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The Last of Us co-creator Neil Druckmann exits HBO show

Two key writers of HBO’s series The Last of Us are moving on, according to announcements on Instagram yesterday. Neil Druckmann, co-creator of the franchise, and Halley Gross, co-writer of The Last of Us Part 2 and frequent writer on the show, are both leaving before work begins on season 3.

Both were credited as executive producers on the show; Druckmann frequently contributed writing to episodes, as did Gross, and Druckmann also directed. Druckmann and Gross co-wrote the second game, The Last of Us Part 2.

Druckmann said in his announcement post:

I’ve made the difficult decision to step away from my creative involvement in The Last of Us on HBO. With work completed on season 2 and before any meaningful work starts on season 3, now is the right time for me to transition my complete focus to Naughty Dog and its future projects, including writing and directing our exciting next game, Intergalactic: The Heretic Prophet, along with my responsibilities as Studio Head and Head of Creative.

Co-creating the show has been a career highlight. It’s been an honor to work alongside Craig Mazin to executive produce, direct and write on the last two seasons. I’m deeply thankful for the thoughtful approach and dedication the talented cast and crew took to adapting The Last of Us Part I and the continued adaptation of The Last of Us Part II.

And Gross said:

The Last of Us co-creator Neil Druckmann exits HBO show Read More »

what’s-wrong-with-aaa-games?-the-development-of-the-next-battlefield-has-answers.

What’s wrong with AAA games? The development of the next Battlefield has answers.


EA insiders describe stress and setbacks in a project that’s too big to fail.

A marketing image for Battlefield depicting soldiers and jets

After the lukewarm reception of Battlefield 2042, EA is doubling down.

After the lukewarm reception of Battlefield 2042, EA is doubling down.

It’s been 23 years since the first Battlefield game, and the video game industry is nearly unrecognizable to anyone who was immersed in it then. Many people who loved the games of that era have since become frustrated with where AAA (big budget) games have ended up.

Today, publisher EA is in full production on the next Battlefield title—but sources close to the project say it has faced culture clashes, ballooning budgets, and major disruptions that have left many team members fearful that parts of the game will not be finished to players’ satisfaction in time for launch during EA’s fiscal year.

They also say the company has made major structural and cultural changes to how Battlefield games are created to ensure it can release titles of unprecedented scope and scale. This is all to compete with incumbents like the Call of Duty games and Fortnite, even though no prior Battlefield has achieved anywhere close to that level of popular and commercial success.

I spoke with current and former EA employees who work or have recently worked directly on the game—they span multiple studios, disciplines, and seniority levels and all agreed to talk about the project on the condition of anonymity. Asked to address the reporting in this article, EA declined to comment.

According to these first-hand accounts, the changes have led to extraordinary stress and long hours. Every employee I spoke to across several studios either took exhaustion leave themselves or directly knew staffers who did. Two people who had worked on other AAA projects within EA or elsewhere in the industry said this project had more people burning out and needing to take leave than they’d ever seen before.

Each of the sources I spoke with shared sincere hopes that the game will still be a hit with players, pointing to its strong conceptual start and the talent, passion, and pedigree of its development team. Whatever the end result, the inside story of the game’s development illuminates why the medium and the industry are in the state they’re in today.

Table of Contents

The road to Glacier

To understand exactly what’s going on with the next Battlefield title—codenamed Glacier—we need to rewind a bit.

In the early 2010s, Battlefield 3 and Battlefield 4 expanded the franchise audience to more directly compete with Call of Duty, the heavy hitter at the time. Developed primarily by EA-owned, Sweden-based studio DICE, the Battlefield games mixed the franchise’s promise of combined arms warfare and high player counts with Call of Duty’s faster pace and greater platform accessibility.

This was a golden age for Battlefield. However, 2018’s Battlefield V launched to a mixed reception, and EA began losing players’ attention in an expanding industry.

Battlefield 3, pictured here, kicked off the franchise’s golden age. Credit: EA

Instead, the hot new online shooters were Overwatch (2016), Fortnite (2017), and a resurgent Call of Duty. Fortnite was driven by a popular new gameplay mode called Battle Royale, and while EA attempted a Battle Royale mode in Battlefield V, it didn’t achieve the desired level of popularity.

After V, DICE worked on a Battlefield title that was positioned as a throwback to the glory days of 3 and 4. That game would be called Battlefield 2042 (after the future year in which it was set), and it would launch in 2021.

The launch of Battlefield 2042 is where Glacier’s development story begins. Simply put, the game was not fun enough, and Battlefield 2042 launched as a dud.

Don’t repeat past mistakes

Players were disappointed—but so were those who worked on 2042. Sources tell me that prior to launch, Battlefield 2042 “massively missed” its alpha target—a milestone by which most or all of the foundational features of the game are meant to be in place. Because of this, the game’s final release would need to be delayed in order to deliver on the developers’ intent (and on players’ expectations).

“Realistically, they have to delay the game by at least six months to complete it. Now, they eventually only delayed it by, I think, four or five weeks, which from a development point of view means very little,” said one person who worked closely with the project at the time.

Developers at DICE had hoped for more time. Morale fell, but the team marched ahead to the game’s lukewarm launch.

Ultimately, EA made back some ground with what the company calls “live operations”—additional content and updates in the months following launch—but the game never fulfilled its ambitions.

Plans were already underway for the next Battlefield game, so a postmortem was performed on 2042. It concluded that the problems had been in execution, not vision. New processes were put into place so that issues could be identified earlier and milestones like the alpha wouldn’t be missed.

To help achieve this, EA hired three industry luminaries to lead Glacier, all of them based in the United States.

The franchise leadership dream team

2021 saw EA bring on Byron Beede as general manager for Battlefield; he had previously been general manager for both Call of Duty (including the Warzone Battle Royale) and the influential shooter Destiny. EA also hired Marcus Lehto—co-creator of Halo—as creative chief of a newly formed Seattle studio called Ridgeline Games, which would lead the development of Glacier’s single-player campaign.

Finally, there was Vince Zampella, one of the leaders of the team that initially created Call of Duty in 2003. He joined EA in 2010 to work on other franchises, but in 2021, EA announced that Zampella would oversee Battlefield moving forward.

In the wake of these changes, some prominent members of DICE departed, including General Manager Oskar Gabrielson and Creative Director Lars Gustavsson, who had been known by the nickname “Mr. Battlefield.” With this changing of the guard, EA was ready to place a bigger bet than ever on the next Battlefield title.

100 million players

While 2042 struggled, competitors Call of Duty and Fortnite were posting astonishing player and revenue numbers, thanks in large part to the popularity of their Battle Royale modes.

EA’s executive leadership believed Battlefield had the potential to stand toe to toe with them, if the right calls were made and enough was invested.

A lofty player target was set for Glacier: 100 million players over a set period of time that included post-launch.

Fortnite characters looking across the many islands and vast realm of the game.

Fortnite‘s huge success has publishers like EA chasing the same dollars. Credit: Epic Games

“Obviously, Battlefield has never achieved those numbers before,” one EA employee told me. “It’s important to understand that over about that same period, 2042 has only gotten 22 million,” another said. Even 2016’s Battlefield 1—the most successful game in the franchise by numbers—had achieved “maybe 30 million plus.”

Of course, most previous Battlefield titles had been premium releases, with an up-front purchase cost and no free-to-play mode, whereas successful competitors like Fortnite and Call of Duty made their Battle Royale modes freely available, monetizing users with in-game purchases and season passes that unlocked post-launch content.

