gaming

nintendo-switch-2’s-gameless-game-key-cards-are-going-to-be-very-common

Nintendo Switch 2’s gameless Game-Key cards are going to be very common

US preorders for the Nintendo Switch 2 console went live at Best Buy, Target, and Walmart at midnight Eastern time last night (though the rush of orders caused problems and delays across all three retailers’ websites). The console listings came with a wave of other retail listings for games and accessories, and those listings either fill small gaps in our knowledge about Switch 2 game packaging and pricing or confirm facts that were previously implied.

First, $80 Switch 2 games like Mario Kart World will not cost $90 as physical releases. This is worth repeating over and over again because of how pernicious the rumors about $90 physical releases have been; as recently as this morning, typing “Switch 2 $90” into Google would show you videos, Reddit threads, news posts, and even Google’s own AI summaries all confidently and incorrectly proclaiming that physical Switch 2 releases will cost $90 when they actually won’t.

Google’s AI-generated search summary about $90 Switch 2 games as of this morning. Credit: Andrew Cunningham

While physical game releases in the EU sometimes cost more than their digital counterparts, there was actually no indication that US releases of physical games would cost $90. The Mario Kart World website listed an $80 MSRP from the start, as did early retail listings that were published before preorders actually began, and this price didn’t change when Nintendo increased accessory pricing in response to import tariffs imposed by the Trump administration.

But now that actual order confirmation emails are going out, we can (even more) confidently say that Switch 2 physical releases cost the same amount as digital releases, just like original Switch games and most physical releases for other consoles. For example, the physical release for the upcoming Donkey Kong Bananza is $70, also the same as the digital version.

Third-party releases run a wider pricing gamut, from as little as $40 (Square Enix’s Bravely Default remaster) to as much as $100 (a special edition release of Daemon X Machina: Titanic Scion, also available at $70 for the standard release).

Lots of third-party games are getting Game-Key card releases

A Game-Key card disclaimer. It tells you you’ll need to download the game and approximately how large that download will be. Credit: Nintendo/Sega

When preorders opened in Japan yesterday, all physical releases of third-party games had Nintendo’s Game-Key card disclaimer printed on them. And it looks like a whole lot of physical third-party Switch 2 game releases in the US will also be Game-Key cards, based on the box art accompanying the listings.

These have been controversial among physical media holdouts because they’re not physical game releases in the traditional sense—they don’t have any actual game data stored on them. When you insert them into a Switch 2, they allow you to download the game content from Nintendo’s online store, but unlike a pure digital release, you’ll still need to have the Game-Key card inserted every time you want to play the game.

Nintendo Switch 2’s gameless Game-Key cards are going to be very common Read More »

backward-compatible:-many-old-oblivion-mods-still-work-on-oblivion-remastered

Backward compatible: Many old Oblivion mods still work on Oblivion Remastered


The modding community is already hard at work despite lack of “official” support.

Thanks to a circa 2008 mod, I have a ton of armor and weapons from the jump in Oblivion Remastered Credit: Kyle Orland / Bethesda

Thanks to a circa 2008 mod, I have a ton of armor and weapons from the jump in Oblivion Remastered Credit: Kyle Orland / Bethesda

Bethesda isn’t officially supporting mods for the newly released Elder Scrolls IV: Oblivion Remastered. But that hasn’t stopped some players from discovering that many mods created for the 2006 original seem to work just fine in the new game with a bare minimum of installation headaches.

As noted on Reddit and the Bethesda Game Studios Discord, some .esp mod files designed years ago for the original Oblivion have the same effect when plugged into the new Remastered game. Ars confirmed this during some quick testing, using a mod uploaded in 2008 to easily add high-end weapons and armor to the opening jail cell scene in the Remastered version.

While players of the original game could use the Oblivion Mod Manager to easily install these mods, doing so in the Remastered version requires a bit more manual work. First, users have to download the applicable .esp mod files and put them in the “Content/Dev/ObvData/Data” folder (the same one that already houses DLC data files like “DLCHorseArmor.esp”). Then it’s just a matter of opening “Plugins.txt” in the same folder and adding that full .esp file name to the plaintext list.

Early testers report that some more complex mods designed for the original Oblivion will lead to crashes or mixed results when loaded in the Remastered game. Others theorize that “the game seems to read OG Oblivion as its base, so manually adding a mod that doesn’t have new assets … would work.”

As the community continues to analyze this modding backward compatibility, other modders have already rushed to release dozens of new mods designed specifically for the Remastered version, even without official support from Bethesda. At this point, most of these seem focused on some basic UI tweaks or quality-of-life hacks to make the game more enjoyable (we’re particularly fond of this one that makes slow-walking NPCs a bit faster).

