are mostly understandable but sometimes the sheer number of variables just gets confusing, which at best breaks the momentum of a stage when you have to pause to decipher an ability, and at worst just gets so confusing that I'd bypass it altogether. On one recent run I had the option to choose an upgrade for: "Rate decrease for recoverable damage reduction over time +100." This was a good card judging by its rarity, but I honestly couldn't make heads or tails of what the heck it was supposed to do.
Then there's the addition of a timer, as indicated by a TickTock Teddy in the corner of your screen. This incentivizes you to skip some layers strategically since you simply do not have time to play all of them in a single run, and time-extension items give you one more thing to earn while you're choosing which layers to play. But it feels half-baked, since the difficulty of the bosses alone is enough of a friction point, and nothing feels as frustrating as nearly defeating a boss and then being brought down by an arbitrary time restriction.
Stupid Never DiesThe time pressure also just makes certain aspects of the level design feel bad in unexpected ways. Airborne enemies are a particular pain because they are hard to hit and take longer to defeat, and you can just feel the timer counting down. Randomized stages can sometimes be difficult to navigate, wasting precious time. Even the long approach down a dark corridor to a formidable boss, which could feel properly dramatic and tension-building, instead just made me think of how much time I was burning on the way.
These caveats and friction points ultimately harm the overall experience. The combat and merchant systems feel just a little too overstuffed and the timer is a frustrating and unnecessary addition that detracts from the overall flow of moving through the world. Stupid Never Dies has some good ideas going for it, including an inventive world, a likable idiot of a protagonist, and some cool combat mechanics like transforming into elite enemies. But it also has a lot of cringey plot points and jokes, repetitive and slow progression, and an awful timer system. I wish I could have enjoyed the positive aspects more, without the other cruft getting in the way.
PlayStation Boss: “Creativity Is For Humans, Not AI”
Take-Two boss Strauss Zelnick and Sony's top boss, Hiroki Totoki, commented on the future of gaming today at the Paley International Summit. Naturally, the topic of AI came up, and Totoki believes AI technologies will not replace humans in game development, in part because of the creativity required.
"Creativity is for humans, not AI,” Totoki said, as reported by IGN. “How to use the technology profile is important. Of course, I encourage my people to use AI in a certain manner, but at [the] same time we try to keep the rights and rights holders and creators and artists.”
For his part, Zelnick said it's his belief that AI itself will not replace a developer, but instead, people who don't embrace AI might be replaced by people who do.
"I’m fond of saying AI is a collection of datasets, compute, and large language models. That’s what it is. And datasets, by definition, are backward-looking. That’s all they are. And creativity, at its best, is forward-looking," he said.
Zelnick said ideas that are "completely unexpected" don't come from algorithms--they come from creative people making surprising, original choices. To make his point, Zelnick said when he was an executive at Fox, he oversaw the release of Home Alone, a movie that no one expected to be a success.
"It turned out to be the highest-grossing comedy of all time. So if hits are unexpected, data sets aren’t gonna get you there, no matter how fluent they are," he said.
Both PlayStation and Take-Two have embraced AI, with PlayStation heavily leveraging the technology in its game-development processes. As for Take-Two, the publisher is utilizing the technology for its workflows, but there is no AI in GTA 6.
There has been significant pushback for AI in game development from developers and players alike, with many expressing concerns about job security, legal issues, and simply the further "enshi**ification" of everything they love.
10 Years After The Switch 1 Reveal, I Still Haven’t Played A Game At A Rooftop Party
It's now been a full decade since Nintendo announced the first Switch, which is almost hard to believe, given how fresh that reveal trailer still feels in our heads. Heaps of hype and a lack of information from Nintendo about its Wii U successor, codenamed "NX," led to the company's fanbase becoming increasingly restless.
Reports and rumors pointed to the NX as a console-handheld hybrid, but Nintendo didn't fully unveil the Switch until October 20, 2016 (an announcement preluded by a photo of Mario being a creep). The three-and-a-half-minute video made it clear how Nintendo wanted players to interact with the Switch, showing several scenarios where people take their games on the go.
Rewatching that trailer today, it's amusing to look back at how Nintendo foresaw the social impact of the Switch. Some moments from the trailer manifested in reality, while others were hilariously exaggerated.
https://www.youtube.com/watch?v=iS-1tDfLxRQYou have a guy taking his dog (and his copy of The Legend of Zelda: Breath of the Wild) out on a walk, a traveler playing Skyrim on a plane and putting the game on his television upon his arrival home, and professional Splatoon players practicing before their big moment on stage.
And then, there's "Nintendo Karen." The most-talked-about moment in the trailer centered on a woman playing Super Mario Odyssey before being prompted to join friends for a rooftop party (a typical gathering of millennials, as people would joke back then), during which she breaks out the Switch, pulls out that dinky little kickstand, and plays a game with a friend as onlookers holding red Solo cups watch with indifference. Fans branded this commercial character as "Karen" and debated the social implications of bringing a Switch to such a function.
The Nintendo Switch reveal trailer remains a striking piece of marketing, with its upbeat vibe and extra emphasis on the Switch's branding (much needed, after the Wii U's marketing failures). In the years since the Switch's release, I’ve seen Switches out in the wild, just as Nintendo imagined, though I've yet to go to a rooftop party like the one Karen attended.
While the Switch 2 continues to sell well, there's a notion that its reveal was a bit cold and lacking in fanfare compared to the original Switch. Even so, Nintendo still hasn't lost its charm and quirk, even though the company will probably never use that hilarious picture of Mario behind the curtain ever again.
Xbox Game Pass’s Newest Wave Is Headlined By A Huge Final Fantasy Adventure
Right on schedule, the second wave of games coming to Xbox Game Pass has been revealed. After the first batch, which included Gears of War: E-Day, Battlefield 6, and more, the rest of the month will add games like Final Fantasy 7 Remake and The Seance of Blake Manor to the subscription service. We've also gotten a sneak peek at what's coming in November, so there's plenty to play over the next couple of weeks.
As a reminder, several games are also leaving Xbox Game Pass this month, including a pair of Double Fine classics and one massive Star Wars Lego game.