It was thought that if Glacier did the same, it could achieve comparable numbers, so a free-to-play Battle Royale mode was made a core offering for the title, alongside a six-hour single-player campaign, traditional Battlefield multiplayer modes like Conquest and  Rush, a new F2P mode called Gauntlet, and a community content mode called Portal.

The most expensive Battlefield ever

All this meant that Glacier would have a broader scope than its predecessors. Developers say it has the largest budget of any Battlefield title to date.

The project targeted a budget of more than $400 million back in early 2023, which was already more than was originally planned at the start.

However, major setbacks significantly disrupted production in 2023 (more on that in a moment) and hundreds of additional developers were brought onto Glacier from various EA-owned studios to get things back on track, significantly increasing the cost. Multiple team members with knowledge of the project’s finances told me that the current projections are now well north of that $400 million amount.

Skepticism in the ranks

Despite the big ambitions of the new leadership team and EA executives, “very few people” working in the studios believed the 100 million target was achievable, two sources told me. Many of those who had worked on Battlefield for a long time at DICE in Stockholm were particularly skeptical.

“Among the things that we are predicting is that we won’t have to cannibalize anyone else’s sales,” one developer said. “That there’s just such an appetite out there for shooters of this kind that we will just naturally be able to get the audience that we need.”

Regarding the lofty player and revenue targets, one source said that “nothing in the market research or our quality deliverables indicates that we would be anywhere near that.”

“I think people are surprised that they actually worked on a next Battlefield game and then increased the ambitions to what they are right now,” said another.

In 2023, a significant disruption to the project put one game mode in jeopardy, foreshadowing a more troubled development than anyone initially imagined.

Ridgeline implodes

Battlefield games have a reputation for middling single-player campaigns, and Battlefield 2042 didn’t include one at all. But part of this big bet on Glacier was the idea of offering the complete package, so Ridgeline Games scaled up while working on a campaign EA hoped would keep Battlefield competitive with Call of Duty, which usually has included a single-player campaign in its releases.

The studio worked on the campaign for about two years while it was also scaling and hiring talent to catch up to established studios within the Battlefield family.

It didn’t work out. In February of 2024, Ridgeline was shuttered, Halo luminary Marcus Lehto left the company, and the rest of the studios were left to pick up the pieces. When a certain review came up not long before the studio was shuttered, Glacier’s top leadership were dissatisfied with the progress they were seeing, and the call was made.

Sources in EA teams outside Ridgeline told me that there weren’t proper check-ins and internal reviews on the progress, obscuring the true state of the project until the fateful review.

On the other hand, those closer to Ridgeline described a situation in which the team couldn’t possibly complete its objectives, as it was expected to hire and scale up from zero while also meeting the same milestones as established studios with resources already in place. “They kept reallocating funds—essentially staff months—out of our budget,” one person told me. “And, you know, we’re sitting there trying to adapt to doing more with less.”

A Battlefield logo with a list of studios beneath it

A marketing image from EA showing now-defunct Ridgeline Games on the list of groups involved. Credit: EA

After the shuttering of Ridgeline, ownership of single-player shifted to three other EA studios: Criterion, DICE, and Motive. But those teams had a difficult road ahead, as “there was essentially nothing left that Ridgeline had spent two years working on that they could pick up on and build, so they had to redo essentially everything from scratch within the same constraints of when the game had to release.”

Single-player was two years behind. As of late spring, it was the only game mode that had failed to reach alpha, well over a year after the initial overall alpha target for the project.

Multiple sources said its implosion was symptomatic of some broader cultural and process problems that affected the rest of the project, too.

Culture shock

Speaking with people who have worked or currently work at DICE in Sweden, the tension between some at that studio and the new, US-based leadership team was obvious—and to a degree, that’s expected.

DICE had “the pride of having started Battlefield and owned that IP,” but now the studio was just “supporting it for American leadership,” said one person who worked there. Further, “there’s a lot of distrust and disbelief… when it comes to just operating toward numbers that very few people believe in apart from the leadership.”

But the tensions appear to go deeper than that. Two other major factors were at play: scaling pains as the scope of the project expanded and differences in cultural values between US leadership and the workers in Europe.

“DICE being originally a Swedish studio, they are a bit more humble. They want to build the best game, and they want to achieve the greatest in terms of the game experience,” one developer told me. “Of course, when you’re operated by EA, you have to set financial expectations in order to be as profitable as possible.”

That tension wasn’t new. But before 2042 failed to meet expectations, DICE Stockholm employees say they were given more leeway to set the vision for the game, as well as greater influence on timeline and targets.

Some EU-based team members were vocally dismayed at how top-down directives from far-flung offices, along with the US company’s emphasis on quarterly profits, have affected Glacier’s development far more than with previous Battlefield titles.

This came up less in talking to US-based staff, but everyone I spoke with on both continents agreed on one thing: Growing pains accompanied the transition from a production environment where one studio leads and others offer support to a new setup with four primary studios—plus outside support from all over EA—and all of it helmed by LA-based leadership.

EA is not alone in adopting this approach; it’s also used by competitor Activision-Blizzard on the Call of Duty franchise (though it’s worth noting that a big hit like Epic Games’ Fortnite has a very different structure).

Whereas publishers like EA and Activision-Blizzard used to house several studios, each of which worked on its own AAA game, they now increasingly make bigger bets on singular games-as-a-service offerings, with several of their studios working in tandem on a single project.

“Development of games has changed so much in the last 10 to 15 years,” said one developer. The new arrangement excites investors and shareholders, who can imagine returns from the next big unicorn release, but it can be a less creatively fulfilling way to work, as directives come from the top down, and much time is spent on dealing with inter-studio process. Further, it amplifies the effects of failures, with a higher human cost to people working on projects that don’t meet expectations.

It has also made the problems that affected Battlefield 2042‘s development more difficult to avoid.

Clearing the gates

EA studios use a system of “gates” to set the pace of development. Projects have to meet certain criteria to pass each gate.

For gate one, teams must have a clear sense of what they want to make and some proof of concept showing that this vision is achievable.

As they approach gate two, they’re building out and testing key technology, asking themselves if it can work at scale.

Gate three signifies full production. Glacier was expected to pass gate three in early 2023, but it was significantly delayed. When it did pass, some on the ground questioned whether it should have.

“I did not see robust budget, staff plan, feature list, risk planning, et cetera, as we left gate three,” said one person. In the way EA usually works, these things would all be expected at this stage.

As the project approached gate three and then alpha, several people within the organization tried to communicate that the game wasn’t on footing as firm as the top-level planning suggested. One person attributed this to the lack of a single source of truth within the organization. While developers tracked issues and progress in one tool, others (including project leadership) leaned on other sources of information that weren’t as tied to on-the-ground reality when making decisions.

A former employee with direct knowledge of production plans told me that as gate three approached, prototypes of some important game features were not ready, but since there wasn’t time to complete proofs of concept, the decision was handed down to move ahead to production even though the normal prerequisites were not met.

“If you don’t have those things fleshed out when you’re leaving pre-pro[duction], you’re just going to be playing catch-up the entire time you’re in production,” this source said.

In some cases, employees who flagged the problems believed they were being punished. Two EA employees each told me they found themselves cut out of meetings once they raised concerns like this.