More complex mods may require diving into the Unreal Engine’s pak file format to replace in-game assets with new, modded versions. That means it’s probably just a matter of time before we get the equivalent of the custom Mystic Elf race modded back into the newer version of the game.

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.

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bethesda-isn’t-shutting-down-ambitious-fan-made-“skyblivion”-remaster-project

Bethesda isn’t shutting down ambitious fan-made “Skyblivion” remaster project

“Bethesda has always been supportive of community projects like ours, and we don’t see that changing anytime soon,” the team wrote at the time.

The latest “making of” trailer for the ambitious Skyblivion modding project.

Other publishers aren’t always similarly open to competition from fans, though. Nintendo has long taken a legal scorched earth approach to a wide variety of fan games that use its licensed characters or trademarks. And last year, Valve also took steps to shut down a number of fan remakes of its legacy games.

In 2016, Blizzard shut down a couple of fan-run “classic” World of Warcraft servers in the run-up to its announcement of official World of Warcraft Classic servers. Activision and EA have similarly shut down modded servers for legacy online titles.

Some publishers have mirrored Bethesda’s more open approach to modders, though. Sega actively encouraged official Steamworks modding for some Sega Genesis classics released as PC downloads back in 2016. And the heavily Halo-inspired Installation 01 continues to thrive with something close to official support from Microsoft and developer 343 Industries, as long as it remains a non-commercial project.

As for Skyblivion, while the project’s last public Roadmap update is months old at this point, the team is still confident it will be able to release a version of its ambitious mod later this year. “We are confident that players will be the true winners, having the opportunity to experience both a community-driven reimagining and a professional, modern version of this beloved game.”

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teen-coder-shuts-down-open-source-mac-app-whisky,-citing-harm-to-paid-apps

Teen coder shuts down open source Mac app Whisky, citing harm to paid apps

A tipped-cap moment

The center of Whisky’s homepage. The page now carries a persistent notice that “Whisky is no longer actively maintained. Apps and games may break at any time.”

Credit: Whisky

The center of Whisky’s homepage. The page now carries a persistent notice that “Whisky is no longer actively maintained. Apps and games may break at any time.” Credit: Whisky

CodeWeavers’ CEO wrote on the company’s blog late last week about the Whisky shutdown, topped with an image of a glass of the spirit clinking against a glass of wine. “Whisky may have been a CrossOver competitor, but that’s not how we feel today,” wrote James B. Ramey. “Our response is simply one of empathy, understanding, and acknowledgement for Isaac’s situation.”

Ramey noted that Whisky was a free packaging of an open source project, crafted by someone who, like CrossOver, did it as “a labor of love built by people who care deeply about giving users more choices.” But Marovitz faced “an avalanche of user expectations,” Ramey wrote, regarding game compatibility, performance, and features. “The reality is that testing, support, and development take real resources … if CodeWeavers were not viable because of CrossOver not being sustainable, it would likely dampen the future development of WINE and Proton and support for macOS gaming,” Ramey wrote.

“We ‘tip our cap’ to Isaac and the impact he made to macOS gaming,” Ramey wrote, strangely choosing that colloquial salute instead of the more obvious beverage analogy for the two projects.

Marovitz told Ars that while user expectations were “definitely an issue,” they were not the major reason for ceasing development. “I’ve worked on other big projects before and during Whisky’s development, so I’m not a stranger to tuning out the noise of constant user expectations.”

Open source projects shutting down because of the tremendous pressure they put on their unpaid coders is a kind of “dog bites man” story in the coding world. It’s something else entirely when a prolific coder sees a larger ecosystem as not really benefiting from their otherwise very neat tool, and chooses deference. Still, during its run, the Whisky app drew attention to Mac gaming and the possibilities of Wine, and by extension Apple’s own Game Porting Toolkit, itself based on CrossOver. And likely gave a few Mac owners some great times with games they couldn’t get on their favorite platform.

Marovitz, while stepping back, is not done with Mac gaming, however. “Right now I’m working on the recompilation of Sonic Unleashed and bringing it fully to Mac, alongside other folks, but for the most part my goals and passions have remained the same,” Marovitz told Ars.

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nintendo-raises-planned-switch-2-accessory-prices-amid-tariff-“uncertainty”

Nintendo raises planned Switch 2 accessory prices amid tariff “uncertainty”

The Switch 2 hardware will still retail for its initially announced $449.99, alongside a $499.99 bundle including a digital download of Mario Kart World. Nintendo revealed Thursday that the Mario Kart bundle will only be produced “through Fall 2025,” though, and will only be available “while supplies last.” Mario Kart World will retail for $79.99 on its own, while Donkey Kong Bananza will launch in July for a $69.99 MSRP.