Final Fantasy 7 Remake Intergrade is the headline act in this new wave of arrivals, right on time for anyone looking to experience the saga from its first chapter. The Intergrade version includes the original game and its Yuffie-centric expansion, but you'll have to wait until October 29 to embark on the Unknown Journey.
https://www.youtube.com/watch?v=1yHoR2I9PrEBefore then, you can grab the Game Preview edition of Sandustry on PC starting October 21. A game about exploration and automation, it's a tempting download for anyone who enjoys assembly-line video games. You can also get Dodo Duckie on October 22, a reality-bending odyssey where you'll get to outsmart aliens and solve puzzles while wielding duck powers, and October 26 will see the MMO-lite action RPG Scramble Knights Online make its day-one debut on Game Pass.
The Séance of Blake Manor was one of GameSpot's favorite games of 2025, and you can check out this supernatural detective mystery for yourself when it's added to the Game Pass library on October 27. Starting October 29, you can explore Midgar in the aforementioned Final Fantasy 7 Remake Intergrade, play classic Plants vs. Zombies in HD, and the horror-parkour game Terrible Lizards is another day-one release to round out the month.
Looking ahead, November will kick off with Pit of Goblin, an online horror co-op adventure in which you play as a scrappy goblin.
Xbox Game Pass October Wave 2 Games October 21- Sandustry (PC via Game Preview) - Now with Game Pass Premium; joining Game Pass Ultimate and PC Game Pass
- Dodo Duckie (Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, Game Pass Premium, PC Game Pass
- Scramble Knights Online (Game Preview for Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, PC Game Pass
- The Séance of Blake Manor (Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, Game Pass Premium, PC Game Pass
- Final Fantasy VII Remake Intergrade (Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, Game Pass Premium, PC Game Pass
- Plants vs. Zombies: Replanted (Cloud, Console, and PC) - Game Pass Ultimate, PC Game Pass
- Terrible Lizards (Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, PC Game Pass
- Pit of Goblin (Cloud, Xbox Series X|S, and PC) - Game Pass Ultimate, Game Pass Premium, PC Game Pass
Here’s An Exclusive Look At How Cyberpunk: Edgerunners’ Cast Will Look In The Hit Trading Card Game
Earlier this year, a new trading card game based on the hit Cyberpunk franchise hit Kickstarter and became the highest-funded game in Kickstarter's entire history. With the launch set now out in the wild, WeirdCo is ready to announce the game's first expansion, Edgerunners: Burn Bright, which is scheduled to launch in Spring 2027.
Edgerunners: Burn Bright will introduce multiple characters, locations, and moments from the popular Netflix anime into the card game, along with new mechanics which will be revealed closer to the set's release date. The set will also introduce a new chase rarity, though WeirdCo did not share further details.
We have an exclusive reveal of the artwork for one of the characters joining the Cyberpunk TCG through the Edgerunners: Burn Bright set, as well as his trusty firearm. Here's the artwork for Zhou, Maine's Answer!
Zhou, Maine's AnswerZhou, or the L-69 Zhuo, is the two-handed shotgun wielded by Maine, the leader of the crew David Martinez joins in the first season of Edgerunners. While we don't know what Zhou's abilities are yet, we expect it will be a powerful Gear card that will enhance whoever it's equipped to. Perhaps it will even give an additional bonus to Maine himself, but we won't know for sure until we see what the card can do..
The Cyberpunk TCG's second expansion, Edgerunners: Burn Bright, launches Spring 2027 in both local game stores and big-box retailers.
Netflix’s Push Into Gaming Continues To Fall Short
Netflix has undertaken efforts over the years to increase its footprint in the world of video games, but it's been a bumpy road, and new data suggests that the company is falling short of its targets.
According to a Netflix memo seen by The Wall Street Journal, only 3.5% of Netflix's subscribers play games monthly. That's 10% behind Netflix's 2026 target for "reach and engagement" for games, the memo said. In 2022, it was reported that fewer than 1% of Netflix subscribers played games on Netflix.
https://www.youtube.com/watch?v=uSN_LlaJAXUGetting deeper into games is part of Netflix's effort to increase engagement, and it's not the only measure that Netflix has undertaken. The company has also expanded to live sports and podcasts.
Netflix's priorities for gaming have bounced around over the years. At one point in time, Netflix was planning to create AAA games and hired big-name talent. However, Netflix later backtracked, and today the company focuses more on mobile and social games.
Recently, co-CEO Ted Sarandos was asked if Netflix will abandon gaming entirely in the future, and he doesn't think the company will, at least not soon. Sarandos said gaming is appealing to Netflix because, for example, someone who just finished a Netflix show can stay engaged with the brand through Netflix's tie-in games connected to those franchises. Beyond tie-in games for Netflix properties like Stranger Things and Love is Blind, Netflix commissions new games like Unhinged and The Conjuring: Unspoken.
The streaming giant also made a big play in gaming this year by hosting the GTA 6 Extended Look trailer, and it worked to get people to sign up for Netflix and watch on the platform. Netflix previously worked with Take-Two to bring GTA games to the platform. Red Dead Redemption from Take-Two's Rockstar division remains available to play on Netflix.
https://www.youtube.com/watch?v=1lsV9I2NDO8These new details about Netflix's efforts in gaming come amidst a big shakeup at the company--a number of top executives were let go, or left, earlier this week ahead of Netflix's latest earnings report today, October 20. Netflix's stock price is down 23% this year and 43% over the past 12 months, and investors called on management to make changes to help the stock go back up.
Beyond the executive departures, Netflix laid off 1,000+ people recently, which worked out to about 6% of the company's total workforce; this was the largest round of layoffs in Netflix's history.
GTA 5 And Red Dead Redemption 2 Are Leaving PS Plus, But You Still Have Time
While a whole bunch of new games are being added to the PlayStation Plus Game Catalog this month, it looks like Sony is making room for them by removing several titles over the next few weeks. We don’t know exactly when they will be gone, but you can expect 11 games to be removed over the next couple of weeks, including two of Rockstar's biggest open-world adventures: Red Dead Redemption 2 and Grand Theft Auto 5.
We've known for a while that GTA 5 was on its way out, but it looks like Rockstar and Take-Two Interactive are making sure there are no distractions for the November 19 launch of GTA 6. It's worth noting that both games have been in and out of the PS Plus Game Catalog, so they'll probably be added back at some point in the future. GTA 5 rotated back into the library in November 2025, while Red Dead Redemption 2 returned to the PS Plus Extra and Premium Game Catalog in May.