Gate three was ultimately declared clear, and as of late May 2025, alpha was achieved for everything except the single-player campaign. But I’m told that this occurred with some tasks still un-estimated and many discrepancies remaining, leaving the door open to problems and compromises down the road.

The consequences for players

Because of these issues, the majority of the people I spoke with said they expect planned features or content to be cut before the game actually launches—which is normal, to a degree. But these common game development problems can contribute to other aspects of modern AAA gaming that many consumers find frustrating.

First off, making major decisions so late in the process can lead to huge day-one patches. Players of all types of AAA games often take to Reddit and social media to malign day-one patches as a frustrating annoyance for modern titles.

Battlefield 2042 had a sizable day-one patch. When multiplayer RPG Anthem (another big investment by EA) launched to negative reviews, that was partly because critics and others with pre-launch access were playing a build that was weeks old; a day-one patch significantly improved some aspects of the game, but that came after the negative press began to pour out.

A player character confronts a monster in Anthem

Anthem, another EA project with a difficult development, launched with a substantial day-one patch. Credit: EA

Glacier’s late arrival to Alpha and the teams’ problems with estimating the status of features could lead to a similarly significant day-one patch. That’s in part because EA has to deliver the work to external partners far in advance of the actual launch date.

“They have these external deadlines to do with the submissions into what EA calls ‘first-party’—that’s your PlayStation and Xbox submissions,” one person explained. “They have to at least have builds ready that they can submit.”

What ends up on the disc or what pre-loads from online marketplaces must be finalized long before the game’s actual release date. When a project is far behind or prone to surprises in the final stretch, those last few weeks are where a lot of vital work happens, so big launch patches become a necessity.

These struggles over content often lead to another pet peeve of players: planned launch content being held until later. “There’s a bit of project management within the Battlefield project that they can modify,” a former senior EA employee who worked on the project explained. “They might push it into Season 1 or Season 2.”

That way, players ultimately get the intended feature or content, but in some cases, they may end up paying more for it, as it ends up being part of a post-launch package like a battle pass.

These challenges are a natural extension of the fiscal-quarter-oriented planning that large publishers like EA adhere to. “The final timelines don’t change. The final numbers don’t change,” said one source. “So there is an enormous amount of pressure.”

A campaign conundrum

Single-player is also a problem. “Single-player in itself is massively late—it’s the latest part of the game,” I was told. “Without an enormous patch on day one or early access to the game, it’s unrealistic that they’re going to be able to release it to what they needed it to do.”

If the single-player mode is a linear, narrative campaign as originally planned, it may not be possible to delay missions or other content from the campaign to post-launch seasons.

“Single-player is secondary to multiplayer, so they will shift the priority to make sure that single-player meets some minimal expectations, however you want to measure that. But the multiplayer is the main focus,” an EA employee said.

“They might have to cut a part of the single-player out in order for the game to release with a single-player [campaign] on it,” they continued. “Or they would have to severely work through the summer and into the later part of this year and try to fix that.”

That—and the potential for a disappointing product—is a cost for players, but there are costs for the developers who work on the game, too.

Because timelines must be kept, and not everything can be cut or moved post-launch, it falls on employees to make up the gap. As we’ve seen in countless similar reports about AAA video game development before, that sometimes means longer hours and heavier stress.

AAA’s burnout problem

More than two decades ago, the spouse of an EA employee famously wrote an open letter to bring attention to the long hours and high stress developers there were facing.

Since then, some things have improved. People at all levels within EA are more conscious of the problems that were highlighted, and there have been efforts to mitigate some of them, like more comp time and mental health resources. However, many of those old problems linger in some form.

I heard several first-hand accounts of people working on Glacier who had to take stress or mental or exhaustion health leave, ranging from a couple of weeks to several months.

“There’s like—I would hesitate to count—but a large number compared to other projects I’ve been on who have taken mental exhaustion leave here. Some as short as two weeks to a month, some as long as eight months and nine,” one staffer told me after saying they had taken some time themselves.

This was partly because of long hours that were required when working directly with studios in both the US and Europe—a symptom of the new, multi-studio structure.

“My day could start as early as 5: 00 [am],” one person said. The first half of the day involved meetings with a studio in one part of the world while the second included meetings with a studio in another region. “Then my evenings would be spent doing my work because I’d be tied up juggling things all across the board and across time zones.”

This sort of workload was not limited to a brief, planned period of focused work, the employees said. Long hours were particularly an issue for those working in or closely with Ridgeline, the studio initially tasked with making the game’s single-player campaign.

From the beginning, members of the Ridgeline team felt they were expected to deliver work at a similar level to that of established studios like DICE or Ripple Effect before they were even fully staffed.

“They’ve done it before,” one person who was involved with Ridgeline said of DICE. “They’re a well-oiled machine.” But Ridgeline was “starting from zero” and was “expected to produce the same stuff.”

Within just six months of the starting line, some developers at Ridgeline said they were already feeling burnt out.

In the wake of the EA Spouses event, EA developed resources for employees. But in at least some cases, they weren’t much help.

“I sought some, I guess, mental help inside of EA. From HR or within that organization of some sort, just to be able to express it—the difficulties that I experienced personally or from coworkers on the development team that had experienced this, you know, that had lived through that,” said another employee. “And the nature of that is there’s nobody to listen. They pretend to listen, but nobody ultimately listens. Very few changes are made on the back of it.”

This person went on to say that “many people” had sought similar help and felt the same way, as far back as the post-launch period for 2042 and as recently as a few months ago.

Finding solutions

There have been a lot of stories like this about the games industry over the years, and it can feel relentlessly grim to keep reading them—especially when they’re coming alongside frequent news of layoffs, including at EA. Problems are exposed, but solutions don’t get as much attention.

In that spirit, let’s wrap up by listening to what some in the industry have said about what doing things better could look like—with the admitted caveat that these proposals are still not always common practice in AAA development.

“Build more slowly”

When Swen Vincke—studio head for Larian Studios and game director for the runaway success Baldur’s Gate 3—accepted an award at the Game Developers Conference, he took his moment on stage to express frustration at publishers like EA.

“I’ve been fighting publishers my entire life, and I keep on seeing the same, same, same mistakes over and over and over,” he said. “It’s always the quarterly profits. The only thing that matters are the numbers.”

After the awards show, he took to X to clarify his statements, saying, “This message was for those who try to double their revenue year after year. You don’t have to do that. Build more slowly and make your aim improving the state of the art, not squeezing out the last drop.”

A man stands on stage giving a speech

Swen Vincke giving a speech at the 2024 Game Developers Choice Awards. Credit: Game Developers Conference

In planning projects like Glacier, publicly traded companies often pursue huge wins—and there’s even more pressure to do so if a competing company has already achieved big success with similar titles.

But going bigger isn’t always the answer, and many in the industry believe the “one big game” strategy is increasingly nonviable.

In this attention economy?

There may not be enough player time or attention to go around, given the numerous games-as-a-service titles that are as large in scope as Call of Duty games or Fortnite. Despite the recent success of new entrant Marvel Rivals, there have been more big AAA live service shooter flops than wins in recent years.

Just last week, a data-based report by prominent games marketing newsletter GameDiscoverCo came to a prescient realization. “Genres like Arena Shooter, Battle Royale, and Hero Shooter look amazing from a revenue perspective. But there’s only 29 games in all of Steam’s history that have grossed >$1m in those subgenres,” wrote GameDiscoverCo’s Simon Carless.