Most industry analysts expected Nintendo to hold the price for the Switch 2 hardware steady, even as Trump’s wide-ranging tariffs threatened to raise the cost the company incurred for systems built in China and Vietnam. “I believe it is now too late for Nintendo to drive up the price further, if that ever was an option in the first place,” Kantan Games’ Serkan Toto told GamesIndustry.biz. “As far as tariffs go, Nintendo was looking at a black box all the way until April 2, just like everybody else. As a hardware manufacturer, Nintendo most likely ran simulations to get to a price that would make them tariff-proof as much as possible.”

But that pricing calculus might not hold forever. “If the tariffs persist, I think a price increase in 2026 might be on the table,” Ampere Analysis’ Piers Harding-Rolls told GameSpot. “Nintendo will be treading very carefully considering the importance of the US market.”

Since the Switch 2 launch details were announced earlier this month, Nintendo’s official promotional livestreams have been inundated with messages begging the company to “DROP THE PRICE.”

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sunderfolk-review:-rpg-magic-that-transports-your-friends-together

Sunderfolk review: RPG magic that transports your friends together


Using your phone as a controller keeps you engaged with this accommodating RPG.

The creators of Sunderfolk wanted to make a video game that would help players “Rediscover game night.” By my reckoning, they have succeeded, because I am now regularly arguing with good friends over stupid moves. Why didn’t I pick up that gold? Don’t you see how ending up there messed up an area attack? Ah, well.

That kind of friendly friction, inside dedicated social time, only gets harder to come by as you get older, settle into routines, and sometimes move apart. I’ve hosted four Sunderfolk sessions with three friends, all in different states, and it has felt like reclaiming something I lost. Sunderfolk is a fun game with a lot of good ideas, and the best one is convincing humans to join up in pondering hex tiles, turn order, and what to name the ogres who shoot arrows (“Pointy Bros”).

Maybe you already have all the gaming appointments you need with friends, online or in person. Sunderfolk, I might suggest, is a worthy addition to your queue as a low-effort way to give everyone a break from being the organizer. It does a decent job of tutorializing and onboarding less experienced players, then adds depth as it goes on. Given that only one person out of four has to own the game on some system, and the only other hardware needed is a phone, it’s a pretty light lift for what I’m finding to be a great payoff. Some parts could be improved, but the core loop and its camaraderie engine feel sturdy.

I haven’t reached the mine cart missions yet but am glad to know they exist.

Credit: Dreamhaven

I haven’t reached the mine cart missions yet but am glad to know they exist. Credit: Dreamhaven

Pick a class, take a seat

My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob.

Credit: Kevin Purdy

My party getting a well-deserved level up. From left: Boom Boom the berserker, Roguefer, Bob the mage, and Fire Bob. Credit: Kevin Purdy

Sunderfolk is a turn-based tactical RPG, putting you and your friends on a grid filled with objects, enemies, and surprises. You pick from familiar role-playing character classes—my party picked rogue, berserker, wizard, and a kind of pyromancer—and choose one ability card each turn. The cards put a Gloomhaven-like emphasis on sequence and map positioning. One of my rogue’s potential moves is a quick attack, then gaining strength by picking up nearby gold. Another involves moving, hitting, moving, hitting, then one more single-hex move at the end, to stay out of danger and get a protective “Shrouded” effect.

You and your squad are all watching the same screen, be it a living room TV, a laptop, or a window streamed over Zoom or Discord. You choose your cards, plot your movement, and interact with everything using your phone or tablet’s touchscreen.  Once you’ve won a quest by beating the baddies and/or hitting other markers, you head back to town and do a whole bunch of housekeeping tasks. Sunderfolk has mechanics for both players not being present (scaling the quests and keeping the missing leveled up) and for someone having to drop mid-battle (someone else can play their seat and their own). It’s accommodating to players of different RPG experience levels and different schedules.

Sunderfolk launch date trailer.

You have my sword—and my phone

Let’s address the phone controls, the roughly 6-inch-diagonal elephant in the room. My three friends all had to spend a few minutes getting used to using their phone screen as a multi-modal controller: touchpad for hex movement and cursor pointing, card picker and info box reader, and then the town landscape screen. After that, nobody had any real issues with the controls themselves. The tactile feedback guides your finger, and there was no appreciable lag in our sessions.