Those are the biggest upcoming exits of the month, and the next noteworthy game packing its bags is The Talos Principle 2. A head-scratcher of an adventure, it's a great option for anyone looking to test their cerebral muscles while facing several existential crises about the nature of the human condition. Rock of Ages 3: Make & Break is also a recommended last-minute game to check out, as it combines tower-defense fun with quirky animations. Do you like Terry Gilliam's Monty Python cartoons? Then you'll get a kick out of this.
Here's a closer look at everything else that's leaving soon:
PlayStation Plus Game Catalog games leaving soon Time is running out.- Cricket 24: International Edition
- Earth Defense 4: The Shadow of New Despair
- Football Manager 26
- Grand Theft Auto 5
- Hotshot Racing: Big Boss Bundle
- Monster Boy and the Cursed Kingdom
- Rapala Fishing: Pro Series
- Red Dead Redemption 2
- Rock of Ages 3: Make & Break
- The Talos Principle 2
- Yet Another Zombie Defense HD
As a reminder, all PlayStation Plus subscribers can grab three freebies right now–F1 25, Hunt: Showdown 1896, and Earth Defense Force: World Brothers 2–but you'll need to grab them before November 2.
Justice Is Keeping The GTA 6 Hype At Arm’s Length While Making Its Soundtrack
Grand Theft Auto 6 doesn't just look visually impressive; it also has a killer sound thanks to French electronic music duo Justice. Composing the soundtrack for any game is no easy feat, but with GTA 6 generating an unprecedented amount of hype, the team of Gaspard Augé and Xavier de Rosnay are well aware of the expectations that have been placed on them.
"Yeah, we are aware of the hype of the game, of course, and the fact that people have been waiting for such a long time," Augé said in an interview with the BBC 1 radio show (via NINE1NINE). "On the other hand, we are aware, and we see this colossus approaching, and at the same time we see it a bit from the outside. So it was a good way for us also not to let these thoughts come into our minds and not intrude on our minds."
As for the overall sound of GTA 6'S soundtrack, Justice says that it pulled from various sources to create a unique "flavor" built around several instruments. While there's a subtle '80s influence in what has been heard so far, Justice says that there's far more to the score than just retro vibes.
https://youtu.be/QHbDjL_euB0"We never really put words on it. 'Oh, we need to make an '80s track,' Augé said. "We knew what we needed to do, and it happened to have this kind of flavor. But at the same time, the sounds are futuristic. Like the guitar, it's not even a guitar; it's a synth, because no guitar could have this type of sound that is very phasey and a bit futuristic."
To get an idea of what GTA 6's score will sound like, listen to the game's first single, Flower in a Hurricane. Featuring Tame Impala, SZA, and King Gizzard & The Lizard Wizard, the track has already earned 2.8 million plays on YouTube in less than a week, and Justice said they got to work with a dream team of performers to make it a reality.
"These are people we've always wanted to work with," de Rosnay said. "We didn't think from the beginning that they would necessarily match together, but it came very naturally, and things happened gradually, and all of a sudden we had made a record with all of them."
https://youtu.be/JWxoRY7AFSwBeyond the original soundtrack by Justice, GTA 6 will also offer the "next evolution of in-game radio, and more" through several radio stations and podcasts. The official GTA 6 album will have 34 songs written specifically for the game, including new music from Keith Richards and Travis Scott.
For more news, check out all the records we think GTA 6 will break when it launches on November 19, and see who's voicing who in the game.
Fortnite’s Obsession DLC Leaks, Includes A Twist On The Movie’s Iconic Line
Fortnite's spooky season content is rolling out, and that includes the character Nikki from one of 2026's biggest movies, Obsession.
Inde Navarrette's character from the Curry Barker movie is coming to Fortnite on October 21. As expected, Nikki's "No, no, no!" line from the movie is coming to Fortnite as an emote, but not in the way you might expect. Instead of Nikki voicing the line, she holds out cue cards with the words on them. Check out the video below to see how the emote looks in the game.
https://twitter.com/ShiinaBR/status/2112529674547208371Additionally, Nikki in Fortnite can change her face to replicate the character's iconic frown from the movie. The DLC bundle also includes a One-Wish Willow as a pickaxe and a broken wine bottle for a weapon, referencing how Nikki violently bashes a bottle on her own face in the movie.
https://twitter.com/FireMonkey/status/2112531113021440218Obsession was released in May this year and made more than $500 million worldwide against a reported budget of just $750,000, making it one of the most commercially successful movies ever released.
https://twitter.com/ShiinaBR/status/2112530763162009865Navarrette, who is a fan of PS2 Shrek games, is a big gamer and has been offered roles. Those gaming roles remain a mystery, but Navarrette is going to play Rogue in the new X-Men movie.
“The Suits” Made All The Money From Call Of Duty: Black Ops 1 And 2 Ports, OG Dev Says
Activision recently released ports of 2010's Call of Duty: Black Ops and 2012's Call of Duty: Black Ops 2 on PlayStation, and they were massive hits. According to a report, the games combined to sell more than 11 million copies on PS4 and PS5. Developer Gavin Goslin, who worked on these games at Treyarch, has reflected on the massive success of these ports and why it feels "bittersweet."
Posting on LinkedIn, Goslin said it's amazing to see these games continue to perform well in 2026. It's also a bit sad because the "suits" at Activision are raking in all the money, not the original developers, he said.
"I poured my life into those games, spending countless, brutal hours in crunch alongside an incredibly talented team to make sure they were perfect. Seeing our blood, sweat, and tears still dominating the charts in 2026 is amazing, but it's hard to watch the suits rake in giant financial windfalls from our old code while the actual creators don't see a dime of it," he said (via VGC). "If executives are getting massive bonuses off the longevity of these classics, that wealth needs to be shared retroactively. Legacy revenue should mean legacy rewards for the devs who survived the crunch to build them."
As Goslin mentioned here, the re-releases are not remakes or remasters--instead, they are ports with no new features or significant updates, and that's exactly what fans had been clamoring for.
People wanted the games in their original state, and that's what they got. There was significant pent-up demand, too. Before the ports, the only way to play them on PlayStation was to find an old PS3 and go from there, since they were never made available via backwards compatibility on PS4 or PS5.
Activision marketing boss Tyler Bahl told The Game Business that, "The Black Ops ports were huge successes. We thought they would do well, we didn’t think they would do that well."