It gets worse. “Only Naraka Bladepoint, Overwatch 2 & Marvel Rivals have grossed >$25m and launched since 2020 in those subgenres,” Carless added. (It’s important to clarify that he is just talking Steam numbers here, though.) That’s a stark counterpoint to reports that Call of Duty has earned more than $30 billion in lifetime revenue.

Employees of game publishers and studios are deeply concerned about this. In a 2025 survey of professional game developers, “one of the biggest issues mentioned was market oversaturation, with many developers noting how tough it is to break through and build a sustainable player base.”

Despite those headwinds, publishers like EA are making big bets in well-established spaces rather than placing a variety of smaller bets in newer areas ripe for development. Some of the biggest recent multiplayer hits on Steam have come from smaller studios that used creative ideas, fresh genres, strong execution, and the luck (or foresight) of reaching the market at exactly the right time.

That might suggest that throwing huge teams and large budgets up against well-fortified competitors is an especially risky strategy—hence some of the anxiety from the EA developers I spoke with.

Working smarter, not harder

That anxiety has led to steadily growing unionization efforts across the industry. From QA workers at Bethesda to more wide-ranging unions at Blizzard and CD Projekt Red, there’s been more movement on this front in the past two or three years than there had been in decades beforehand.

Unionization isn’t a cure-all, and it comes with its own set of new challenges—but it does have the potential to shift some of the conversations toward more sustainable practices, so that’s another potential part of the solution.

Insomniac Games CEO Ted Price spoke authoritatively on sustainability and better work practices for the industry way back at 2021’s Develop:Brighton conference:

I think the default is to brute force the problem—in other words, to throw money or people at it, but that can actually cause more chaos and affect well-being, which goes against that balance. The harder and, in my opinion, more effective solution is to be more creative within constraints… In the stress of hectic production, we often feel we can’t take our foot off the gas pedal—but that’s often what it takes.

That means publishers and studios should plan for problems and work from accurate data about where the team is at, but it also means having a willingness to give their people more time, provided the capital is available to do so.

Giving people what they need to do their jobs sounds like a simple solution to a complex problem, but it was at the heart of every conversation I had about Glacier.

Most EA developers—including leaders who are beholden to lofty targets—want to make a great game. “At the end of the day, they’re all really good people and they work really hard and they really want to deliver a good product for their customer,” one former EA developer assured me as we ended our call.

As for making the necessary shifts toward sustainability in the industry, “It’s kind of in the best interest of making the best possible game for gamers,” explained another. “I hope to God that they still achieve what they need to achieve within the timelines that they have, for the sake of Battlefield as a game to actually meet the expectations of the gamers and for people to maintain their jobs.”

Photo of Samuel Axon

Samuel Axon is the editorial lead for tech and gaming coverage at Ars Technica. He covers AI, software development, gaming, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

What’s wrong with AAA games? The development of the next Battlefield has answers. Read More »

with-12.2-update,-civilization-vii-tries-to-win-back-traditionalists

With 1.2.2 update, Civilization VII tries to win back traditionalists

There’s also a new loading screen with more detailed information and more interactive elements, which Firaxis says is a hint at other major UI overhauls to come. That said, players have already complained that it doesn’t look very nice because the 2D leader assets that appear on it have been scaled awkwardly and look fuzzy.

The remaining changes are largely balance and systems-related. Trade convoys can now travel over land, which means treasure ships will no longer get stuck in lakes, and there are broader strategic options for tackling the economic path in the Exploration Age. There has been a significant effort to overhaul town focuses, including the addition of a couple new ones, and the much-anticipated nerf of the Hub Town focus; it now provides +1 influence per connected town instead of two, though that may still not be quite enough to make the Hub Town, well, not overpowered.

You can find a bunch of other small balance tweaks in the patch notes, including new city-state bonuses, pantheons, and religious beliefs, among other things.

Lastly, and perhaps most importantly to some, you can now issue a command to pet the scout unit’s dog.

Next steps

As far as I can tell, there are still two major traditional features fans are waiting on: autoexplore for scout units and hotseat multiplayer support. Firaxis says it’s working on both, but neither made it into 1.2.2. Players have also been asking for further UI overhauls. Firaxis says those are coming, too.

When Civilization VII launched, I wrote that I quite liked it, but I also pointed out bugs and balance changes and noted that it won’t please traditionalists. For some players, the review said it might be better to wait. We did a follow-up article about a month in, interviewing the developers. But that was still during the “fix things that are on fire stage.”

More than any previous update, today’s 1.2.2 is the first one that seems like a natural jumping-on point for people who have been taking a wait-and-see approach.

It’s quite common for strategy games like this to not really fully hit their stride until weeks or even months of updates. Civilization VII‘s UI problems made it a particularly notable example of that trend, but the good news is that it’s also following the same path as the games before it that got good post-launch support: slowly, it’s becoming a game a broader range of Civ fans can enjoy.

With 1.2.2 update, Civilization VII tries to win back traditionalists Read More »

one-of-the-best-pac-man-games-in-years-is-playable-on-youtube,-of-all-places

One of the best Pac-Man games in years is playable on YouTube, of all places

Those who’ve played the excellent Pac-Man Championship Edition series will be familiar with the high-speed vibe here, but Pac-Man Superfast remains focused on the game’s original maze and selection of just four ghosts. That means old-school strategies for grouping ghosts together and running successful patterns through the narrow corridors work in similar ways here. Successfully excecuting those patterns becomes a tense battle of nerves here, though, requiring multiple direction changes every second at the highest speeds. While the game will technically work with swipe controls on a smartphone or tablet, high-level play really requires the precision of a keyboard via a desktop/laptop web browser (we couldn’t get the game to recognize a USB controller, unfortunately).

Collecting those high-value items at the bottom is your ticket to a lot of extra lives. Credit: Youtube Playables

As exciting as the high-speed maze gameplay gets, though, Pac-Man Superfast is hampered by a few odd design decisions. The game ends abruptly after just 13 levels, for instance, making it impossible to even attempt the high-endurance 256-level runs that Pac-Man is known for. The game also throws an extra life at you every 5,000 points, making it relatively easy to brute force your way to the end as long as you focus on the three increasingly high-point-value items that appear periodically on each stage.

Despite this, the game doesn’t give any point reward for unused extra lives or long-term survival at high speeds, limiting the rewards for high-level play. And the lack of a built-in leaderboard makes it hard to directly compare your performance to friends and/or strangers anyway.

A large part of the reason I wrote about this game was to see if someone could beat my high score.

Credit: Youtube Playables

A large part of the reason I wrote about this game was to see if someone could beat my high score. Credit: Youtube Playables

Those issues aside, I’ve had a blast coming back to Pac-Man Supefast over and over again in the past few days, slowly raising my high score above the 162,000 point mark during coffee breaks (consider the gauntlet thrown, Ars readers). If you’re a fan of classic arcade games, Pac-Man Superfast is worth a try before the “YouTube Playables” initiative inevitably joins the growing graveyard of discontinued Google products.

One of the best Pac-Man games in years is playable on YouTube, of all places Read More »

why-microsoft’s-next-xbox-should-just-run-windows-already

Why Microsoft’s next Xbox should just run Windows already

Microsoft’s “Xbox Series” consoles haven’t exactly been tearing up the sales charts.