Bahl went on to say pent-up demand helped make those ports so successful, and Activision is trying to take learnings from that and apply those lessons to MW4 and future Call of Duty games.
The next Call of Duty release is Modern Warfare 4, which arrives on October 23. After that, Activision has teased that a new sub-franchise is coming.
Nintendo Switch Sports Resort Is The Best Entry In The Series
If Nintendo Switch Sports Resort's sole mission is to make you look and feel stupid and have a ton of fun with friends and family, then Nintendo has accomplished that mission with flying colors (and flailing arms). Considering Nintendo's other outings with its motion-controlled sports games, that shouldn't come as a surprise--nor should the feeling of a sore arm the next morning: a feeling that I consider nostalgic at this point.
Switch Sports Resort delivers the best showcase of sports and modes, making it feel like a complete experience and the most cohesive package in the series to date.
For the nostalgic-driven players, it's easy to notice which sports from previous games aren't included among the 12 here, like Chambara, Badminton, and Disc Golf. But in place of those missing games are what I consider to be the greatest hits of the series, joined by welcome additions like the tension-fest competition of Thumb Wrestling.
Of those 12 events, there are three "Leisure Sports" (game modes that don't require the player to be standing or exerting the use of a limb to flail), which include Prop Plane, Skateboarding, and Power Cruising. With the exception of Thumb Wrestling, the other eight more traditional sports will require you standing up in front of your TV, Joy-Cons in hand, and using physical gestures to mimic the act of playing the sport. You'll swing your whole arm for Tennis as if wielding a racket; raise your arm back and then swing forward to bowl; or, in the case of Archery, hold a Joy-Con in each hand, raising one arm forward and pulling back with the other to simulate drawing a bow--it all still feels awesome, just as it has since the original game. The Switch 2's HD Rumble is used well to enhance the experience with better feedback. In archery, for example, the controllers simulate the tension of the bowstring.
Like playing actual sports, your enjoyment mileage will vary. If I'm not good at a real-life sport, then clearly something is wrong with the sport and its in-game version. This was the case while playing Switch Sports Resort's rendition of Table Tennis against friends. I was terrible at it and therefore I blamed the game. However, someone I was playing with was doing well and seemed skilled in what they were doing. While I refused to believe that I'm the problem and that it isn't a skill issue, that experience proved to me that it is, indeed, a skill issue, and I just suck at Table Tennis. And it's fine!
This scenario captures the essence of playing this game with friends: the natural banter that comes with the playful competition in sports. Because while this particular player was able to beat me at Table Tennis, I absolutely destroyed them at regular ol' Tennis--a legacy sport in the series, and one I've loved since the original 2006 game. "Friendly" competition or showboating skills aside, each sport achieves what matters most: They're all fun to play.
Some sports are easier to engage with than others. Tennis, Bowling, Golf, and Boxing are the most pick-up-and-play friendly, but that doesn't dismiss the depth of skill that can be learned and applied. Golf takes advantage of the Joy-Con's position, so newcomers will need to pay attention to the angle of your swing, while experienced players will naturally consider how much the Joy-Con is tilted. In both cases, it feels intuitive. Golf remains one of the more chill sports to give your arms a bit of a rest and offers a wide variety of courses with varying difficulties.
Among the don't-fix-what-ain't-broke sports is bowling, which returns with a mode that features obstacles to bowl around and simultaneous bowl, so you and your friends don't have to wait to take turns. 100 Pin Bowling from the original Wii Sports Resort returns too, and, as before, few things are as satisfying as getting a 100-pin strike on your first frame.
I sorely missed Boxing in Switch Sports, and now my arms are sore from its return--I love it. Boxing can feel like you're just swinging wildly until your opponent is down, but Resort makes the addition of a stamina gauge (despite having my own real-life stamina gauge) for added strategy, incentivizing you to be more deliberate and methodical in your approach with your dodges, blocks, and left-and-right hooks. I can't say I was either deliberate or methodical in the matches I played because I was having too much fun just punching the air with all my might. Did I lose? Yes, and I don't care.
Each sport offers its own distinct use of the Joy-Con, with sports like Volleyball and Basketball featuring a rotation of more complex movesets rather than the usual swinging and punching. As a result, these sports' tutorials are more cumbersome. When playing with a group of people, this can be a speed bump for the uninitiated, but it's worth having a little patience for the end result.
The complexities of Volleyball and Basketball are largely in the extra steps when learning about positioning for you and your teammates. Volleyball plays more like a choreographed dance as you change positions from passing, to setting up a shot, to blocking an incoming ball, all of which require the physical motion of raising your arms at just the right time. Basketball involves a few extra moves depending on your position. It took my friends and I a moment to fully grasp how to play it, but once I locked in with my teammate--leaning on communication and fighting off the urge to run in for a shot--a careful passing took place that, when done skillfully, felt satisfying. (It also helps that we won.)
Thankfully, both Volleyball and Basketball offer pick-up-and-play modes, which alleviate the more cumbersome nature of learning all the moves. For this, Basketball features several modes that focus on just shooting hoops against opponents, and Volleyball narrows down gameplay to a rhythm game where you are tasked with timing your ball bumps on a beat. They're both fun bite-sized helpings of each sport, with Basketball's Five-Streak Battle being a standout thanks to its tension to land five consecutive shots while three other opponents shoot for hoops simultaneously.
As is the case with playing any real-life sport, it's par for the course to get a little worn out while playing, and that's where Sports Resort's Leisure Sports come in. Leisure Sports are a standout, with each sport offering a much-appreciated change-up from the usual arm flailing. In Prop Plane, you control a plane by holding the Joy-Con like how you'd hold a paper plane, guiding it around the game's open world; Skateboarding takes advantage of the Joy-Con's mouse features, sliding it back on the surface to simulate pushing a skateboard; and Power Cruising has you control a jet ski by holding a Joy-Con in each hand, steering as if they were handlebars and twisting the right one to trigger a boost (with an optional solo Joy-Con control scheme, too). Each of these sports triggered a deep sense of nostalgia in me, being reminiscent of playing with toys as a kid, with the Joy-Cons becoming an extension of that feeling. In this case, the game itself simulates my imagination and it's just pure joy.
Each Leisure Sport has its own chill sightseeing mode that allows you to explore the Resort's island from land, water, and air, but, on the opposite end, they also have competitive modes. Competing in each one is very fun in its own right, and this is especially true for Skateboarding and Power Cruising, both of which have whispers of Mario Kart-style intro sequences. There's a wide array of courses that increase in difficulty and introduce speed boosts, tight turns, and some genuinely thrilling course-specific moments, like skateboarding down a mountain on a narrow path, neck-and-neck with my opponent, for example. They're so fun that it feels like a glaring misstep to not include the ability to compete against CPUs in this format. Compounding the problem, none of the Leisure Sports can be played online, which isn't the case for the other nine sports.
Although Leisure Sports stumbles in their lack of CPU opponents, the other sports avoid the same pitfall with Island Crown, an in-game tournament-like mode where you can move up the ranks as you take on increasingly difficult CPU opponents. Three sports that are part of Island Crown can be played in co-op (Tennis, Volleyball, and Basketball), should you want to involve friends. Island Crown also showcases a large part of Resort's distinct personality, with each sport featuring its own ultimate opponent who you're moving up the ranks to take on. They’re colored with their own quips and share tips as you push through match after match. Ranking number one and taking down these pretty-faced athletes rewards you more accessories and items to customize your avatar with.
If you played Switch Sports, you'll be familiar with Resort's avatars and range of customization. They haven't evolved much from that game, nor did they need to. I mean, hey, I never thought it needed to evolve past the original Wii's Miis, and thankfully Nintendo continues to support them in this game too. So my dead-eyed Mii can still face-off against the new pretty-faced avatars. Additionally, there's an option to make all the CPU opponents Miis, which are populated from both Miis you've created on your console to randomly generated ones. The moment I realized this option was available, I changed it. Long live Miis.
The novelty of motion controls may be gone as motion-based functionality has been part of every Nintendo console for the last 20 years. What prevails, however, is the unabashed fun that ensues when gathering folks together to move and act silly in the name of virtual sports. Beyond that, Resort still manages to spark imagination with its Leisure Sports and showcases that there's still wonder in motion-controlled games, like when performing plane tricks with nothing but the motion of your hand.
As someone who played the original Wii Sports when it first released, and was awed by the rudimentary real-life movements being mimicked on screen, Nintendo Switch Sports Resort allowed me to feel that all over again as an adult. And it's a feeling best felt surrounded by friends. Whether you're a jaded 36-year-old man with no children (like me), a parent, a grandparent, or a kid, it's hard to imagine even the most calloused-hearted person not having fun with the game. Get your family together, get your friends, heck--invite your neighbors over, break out the party essentials, and have fun.
Nintendo Switch Sports Resort Is The Best Entry In The Series
If Nintendo Switch Sports Resort's sole mission is to make you look and feel stupid and have a ton of fun with friends and family, then Nintendo has accomplished that mission with flying colors (and flailing arms). Considering Nintendo's other outings with its motion-controlled sports games, that shouldn't come as a surprise--nor should the feeling of a sore arm the next morning: a feeling that I consider nostalgic at this point.
Switch Sports Resort delivers the best showcase of sports and modes, making it feel like a complete experience and the most cohesive package in the series to date.
https://www.youtube.com/watch?v=0tX12iFeM88For the nostalgic-driven players, it's easy to notice which sports from previous games aren't included among the 12 here, like Chambara, Badminton, and Disc Golf. But in place of those missing games are what I consider to be the greatest hits of the series, joined by welcome additions like the tension-fest competition of Thumb Wrestling.
Of those 12 events, there are three "Leisure Sports" (game modes that don't require the player to be standing or exerting the use of a limb to flail), which include Prop Plane, Skateboarding, and Power Cruising. With the exception of Thumb Wrestling, the other eight more traditional sports will require you standing up in front of your TV, Joy-Cons in hand, and using physical gestures to mimic the act of playing the sport. You'll swing your whole arm for Tennis as if wielding a racket; raise your arm back and then swing forward to bowl; or, in the case of Archery, hold a Joy-Con in each hand, raising one arm forward and pulling back with the other to simulate drawing a bow--it all still feels awesome, just as it has since the original game. The Switch 2's HD Rumble is used well to enhance the experience with better feedback. In archery, for example, the controllers simulate the tension of the bowstring.
Like playing actual sports, your enjoyment mileage will vary. If I'm not good at a real-life sport, then clearly something is wrong with the sport and its in-game version. This was the case while playing Switch Sports Resort's rendition of Table Tennis against friends. I was terrible at it and therefore I blamed the game. However, someone I was playing with was doing well and seemed skilled in what they were doing. While I refused to believe that I'm the problem and that it isn't a skill issue, that experience proved to me that it is, indeed, a skill issue, and I just suck at Table Tennis. And it's fine!
This scenario captures the essence of playing this game with friends: the natural banter that comes with the playful competition in sports. Because while this particular player was able to beat me at Table Tennis, I absolutely destroyed them at regular ol' Tennis--a legacy sport in the series, and one I've loved since the original 2006 game. "Friendly" competition or showboating skills aside, each sport achieves what matters most: They're all fun to play.
Some sports are easier to engage with than others. Tennis, Bowling, Golf, and Boxing are the most pick-up-and-play friendly, but that doesn't dismiss the depth of skill that can be learned and applied. Golf takes advantage of the Joy-Con's position, so newcomers will need to pay attention to the angle of your swing, while experienced players will naturally consider how much the Joy-Con is tilted. In both cases, it feels intuitive. Golf remains one of the more chill sports to give your arms a bit of a rest and offers a wide variety of courses with varying difficulties.
Among the don't-fix-what-ain't-broke sports is bowling, which returns with a mode that features obstacles to bowl around and simultaneous bowl, so you and your friends don't have to wait to take turns. 100 Pin Bowling from the original Wii Sports Resort returns too, and, as before, few things are as satisfying as getting a 100-pin strike on your first frame.
I sorely missed Boxing in Switch Sports, and now my arms are sore from its return--I love it. Boxing can feel like you're just swinging wildly until your opponent is down, but Resort makes the addition of a stamina gauge (despite having my own real-life stamina gauge) for added strategy, incentivizing you to be more deliberate and methodical in your approach with your dodges, blocks, and left-and-right hooks. I can't say I was either deliberate or methodical in the matches I played because I was having too much fun just punching the air with all my might. Did I lose? Yes, and I don't care.
Each sport offers its own distinct use of the Joy-Con, with sports like Volleyball and Basketball featuring a rotation of more complex movesets rather than the usual swinging and punching. As a result, these sports' tutorials are more cumbersome. When playing with a group of people, this can be a speed bump for the uninitiated, but it's worth having a little patience for the end result.