Credit: Microsoft

Microsoft’s “Xbox Series” consoles haven’t exactly been tearing up the sales charts. Credit: Microsoft

On the PC side, though, Microsoft is still a force to be reckoned with. Practically every desktop or laptop gaming PC runs Windows by default, despite half-hearted efforts by Apple to turn MacOS into a serious gaming platform. And while Valve’s Linux-based SteamOS has created a significant handheld gaming PC niche—and is hinting at attempts to push into the gaming desktop space—it does so only through a Proton compatibility layer built on top of the strong developer interest in Windows gaming.

Microsoft is already highlighting its software advantage over SteamOS, promoting the Xbox Experience for Handhelds’ “aggregated game library” that can provide “access to games you can’t get elsewhere” through multiple Windows-based game launchers. There’s no reason to think that living room console players wouldn’t also be interested in that kind of no-compromise access to the full suite of Windows gaming options.

Microsoft has been preparing the Xbox brand for this ultimate merger between PC and console gaming for years, too. While the name “Xbox” was once synonymous with Microsoft’s console gaming efforts, that hasn’t been true since the launch of “Xbox on Windows 10” back in 2015 and the subsequent Windows Xbox app.

Meanwhile, offerings like Microsoft’s “Play Anywhere” initiative and the Xbox Game Pass for PC have gotten players used to purchases and subscriptions giving them access to games on both Xbox consoles and Windows PCs (not to mention cloud streaming to devices like smartphones). If your living room Xbox console simply played Windows games directly (along with your Windows-based handheld gaming PC), this sort of “Play Anywhere” promise becomes that much simpler to pull off without any need for porting effort from developers.

These are the kinds of thoughts that ran through my mind when I heard Bond say yesterday that Xbox is “working closely with the Windows team to ensure that Windows is the number one platform for gaming” while “building you a gaming platform that’s always with you so you can play the games you want across devices anywhere you want, delivering you an Xbox experience not locked to a single store or tied to one device.” That could simply be the kind of cross-market pablum we’re used to hearing from Microsoft. Or it could be a hint of a new world where Microsoft finally fully leverages its Windows gaming dominance into a new vision for a living room Xbox console.

Why Microsoft’s next Xbox should just run Windows already Read More »

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Switch 2 users report online console bans after running personal game “backups”

Earlier this week, the makers of the popular Mig Flash cartridge, which allows users to play Switch games loaded via an SD card without modifying the console itself, issued a firmware update enabling the cards to run original Switch games on the Switch 2. Since then, though, multiple Mig Flash users are reporting that they’ve seen their Switch 2 consoles banned from Nintendo’s online servers, even in cases where the devices were only used to run backups of legitimate games the users purchased themselves.

“My Switch 2 test has been banned after using the Mig [Flash] with perfectly legal dumps of my own cartridges, so it would seem that Nintendo can detect something,” popular hacking news account Switch Tools posted on social media Monday (along with a follow-up showing a stack of legitimate Switch games they said they had backed up using the device). “I strongly recommend that you do not use the Mig [Flash], it was already very risky to use but it is even more so on Switch 2.”

My Switch 2 test has been banned, after using the mig switch with perfectly legal dumps of my own cartridges, so it would seem that Nintendo can detect something

Similar reports on reddit are starting to come in.https://t.co/nbPMlRWSaPhttps://t.co/3eq6dkbFMi

I strongly… pic.twitter.com/btzjQYJzE4

— SwitchTools (@SwitchTools) June 16, 2025

The insistence that the ban came while using “perfectly legal dumps of my own cartridges” is important here. Nintendo has long used certificates with robust cryptographic signatures to identify when individual copies of Switch games are being shared for the purposes of piracy. If Nintendo notices the same cryptographic signature on security certificates being used by hundreds of different consoles and accounts, for instance, the company can be relatively sure that all those users are engaging in piracy.

But the Mig Flash can also be used for backup and play of an individual’s legal Switch game purchases on a personal console, which shouldn’t lead to any such signature conflicts. On the Mig Flash website, the developers of the device say they “only support and guarantee your gaming with your own games backups. This applies to online, too. If you want to play online with the full Mig Flash warranty, you need to use your own dumped backups… Failure to respect this rule might end up in bans from Nintendo online service, which we won’t be held responsible for.”

Switch 2 users report online console bans after running personal game “backups” Read More »

nintendo-switch-2:-the-ars-technica-review

Nintendo Switch 2: The Ars Technica review


Nintendo’s overdue upgrade is a strong contender, even amid competition from handheld PCs.

Maybe not the best showcase of the hardware, but squeezing 40+ years of Nintendo history into a single image was too compelling. Credit: Kyle Orland

Maybe not the best showcase of the hardware, but squeezing 40+ years of Nintendo history into a single image was too compelling. Credit: Kyle Orland

When Nintendo launched the Switch in 2017, the sheer novelty of the new hardware brought the company a lot of renewed attention. After the market disaster of the Wii U’s homebound “second screen” tablet, Nintendo exploited advances in system-on-a-chip miniaturization to create something of a minimum viable HD-capable system that could work as both a lightweight handheld and a slightly underpowered TV-based console. That unique combination, and Nintendo’s usual selection of first-party system sellers, set the console apart from what the rest of the gaming market was offering at the time.

Eight years later, the Switch 2 launched into a transformed gaming hardware market that the original Switch played a large role in shaping, one full of portable gaming consoles that can optionally be connected to a TV. That includes full-featured handheld gaming PCs like the Steam Deck and its many imitators, but also streaming-focused Android-based gaming handhelds and retro-focused emulation machines on the cheaper end. Even Microsoft is preparing to get in on the act, streamlining the Windows gaming experience for an Asus-powered handheld gaming PC that hides the Windows desktop.

Mario is excited! Are you?

Credit: Kyle Orland

Mario is excited! Are you? Credit: Kyle Orland

Those market changes make the Switch 2 a lot less of a novelty than its predecessor. As its name implies, it is essentially a direct sequel to the original Switch hardware, with improvements to the physical hardware and internal architecture. Rather than shaking things up with a new concept, Nintendo seems to be saying, “Hey, you liked the Switch? Here’s the same thing, but moreso.”

That “moreso” will surely be enough for players who complained about the Switch’s increasingly obvious struggles to play graphically demanding games in the last few years. But in a gaming world full of capable and usable handheld PCs, a “more of the same” Switch 2 might be a bit of a tougher sell.

Joyful Joy-Cons

Let’s start with one feature that the Switch line still can boast over most of its handheld gaming competition: the removable Joy-Cons. The new magnetic slotting system for these updated controllers on the Switch 2 is a sheer joy to use, allowing for easy and quick one-handed removal as well as a surprisingly secure portable mode connection. After a week spent snapping them on and off dozens of times, I still can’t get over how great the design feels.

The new Joy-Cons also ameliorate what was probably the largest complaint about the ones on the Switch: their size. Everything from the overall footprint to the buttons and joystick has been expanded to feel much more appropriate in larger hands. The days of average adults having to awkwardly scrunch their fingers around a Switch Joy-Con in each hand can be relegated to the past, where they belong.

Holding a single Joy-Con in two hands is still not ideal, but it works in a pinch.

Holding a single Joy-Con in two hands is still not ideal, but it works in a pinch.

Like the Switch before it, the removable Joy-Cons can also be used separately, essentially offering baseline purchasers two controllers for the price of one. The added size helps make holding an individual Joy-Con horizontally in two hands much more comfortable, especially when it comes to tapping the expanded shoulder buttons on the controllers’ inner edge. But the face buttons and joystick are still a bit too cramped and oddly placed to make this a preferred way to play for long stretches.