The complexities of Volleyball and Basketball are largely in the extra steps when learning about positioning for you and your teammates. Volleyball plays more like a choreographed dance as you change positions from passing, to setting up a shot, to blocking an incoming ball, all of which require the physical motion of raising your arms at just the right time. Basketball involves a few extra moves depending on your position. It took my friends and I a moment to fully grasp how to play it, but once I locked in with my teammate--leaning on communication and fighting off the urge to run in for a shot--a careful passing took place that, when done skillfully, felt satisfying. (It also helps that we won.)
Thankfully, both Volleyball and Basketball offer pick-up-and-play modes, which alleviate the more cumbersome nature of learning all the moves. For this, Basketball features several modes that focus on just shooting hoops against opponents, and Volleyball narrows down gameplay to a rhythm game where you are tasked with timing your ball bumps on a beat. They're both fun bite-sized helpings of each sport, with Basketball's Five-Streak Battle being a standout thanks to its tension to land five consecutive shots while three other opponents shoot for hoops simultaneously.
As is the case with playing any real-life sport, it's par for the course to get a little worn out while playing, and that's where Sports Resort's Leisure Sports come in. Leisure Sports are a standout, with each sport offering a much-appreciated change-up from the usual arm flailing. In Prop Plane, you control a plane by holding the Joy-Con like how you'd hold a paper plane, guiding it around the game's open world; Skateboarding takes advantage of the Joy-Con's mouse features, sliding it back on the surface to simulate pushing a skateboard; and Power Cruising has you control a jet ski by holding a Joy-Con in each hand, steering as if they were handlebars and twisting the right one to trigger a boost (with an optional solo Joy-Con control scheme, too). Each of these sports triggered a deep sense of nostalgia in me, being reminiscent of playing with toys as a kid, with the Joy-Cons becoming an extension of that feeling. In this case, the game itself simulates my imagination and it's just pure joy.
Each Leisure Sport has its own chill sightseeing mode that allows you to explore the Resort's island from land, water, and air, but, on the opposite end, they also have competitive modes. Competing in each one is very fun in its own right, and this is especially true for Skateboarding and Power Cruising, both of which have whispers of Mario Kart-style intro sequences. There's a wide array of courses that increase in difficulty and introduce speed boosts, tight turns, and some genuinely thrilling course-specific moments, like skateboarding down a mountain on a narrow path, neck-and-neck with my opponent, for example. They're so fun that it feels like a glaring misstep to not include the ability to compete against CPUs in this format. Compounding the problem, none of the Leisure Sports can be played online, which isn't the case for the other nine sports.
Although Leisure Sports stumbles in their lack of CPU opponents, the other sports avoid the same pitfall with Island Crown, an in-game tournament-like mode where you can move up the ranks as you take on increasingly difficult CPU opponents. Three sports that are part of Island Crown can be played in co-op (Tennis, Volleyball, and Basketball), should you want to involve friends. Island Crown also showcases a large part of Resort's distinct personality, with each sport featuring its own ultimate opponent who you're moving up the ranks to take on. They’re colored with their own quips and share tips as you push through match after match. Ranking number one and taking down these pretty-faced athletes rewards you more accessories and items to customize your avatar with.
If you played Switch Sports, you'll be familiar with Resort's avatars and range of customization. They haven't evolved much from that game, nor did they need to. I mean, hey, I never thought it needed to evolve past the original Wii's Miis, and thankfully Nintendo continues to support them in this game too. So my dead-eyed Mii can still face-off against the new pretty-faced avatars. Additionally, there's an option to make all the CPU opponents Miis, which are populated from both Miis you've created on your console to randomly generated ones. The moment I realized this option was available, I changed it. Long live Miis.
The novelty of motion controls may be gone as motion-based functionality has been part of every Nintendo console for the last 20 years. What prevails, however, is the unabashed fun that ensues when gathering folks together to move and act silly in the name of virtual sports. Beyond that, Resort still manages to spark imagination with its Leisure Sports and showcases that there's still wonder in motion-controlled games, like when performing plane tricks with nothing but the motion of your hand.
As someone who played the original Wii Sports when it first released, and was awed by the rudimentary real-life movements being mimicked on screen, Nintendo Switch Sports Resort allowed me to feel that all over again as an adult. And it's a feeling best felt surrounded by friends. Whether you're a jaded 36-year-old man with no children (like me), a parent, a grandparent, or a kid, it's hard to imagine even the most calloused-hearted person not having fun with the game. Get your family together, get your friends, heck--invite your neighbors over, break out the party essentials, and have fun.
Final Fantasy Resonance Saves A Great Story From Live-Service Oblivion
It's not often that a live-service game gets any sort of attention after the servers have shut down, but there was something special about Final Fantasy: Brave Exvius. It was more than just a mediocre gacha-based RPG with Final Fantasy branding slapped on it--it featured a fully original story with unique characters, a fully fleshed-out setting, and plenty of that unmistakable Final Fantasy flavor. So when Square-Enix announced Final Fantasy Resonance--a full-fledged single-player remake of part of Brave Exvius's story--there was excitement. Former Brave Exvius players could revisit the setting they loved, and those who hadn't played could enjoy the story without all of the gacha baggage.
Retooling a live-service, gacha-monetized game into a single-player experience is no easy task, however, but Square-Enix clearly felt that the legacy of Brave Exvius was worth the effort. And while Final Fantasy Resonance succeeds admirably in retelling the saga of Rain and the battle against the Veritas, it does have a handful of shortcomings that keep it from becoming the next great Final Fantasy epic.
Resonance brings us to the world of Lapis, where adopted brothers Rain and Laswell are doing routine tasks for the Grandshelt Knights. Things quickly escalate, however: The pair encounter a mysterious armor-clad warrior, who's powerful enough to shatter the kingdom's Earth crystal before setting the kingdom's castle ablaze. One near-death encounter and mysterious-young-girl rescue later, Rain and Laswell learn that more armored sentinels are seeking to destroy the remaining crystals that maintain the world to settle a long-simmering grudge. Thus begins a grand adventure with twists, turns, mysteries, revelations, and an ever-growing party of traveling companions--the classic FF formula we've come to love. For the most part, it hews close to the original narrative of Brave Exvius, with some detours and extra exposition along the way.
In many ways, Final Fantasy Resonance feels engineered as a callback to the olden days of the series. Story- and progression-wise, Resonance feels more in line with the 16-bit Final Fantasy games: mostly linear with some side trekking you can do if you feel so inclined. The narrative pacing is brisk, though it does take time to savor individual character arcs, like Rain and Lasswell’s rivalry, Nichol’s sense of familial duty, and the mysterious circumstances surrounding Rain’s father, Raegen. There are some fun little additions, too, like side quests that offer additional insights into the characters and setting, and on-field conversations you can trigger where characters banter about themselves.Places you visit offer hidden trinkets and treasures if you’re willing to poke around suspicious nooks and take side roads, making exploration satisfying. The HD-2D graphics also feature frequent callbacks to pixel-based Final Fantasy titles that eagle-eyed nostalgia fiends will find delightful. The soundtrack is excellent, offering new versions of classic Final Fantasy songs as well as its own set of defining music leitmotifs. With its presentation, it's easy to imagine Resonance as some sort of lost "middle step" between the pixel and polygon eras of FF.
For the most part, the game is a visual treat: Detailed sprites have fluid animations, and environments are packed with artistic flourishes (the water city Olderion and its surroundings are a personal favorite). The cinematic sequences also attempt to do action and camerawork in ways not yet seen in Square-Enix's HD-2D games. When it works, it looks great, but there are also times when odd-looking compositing of the pixel art over the background or an awkward animation takes you out of the moment. Still, it's hard not to respect the effort, even if there is a lot of reuse of Brave Exvius assets throughout.
So how does Resonance differ from the mobile game it's based on? For starters, the gacha-related element of the game has been completely eliminated. The concept of Visions--characters' spirits who aid the heroes with their unique abilities--still exists, with most of them derived from classic Final Fantasy titles. In Brave Exvius, these Visions were obtained and powered up through gacha — randomized rewards obtained by spending in-game currency (which can also be bought with real money)., but in Resonance you obtain them by visiting shrines hidden throughout the world, then power them up using Magicite items. There's a mix of both familiar faces and original characters in the Visions, though I found it disappointing that only the "main" characters in each FF game (and one beloved villain) got Visions when Brave Exvius was filled with fan favorites.
While Resonance succeeds admirably in retelling the saga of Rain, it does have a handful of shortcomings that keep it from becoming the next great Final Fantasy epic
While Visions were separate units in Brave Exvius, here they act as sort of a modular skillset, able to be equipped and exchanged throughout your party as needed to augment a character's default skills. Every Vision's skill loadout is unique, and by increasing their Mastery Rank through battle, characters can learn and equip individual Vision abilities, even if they aren't using that Vision. For example, when fully mastered, Terra's Vision grants a passive skill that allows characters to break the 9999-damage cap, while Zidane gives his wielder the Steal command. These can be set in a character's ability menu once learned. This system allows for fun character customization, letting you mold characters to your tastes--though one issue is that characters who join the party later have less to work with, simply because they join without any innate Vision skills.
Combat is the other area where Resonance deviates from its Brave Exvius roots. The often chaotic hybrid of turn-based, menu-driven, and tap-to-act combat that the mobile game offered has been completely replaced with a turn-based battle that feels like a hybrid of Persona, Octopath Traveler, and Final Fantasy XIII.
Enemies have two meters attached to them: a health meter and a stagger meter. Smacking a foe with weaponry or magic depletes health, but it also reduces their stagger bar. The amount of stagger damage you do varies depending on your stats, various buffs, what sort of techniques were used, and so on. Enemies also generally have one (or more) weaknesses, and hitting that weakness deals both increased health damage and significantly boosted stagger damage.
Staggering enemies is important, because not only does it cancel all of their upcoming actions for that round of combat, it also greatly lowers their defense, leaving them open to a world of hurt from your highest-level techniques. The character who triggered the stagger also gets a bonus action at the end of the combat round. If you manage to put all the enemies onfield into stagger, you get the Sweeping Stagger status, which gives your entire party bonus turns, as well as lets you use the ultimate technique of one of the Visions your team has equipped to finish the round. If any enemy managed to survive the round, their stagger meter resets, and the cycle begins again. The benefits of staggering enemies are immense, making it essential to figure out how best to put enemies into stagger (almost always through hitting weaknesses) while keeping your own team safe from their attacks.
It's an interesting combat setup, which is why it's so frustrating when battles become slow-paced slogs. Even sped up, you'll run into fights that take their sweet time, since enemies frequently have high HP--more or less requiring you to stagger them to deal any real damage. (There's no auto-battle option, either.) I understand wanting players to engage with the mechanics, but combined with battles being unavoidable random encounters, it means you're often stuck just menuing through to hit all the weaknesses and hoping it's enough for the Sweeping Stagger so you can summon a Vision to wipe the board clean and move on.
Compounding this issue is that a decent chunk of encounters simply aren't very interesting. Fights with interesting gimmicks that force you to change up the base strategy of "target stagger bar, heal when needed, then use high-cost high-damage skills during stagger, repeat" are rare, and many of them tend to be optional or late-game encounters. Those encounters are great, and they show the kind of strategic challenge that the combat system is capable of delivering. More often, though, Resonance would rather give you damage-sponge enemies that require little more strategy than patiently poking their weakness over and over again--which means that unknowingly entering certain fights without those skills is a recipe for tedium, since you can't swap Visions or party members mid-fight. (At least you can reload a save from combat.)
But for Resonance's faults, the game otherwise delivered exactly what I wanted--a way for everyone to experience the story, characters, and world of Brave Exvius once again. I can only hope that this is the first step in Square-Enix reviving some of its shuttered mobile games in ways that keep them playable for the future--especially since there's still a lot of story from Brave Exvius that goes beyond the events of this game. As both a remake and a standalone experience, Final Fantasy Resonance shines more than it stumbles.
GTA 6 Is 148% Ahead Of This Other Popular AAA Game So Far
GTA 6 launches in November, and everyone expects it to be a giant, record-breaking release. But just how big will the release be? Early signs are pointing to an enormous, unprecedented launch, and new data backs that up.
Sensor Tower compiled preorder data for some of the biggest games released over the past six years, including Call of Duty: Modern Warfare 2 (2022), Diablo 4 (2023), Hogwarts Legacy (2023), and Marvel's Spider-Man (2023).