Still, for situations where you happen to have other players around—especially young children who might not mind the smaller-than-standard size—it’s nice to have a feasible multiplayer option without needing to invest in new controllers. And the Switch 2’s seamless compatibility with your old Switch controllers (in tabletop or docked mode, at least) provides even more control flexibility and value for upgraders.

Control compromises

The main problem with the Switch 2 Joy-Cons continues to be their thinness, which is practically unchanged from the original Switch. That’s handy for keeping the overall system profile nice and trim in portable mode, but it means the Joy-Cons are missing the bulbous, rounded palm grips you see on handhelds like the Steam Deck and standard console controllers dating back to the original PlayStation.

Without this kind of grip, the thin, rounded bottom corner of the Joy-Cons ends up wedged oddly between the fleshy parts of your palm. Your free fingers, meanwhile, are either awkwardly wrapped around the edge of the loose Joy-Cons or uncomfortably perched to support the flat back of a portable system that’s a noticeable 34 percent heavier than the original Switch. And while an included Joy-Con holster helps add these rounded grips for tabletop or docked play, the “flat finger” problem is unavoidable when playing the system in portable mode.

The included grip gives your palms a comfortable place to rest when holding the Joy-Cons.

The included grip gives your palms a comfortable place to rest when holding the Joy-Cons.

After spending a week with the Joy-Cons, I started to notice a few other compromises. Despite the added size, the face buttons are still slightly smaller than you’ll find on other controllers, meaning they can dig into the pad of your thumb when held down for extended periods. The shoulder buttons, which have also been expanded from the original Switch, still lack the increased travel and sensitivity of the analog triggers that are standard on nearly every competing controller. And the positioning of the right joystick encroaches quite close to the buttons just above it, making it easy to accidentally nudge the stick when pressing the lower B button.

Those kinds of control compromises help keep the portable Switch 2 notably smaller and lighter than most of its handheld PC competition. But they also mean my Switch 2 will probably need something like the Nyxi Hyperion Pro, which I’ve come to rely on to make portable play on the original Switch much more comfortable.

Improvements inside and out

Unlike the controllers, the screen on the Switch 2 is remarkably low on compromises. The full 1080p, 7.9-inch display supports HDR and variable refresh rates up to 120 Hz, making it a huge jump over both the original Switch and most of the screens you’ll find on competing handheld gaming PCs (or even some standard HDTVs when it comes to the maximum frame rate). While the screen lacks the truly deep blacks of a true OLED display, I found that the overall brightness (which reportedly peaks at about 450 nits) makes it hard to notice.

The bigger, brighter, sharper screen on the Switch 2 (top) is a huge improvement over the first Switch.

Credit: Kyle Orland

The bigger, brighter, sharper screen on the Switch 2 (top) is a huge improvement over the first Switch. Credit: Kyle Orland

The custom Nvidia processor inside the Switch 2 is also a welcome improvement over a Tegra processor that was already underpowered for the Switch in 2017. We’ve covered in detail how much of a difference this makes for Switch titles that have been specially upgraded to take advantage of that extra power, fixing fuzzy graphics and frame rate issues that were common on Nintendo’s previous system. It’s hard to imagine going back after seeing Tears of the Kingdom running in a silky-smooth 60 fps or enjoying the much sharper textures and resolution of portable No Man’s Sky on the Switch 2.

Link’s Awakening, Switch 1, docked. Andrew Cunningham

However, the real proof of the Switch 2’s improved power can be seen in early third-party ports like Cyberpunk 2077, Split Fiction, Hitman World of Assassination, and Street Fighter VI, which would have required significant visual downgrades to even run on the original Switch. To my eye, the visual impact of these ports is roughly comparable to what you’d get on a PS4 Pro (in handheld mode) or an Xbox Series S (in docked mode). In the medium term, that should be more than enough performance for all but the most determined pixel-counters, given the distinctly diminishing graphical returns we’re seeing from more advanced (and more expensive) hardware like the PS5 Pro.

The Switch 2 delivers a perfectly fine-looking version of Cyberpunk 2077

Credit: CD Projekt Red

The Switch 2 delivers a perfectly fine-looking version of Cyberpunk 2077 Credit: CD Projekt Red

The biggest compromise for all this extra power comes in the battery life department. Games like Mario Kart World or Cyberpunk 2077 can take the system from a full charge to completely drained in somewhere between 2 and 2.5 hours. This time span increases significantly for less demanding games like old-school 2D classics and can be slightly extended if you reduce the screen brightness. Still, it’s a bit grating to need to rely on an external battery pack just to play Mario Kart World for an entire cross-country flight.

Externally, the Switch 2 is full of tiny but welcome improvements, like an extra upper edge USB-C port for more convenient charging and a thin-but-sturdy U-shaped stand for tabletop play. Internally, the extremely welcome high-speed storage helps cut initial load times on games like Mario Kart 8 roughly in half (16.5 seconds on the Switch versus 8.5 seconds on the Switch 2 in our testing).

The embedded stand on the Switch 2 (right) is a massive improvement for tabletop mode play.

Credit: Kyle Orland

The embedded stand on the Switch 2 (right) is a massive improvement for tabletop mode play. Credit: Kyle Orland

But the 256GB of internal storage included in the Switch 2 is also laughably small, considering that individual digital games routinely require downloads of 50GB to 70GB. That’s especially true in a world where many third-party games are only available as Game Key Cards, which still require that the full game be downloaded. Most Switch 2 customers should budget $50 or more for a MicroSD Express card to add at least 256GB of additional storage.

Those Nintendo gimmicks

Despite the “more of the same” overall package, there are a few small areas where the Switch 2 does something truly new. Mouse mode is the most noticeable of these, letting you transform a Joy-Con into a PC-style mouse simply by placing it on its edges against most flat-ish surfaces. We tested this mode on surfaces ranging from a hard coffee table to a soft pillow-top mattress and this reviewer’s hairy thighs and found the mouse mode was surprisingly functional in every test. While the accuracy and precision fall off on the squishier and rounder of those tested surfaces, it’s something of a marvel that it works at all.

A bottom-up look at the awkward claw-like grip required for mouse mode.

Credit: Kyle Orland

A bottom-up look at the awkward claw-like grip required for mouse mode. Credit: Kyle Orland

Unfortunately, the ergonomics of mouse mode still leave much to be desired. This again comes down to the thinness of the Joy-Cons, which don’t have the large, rounded palm rest you’d expect from a good PC mouse. That means getting a good sense of control in mouse mode requires hooking your thumb, ring finger, and pinky finger into a weird modified claw-like grip around the Joy-Con, a pose that becomes uncomfortable after even moderate use. A holster that lets the Joy-Con slot into a more traditional mouse shape could help with this problem; failing that, mouse mode seems destined to remain a little-used gimmick.

GameChat is the Switch 2’s other major “new” feature, letting you communicate with friends directly through the system’s built-in microphone (which works rather well even across a large and noisy living room) or an optional webcam (many standard USB cameras we tested worked just fine). It’s a welcome and simple way to connect with other players without having to resort to Discord or the bizarre external smartphone app Nintendo relied on for voice chat on the original Switch.

In most ways, it feels like GameChat is just playing catch-up to the kind of social sharing features competitors like Microsoft were already including in their consoles back in 2005. However, we appreciate GameChat’s ability to easily share a live view of your screen with friends, even if the low-frame-rate video won’t give Twitch streams a run for their money.

Those kinds of complaints can also apply to GameShare, which lets Switch 2 owners stream video of their game with a second player, allowing them to join in the game from a secondary Switch or Switch 2 console (either locally or remotely). The usability of this feature seems heavily dependent on the wireless environment in the players’ house, ranging from smooth but grainy to unplayably laggy. And the fact that GameShare only works with specially coded games is a bit annoying when Steam Remote Play offers a much more generalized remote co-op solution on PC.

The best of both worlds?

This is usually the point in a console review where I warn you that buying a console at or near launch is a poor value proposition, as you’ll never pay more for a system with fewer games. That’s not necessarily true these days. The original Switch never saw an official price drop in its eight years on the market, and price increases are becoming increasingly common for some video game hardware. If you think you’re likely to ever be in the market for a Switch 2, now might be the best time to pull the trigger.

Mario Kart World offers plenty to see and do until more must-have games come to the Switch 2 library.

Credit: Nintendo

Mario Kart World offers plenty to see and do until more must-have games come to the Switch 2 library. Credit: Nintendo

That said, there’s not all that much to do with a brand new Switch 2 unit at the moment. Mario Kart World is being positioned as the major system seller at launch, revitalizing an ultra-popular, somewhat stale series with a mixed bag of bold new ideas. Nintendo’s other first-party launch title, the $10 Switch 2 Welcome Tour, is a tedious affair that offers a few diverting minigames amid dull slideshows and quizzes full of corny PR speak.

The rest of the Switch 2’s launch library is dominated by ports of games that have been available on major non-Switch platforms for anywhere from months to years. That’s nice if the Switch has been your only game console during that time or if you’ve been looking for an excuse to play these titles in full HD on a beautiful portable screen. For many gamers, though, these warmed-over re-releases won’t be that compelling.

Other than that, there are currently only the barest handful of completely original launch titles that require the Switch 2, none of which really provide a meaningful reason to upgrade right away. For now, once you tire of Mario Kart, you’ll be stuck replaying your old Switch games (often with welcome frame rate and resolution improvements) or checking out a trio of emulated GameCube games available to Switch Online Expansion Pack subscribers (they look and play just fine).

Looking to the future, the promise of further Nintendo first-party games is, as usual, the primary draw for the company’s hardware. In the near term, games like Donkey Kong Bananza, Pokémon Legends Z-A, and Metroid Prime 4 (which will also be available on the older Switch with less wow-inducing performance) are the biggest highlights in the pipeline. Projecting a little further out, the Switch 2 will be the only way to legitimately play Mario and Zelda adventures that seem highly likely to be can’t-miss classics, given past performance.

From top: Switch 2, Steam Deck OLED, Lenovo Legion Go S. Two of these three can play your entire Steam library. One of these three can play the new Mario Kart…

Credit: Kyle Orland

From top: Switch 2, Steam Deck OLED, Lenovo Legion Go S. Two of these three can play your entire Steam library. One of these three can play the new Mario Kart… Credit: Kyle Orland

Nintendo aside, the Switch 2 seems well-positioned to receive able portable-ready ports of some of the more demanding third-party games in the foreseeable future. Already, we’ve seen Switch 2 announcements for catalog titles like Elden Ring and future releases like 007 First Light, as well as a handful of third-party exclusives like FromSoft’s vampire-filled Duskbloods.

Those are pretty good prospects for a $450 portable/TV console hybrid. But even with a bevy of ports and exclusives, it could be hard for the Switch 2’s library to compete with the tens of thousands of games available on any handheld PC worth its salt. You’ll pay a bit more for one of those portables if you’re looking for something that matches the quality of the Switch 2’s screen and processor—for the moment, at least. But the PC ecosystem’s wider software selection and ease of customization might make that investment worth it for gamers who don’t care too much about Nintendo’s first-party efforts.

If you found yourself either regularly using or regularly coveting a Switch at any point over the last eight years, the Switch 2 is an obvious and almost necessary upgrade. If you’ve resisted the siren song for this long, though, you can probably continue to ignore Nintendo’s once-novel hardware line.

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Nintendo Switch 2: The Ars Technica review Read More »

engineer-creates-first-custom-motherboard-for-1990s-playstation-console

Engineer creates first custom motherboard for 1990s PlayStation console

The nsOne project joins a growing community of homebrew PlayStation 1 hardware developments. Other recent projects include Picostation, a Raspberry Pi Pico-based optical disc emulator (ODE) that allows PlayStation 1 consoles to load games from SD cards instead of physical discs. Other ODEs like MODE and PSIO have also become popular solutions for retrogaming collectors who play games on original hardware as optical drives age and fail.

From repair job to reverse-engineering project

To understand the classic console’s physical architecture, Brodesco physically sanded down an original motherboard to expose its internal layers, then cross-referenced the exposed traces with component datasheets and service manuals.

“I realized that detailed documentation on the original motherboard was either incomplete or entirely unavailable,” Brodesco explained in his Kickstarter campaign. This discovery launched what would become a comprehensive documentation effort, including tracing every connection on the board and creating multi-layer graphic representations of the circuitry.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

Using optical scanning and manual net-by-net reverse-engineering, Brodesco recreated the PlayStation 1’s schematic in modern PCB design software. This process involved creating component symbols with accurate pin mappings and identifying—or in some cases creating—the correct footprints for each proprietary component that Sony had never publicly documented.

Brodesco also identified what he calls the “minimum architecture” required to boot the console without BIOS modifications, streamlining the design process while maintaining full compatibility.

The mock-up board shown in photos validates the footprints of chips and connectors, all redrawn from scratch. According to Brodesco, a fully routed version with complete multilayer routing and final layout is already in development.

A photo of the nsOne PlayStation motherboard.

A photo of the nsOne PlayStation motherboard. Credit: Lorentio Brodesco

As Brodesco noted on Kickstarter, his project’s goal is to “create comprehensive documentation, design files, and production-ready blueprints for manufacturing fully functional motherboards.”

Beyond repairs, the documentation and design files Brodesco is creating would preserve the PlayStation 1’s hardware architecture for future generations: “It’s a tribute to the PS1, to retro hardware, and to the belief that one person really can build the impossible.”

Engineer creates first custom motherboard for 1990s PlayStation console Read More »

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Full-screen Xbox handheld UI is coming to all Windows PCs “starting next year”

One weakness of Valve’s Steam Deck gaming handheld and SteamOS is that, by default, they will only run Windows games from Steam that are supported by the platform’s Proton compatibility layer (plus the subset of games that run natively on Linux). It’s possible to install alternative game stores, and Proton’s compatibility is generally impressive, but SteamOS still isn’t a true drop-in replacement for Windows.

Microsoft and Asus’ co-developed ROG Xbox Ally is trying to offer PC gamers a more comprehensive compatibility solution that also preserves a SteamOS-like handheld UI by putting a new Xbox-branded user interface on top of traditional Windows. And while this interface will roll out to the ROG Xbox Ally first, Microsoft told The Verge that the interface would come to other Ally handhelds next and that something “similar” would be “rolling out to other Windows handhelds starting next year.”

Bringing a Steam Deck-style handheld-optimized user interface to Windows is something Microsoft has been experimenting with internally since at least 2022, when employees at an internal hackathon identified most of Windows’ handheld deficiencies in a slide deck about a proposed “Windows Handheld Mode.”