The analysis firm found, as reported by GI.biz, that GTA 6 is beating all of them, and by a very healthy margin. MW2 was the biggest of the bunch in terms of digital preorders, and Sensor Tower said GTA 6 preorders are pacing 148% ahead of MW2's over a comparable period of time before release. This is for digital games only in the US, so it's not a complete picture.
https://www.youtube.com/watch?v=klc0fQmAL6kSensor Tower's GTA 6 sales tracker says the game has sold more than 6.45 million copies thus far, generating more than $630 million so far. The company previously said it expects the bulk of preorders to come in the final week before launch, and that total prepurchases could reach 25 million. That would work out to more than $2 billion in revenue, before the game even releases.
According to Sensor Tower's data, the majority of preorders for GTA 6 so far are on PS5 (74%), compared to 26% on Xbox Series X|S. This split is no surprise, given that the PS5 has sold much better than the Xbox Series X|S. For its part, Xbox says it is very happy with GTA 6 preorder numbers.
GTA 6 is a single-player game, but Rockstar is expected to eventually release the next iteration of GTA Online, and it's expected to be a huge moneymaker.
GTA 6 launches on November 19, 2026 for PS5 and Xbox Series X|S, with a PC version potentially following in early 2027.
Cyberpunk 2077 Is Celebrating Edgerunners Season 2 With A Surprise Update
As Cyberpunk 2077's sixth anniversary approaches, developer CD Projekt Red has announced Update 2.5, timed to coincide with the second season of the anime spin-off series, Cyberpunk Edgerunners. The update will include "new items and features" inspired by the second season of the anime, and it'll go live on October 22 for PC, PS5, and Xbox Series X|S.
"We're talking cyberware customization, a new dual-wielding playstyle, and more," CD Projekt Red wrote in a social media post. Fans can tune in on Wednesday for a livestream preview of Update 2.5 at 8 AM PT / 11 AM ET. Cyberpunk 2 associate game director Pawel Sasko posted that he's "so f***ing hyped" to show people what the studio has been working on, suggesting that there'll be some substantial content to look forward to.
https://twitter.com/CyberpunkGame/status/2112499101312942227The latest update is just one of several that CD Projekt Red has released since Cyberpunk 2077 first launched. While that initial launch was soured by various game-breaking issues that did serious reputational damage to the developer, subsequent patches improved the game tremendously and got it chromed up for a Night City jaunt. Since then, CD Projekt Red has expanded the game with several free updates, released the critically acclaimed Phantom Liberty expansion, and a PS5 Pro patch has made the game look better than ever on Sony's beefy console.
An Edgerunners update also makes sense, given just how important the anime is to Cyberpunk 2077. Alongside the performance updates, the anime was a huge hit when it first debuted in 2022 and is credited with reviving interest in Cyberpunk 2077. CD Projekt Red celebrated with an update that added Edgerunners-inspired cosmetics to the game that same year. Cyberpunk 2077 has continued to be a huge earner for the company, with CD Projekt Red noting that the game had passed 40 million copies sold as of July 3, 2026.
Development on its sequel, Cyberpunk 2, continues, and game director Gabe Amatangelo recently shared how his vision for the project continues to evolve. While that sequel won't be out for a while, you can enjoy the new season of Cyberpunk: Edgerunners right now. For more on the anime, check out how it has punk rock sensibilities, how it mirrors the first season, and the one cameo Death Stranding fans should keep an eye out for.
Cyberpunk: Edgerunners Season 2 Is More Punk Rock Than Blockbuster
Cyberpunk: Edgerunners Season Two once again sees Studio Trigger handle animation duties, and this time, the anime powerhouse has gotten even wilder with its depiction of Night City and its residents. While the first season was bold in its visual direction, director Kai Ikarashi has pushed it even further, using more abstract shapes and experimental animation techniques to capture the look and feel of a cutting-edge dystopia.
What does that lead to? A new season that showrunner Bartosz Sztybor calls a shift from Michael Bay-directed movies to Martin Scorsese-inspired (absolute) cinema.
"I think the difference for me is—and I think I once made this reference—visually, the first season was very Michael Bay, while this second season is more like Martin Scorsese," Sztybor said to GameSpot. "He uses shapes and light differently. Even if the backgrounds are the same real places from the game, and Studio Trigger was sometimes using the same assets, the way he recreates them is different. It fits the vibe of the story, which is also very different. It's not this huge emotional thing, but rather something indie, more punkish, and more realistic. For example, the violence in season two feels more striking and real to me personally—more shocking, even if it's not as over-the-top as in season one."
Ikarashi and Studio Trigger's visual direction for this new season allows for a range of Cyberpunk topics. From cyber-psychosis (where heavily augmented people violently lose their grip on reality) to an all-powerful AI program sharing space with your mind, the result is a series that doesn't look like a stereotypical anime series. Ikarashi has made a name for himself as a key animator on several anime series that have reflected his abstract tastes, like the critically acclaimed Bocchi the Rock, Mob Psycho 100, and Evangelion: 3.0+1.0 Thrice Upon a Time, so if you're familiar with his work, you'll have an idea of what to expect in the new Edgerunners series.
https://www.youtube.com/watch?v=hOwI_kMZ_2oThis theme of experimentation also extends to the character Roman, a young cinephile who serves as the point-of-view character in Edgerunners. Always armed with an analogue camera, a large chunk of the show is seen through the low-resolution 4:3 lens of his device. Sztybor added that Roman became a pivotal part of the story after he discovered that both he and Ikarashi were cinephiles.
"It was super funny because when I was pitching the story to Studio Trigger, Roman wasn't in the story," Sztybor explained. "While working on the storyline and getting to know Kai Ikarashi better, we discovered that we are both cinephiles and love cinema. We had so many characters and realized we needed a POV character through whom we could see all the others—a connection between them. We thought, 'Okay, we love cinema; let me create a cinephile this season.' Going back to that constant dialogue between two seasons as a mirror: one of the themes of season one was losing innocence. We thought Roman could reference this theme by being a glimpse of innocence in a terrible city. That's why he loves retro things and is against braindances—he wants to maintain that innocence as long as he can."
Roman isn't the only cinephile in Night City, as eagle-eyed fans can also spot Hideo Kojima making a cameo in the series. Cyberpunk: Edgerunners Season 2 consists of 10 episodes, and it'll be available starting October 20.