The mock-up “gaming shell” that some Microsoft employees were experimenting with in 2022 shares some similarities with the Xbox-branded interface we saw on the ROG Xbox Ally yesterday. Credit: Microsoft/Twitter user _h0x0d_

It’s not clear whether this new Xbox interface is a direct outgrowth of that slide presentation, but it pitches a tile-based Switch-style gamepad UI with some superficial similarities to what Microsoft revealed yesterday. This theoretical Handheld Mode would also have come with “optimizations for your handheld’s touch screen to improve touch points and visibility” and Windows’ “lack of controller support” outside of the Steam app and actual games.

On the ROG Xbox Ally, the new full-screen interface completely replaces the traditional desktop-and-taskbar interface of Windows, saving what Microsoft says is a couple of gigabytes’ worth of RAM while also using less energy and other system resources. On a handheld running the normal version of Windows, like the regular ROG Ally, that Windows overhead is joined by additional overhead from things like Asus’ Armoury Crate software, which these handhelds currently need to bridge the functionality gap between SteamOS and Windows.

Full-screen Xbox handheld UI is coming to all Windows PCs “starting next year” Read More »

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Microsoft dives into the handheld gaming PC wars with the Asus ROG Xbox Ally

Back in March, we outlined six features we wanted to see on what was then just a rumored Xbox-branded, Windows-powered handheld gaming device. Today, Microsoft’s announcement of the Asus ROG Xbox Ally hardware line looks like it fulfills almost all of our wishes for Microsoft’s biggest foray into portable gaming yet.

The Windows-11-powered Xbox Ally devices promise access to “all of the games available on Windows,” including “games from Xbox, Game Pass, Battle.net, and other leading PC storefronts [read: Steam, Epic Games Store, Ubisoft Connect, etc].” But instead of having to install and boot up those games through the stock Windows interface, as you often do on handhelds like the original ROG Ally line, all these games will be available through what Microsoft is calling an “aggregated gaming library.”

Asus and Microsoft are stressing how that integrated experience can be used with games across multiple different Windows-based launchers, promising “access to games you can’t get elsewhere.” That could be seen as a subtle dig at SteamOS-powered devices like the Steam Deck, which can have significant trouble with certain titles that don’t play well with Steam and/or Linux for one reason or another. Microsoft also highlights how support apps like Discord, Twitch, and downloadable game mods will also be directly available via the Xbox Ally’s Windows backbone.

And while the Xbox Ally devices run Windows 11, they will boot to what Microsoft is calling the “Xbox Experience for Handheld,” a bespoke full-screen interface that hides the nitty-gritty of the Windows desktop by default. That gaming-focused interface will “minimize background activity and defer non-essential tasks,” meaning “more [and] higher framerates” for the games themselves, Microsoft says. A rhombus-shaped Xbox button located near the left stick will also launch an Xbox Game Bar overlay with quick access to functions like settings, performance metrics, and fast switching between titles. Microsoft also says it is working on a “Deck Verified”-style program for identifying Windows titles that “have been optimized for handhelds.”

Microsoft dives into the handheld gaming PC wars with the Asus ROG Xbox Ally Read More »

nintendo-switch-2’s-faster-chip-can-dramatically-improve-original-switch-games

Nintendo Switch 2’s faster chip can dramatically improve original Switch games

Link’s Awakening, Switch 1, docked. Andrew Cunningham

It’s pretty much the same story for Link’s Awakening. Fine detail is much more visible, and the 3D is less aliased-looking because the Switch 2 is running the game at a higher resolution. Even the fairly aggressive background blur the game uses looks toned down on the Switch 2.

Link’s Awakening on the Switch 1, docked.

Link’s Awakening on the Switch 2, docked.

The videos of these games aren’t quite as obviously impressive as the Pokémon ones, but they give you a sense of the higher resolution on the Switch 2 and the way that the Switch’s small endemic frame rate hiccups are no longer a problem.

Quiet updates

For the last two categories of games, we won’t be waxing as poetic about the graphical improvements because there aren’t many. In fact, some of these games we played looked ever-so-subtly worse on the Switch 2 in handheld mode, likely a side effect of a 720p handheld-mode image being upscaled to the Switch 2’s 1080p native resolution.

That said, we still noticed minor graphical improvements. In Kirby Star Allies, for example, the 3D elements in the picture looked mostly the same, with roughly the same resolution, same textures, and similar overall frame rates. But 2D elements of the UI did still seem to be aware that the console is outputting a 4K image and are visibly sharper as a result.

Games without updates

If you were hoping that all games would get some kind of “free” resolution or frame rate boost from the Switch 2, that mostly doesn’t happen. Games like Kirby’s Return to Dream Land Deluxe and Pokémon Legends Arceus, neither of which got any kind of Switch 2-specific update, look mostly identical on both consoles. If you get right up close and do some pixel peeping, you can occasionally see places where outputting a 4K image instead of a 1080p image will look better on a 4K TV, but it’s nothing like what we saw in the other games we tested.

Pokémon Legends Arceus, Switch 1, docked.

Pokémon Legends Arceus, Switch 2, docked.

However, it does seem that the Switch 2 may help out somewhat in terms of performance consistency. Observe the footage of a character running around town in Pokémon Legends—the resolution, draw distance, and overall frame rate all look pretty much the same. But the minor frame rate dips and hitches you see on the Switch 1 seem to have been at least partially addressed on the Switch 2. Your mileage will vary, of course. But you may encounter cases where a game targeting a stable 30 fps on the Switch 1 will hit that 30 fps with a bit more consistency on the Switch 2.

Nintendo Switch 2’s faster chip can dramatically improve original Switch games Read More »

our-first-impressions-after-48-hours-with-the-switch-2

Our first impressions after 48 hours with the Switch 2

As an included freebie with the Switch 2 system, this would merely be tedious. As a game with a $10 asking price, it’s a little insulting.

GameChat is cute, but screen-sharing is rough

After a lengthy initial setup, starting a casual GameChat session with people on your Switch 2 friends list is pretty simple (though, oddly, there seems to be no way to add new people to a GameChat after it starts). The system’s internal microphone does a pretty good job picking up your voice even across a big room, and the head-tracking feature for the camera does a good job keeping you in frame even as you move.

The frame rate on those shared screens is rough.

Credit: Kyle Orland

The frame rate on those shared screens is rough. Credit: Kyle Orland

GameChat struggles a bit when it comes to screen sharing, though, sending a grainy video of your gameplay at a rough-to-watch rate of about 10 or 15 fps. This is fine if you’re just glancing at what your chatmate is doing occasionally to offer some hints or support. Just don’t expect it to replicate the experience of watching your favorite streamer on Twitch or anything of the like.

The internal storage doesn’t go very far

The Switch 2’s 256GB of built-in storage is plenty if you’re mainly using it to play upgraded old Switch games; even an epic like Tears of the Kingdom is only about 20GB with the upgrade pack. But high-end games designed specifically for the Switch 2 can be a lot bigger: 48GB for Street Fighter 6, nearly 60GB for Cyberpunk 2077, and a whopping 69.2GB for Split Fiction, to cite a few examples. If you plan to download games like these, you’ll need to invest in a MicroSD Express card before too long.

Switch games run a lot better

We’ll have more in-depth coverage of this in the near future, but for now, suffice it to say that Switch 2 upgrades make a lot of the less performant Switch games much more bearable. This can be especially true for late-era Switch software that pushed the old hardware to its limits; after seeing Tears of the Kingdom running at a silky smooth 60 fps on the Switch 2, it will be hard to go back to playing the original version ever again.

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