Sometimes we’d get momentarily flummoxed by the card-choosing flow, and there is perhaps some inherent mental tax in switching between screens. But the phone controls, besides making couch co-op possible, also allowed everyone in my group to play in their most comfortable spot: a TV streaming the Discord app, a tablet on the couch, a laptop at the kitchen counter.

Not for nothing, but with each player using their phone for controls—and the game announcing when players had “disconnected” if they switched to another app too long, only for them to come right back—Sunderfolk can apply some anti-scrolling pressure and keep everyone checked in. You could get around this with secondary devices or tiled windows, but it’s better to be present and ask your friends whose turn it is to fire off their Ultimate card.

(To clarify how remote play works: One owner of the game can screen-cast their game to Discord, Zoom, Meet, or whatever service, everyone playing can chat there or elsewhere, and players log in their phones/controllers with a QR code that is displayed from the screen-casted main title screen)

Cheerhaven

Most times, your party will be spread out all over the town, but in this provided screenshot, everybody has remembered to upgrade their Fate cards at the Temple.

Credit: Dreamhaven

Most times, your party will be spread out all over the town, but in this provided screenshot, everybody has remembered to upgrade their Fate cards at the Temple. Credit: Dreamhaven

All this adventuring takes place in a world of anthropomorphized animals and overgrown woods and purple-blue ogres that strongly evoke World of Warcraft’s style (at least in Act 1). When you’re back in town, you tap around to chat with recurring NPCs, gain friendship levels that sometimes result in gifts, and upgrade parts of the town to your liking. The town hub provides more opportunities for strategy and bonding with players. You might send some of the gold you greedily picked up on the last quest to the friend so they can nab a great weapon. You might, as a group, buy a quirky town upgrade just for the chance to rename some things.

But the town is one place I felt some friction, familiar from more in-depth board games. Some players will be done with making their decisions and speeding through dialogue faster than others and may or may not be more engaged with the town chatterboxes. Just as with cardboard games, you can take this moment to get up, stretch your legs, and maybe refresh a drink. But you might have to nudge people along if they’re overwhelmed by gear choices.

The non-gory, often goofy nature of Sunderfolk’s setting makes it appropriate for a wider range of players. The voice acting, almost all of it by Anjali Bhimani (i.e., Symmetra), re-creates the feel of having a game master switch between “Frightened Blue Jay miner” and “Furious Ogre Queen” in one session. I’m not too engaged in the broad plot after one act—ogres, fueled by Darkstone, want to extinguish the village’s Brightstone—but it’s not a big deal. The game has given my group something else to latch onto: naming things.

Touching the Neatos to heal Boom Boom

Michael Keaton must reach an exit hex!

Credit: Kevin Purdy

Michael Keaton must reach an exit hex! Credit: Kevin Purdy

The chance to name things in Sunderfolk, and have those names stick for the whole campaign, is something a good GM would do to engage their players and break up tension. Sunderfolk is clever about this, offering both secret naming prompts to individual players on their phones or dishing out naming opportunities in town. In my party’s campaign, healing statues are named Neatos, the town bridge is Seagull Murder (a misremembered, obscure Peace Bridge reference), and the beetle we rescued is named, as it was during my preview, Michael Keaton. It’s fun to build your own stupid world out of goofy names, something too few games provide.

Individual phone controls give the game a chance to pull off a few other tricks, like only telling certain players about how a certain enemy looks like they’re carrying great loot. If Sunderfolk added even more of this, I would not mind at all.

I’m generally enjoying the combat, difficulty ramp (on the default setting), and upgrade paths of the characters. After three or four sessions, your character has much more move variety, and items and weapons are more useful and varied. The town of Arden, while overly chatty, has more to offer. It feels like a game that has had its pacing and onboarding fine-tuned.

But I have nits to pick:

  • There are cheap but great upgrades you can easily miss in town, like tavern meals and temple fate cards
  • Enemy variety feels slightly lacking in the first act
  • Some things, like mission selection, demand all-party agreement; perhaps the game could figuratively flip a coin when parties are divided
  • Everyone in my party has accidentally skipped an attack once or twice, despite an “Are you sure?” prompt
  • Movement traces and signaling could be clearer, as we have all also wasted hexes and shoved each other around

A very human computer game

You and your friends deal with a lot more stuff as Sunderfolk goes on: Boom Shrooms, loot, pits, explosives, and lots of little coin piles.

Credit: Kevin Purdy

You and your friends deal with a lot more stuff as Sunderfolk goes on: Boom Shrooms, loot, pits, explosives, and lots of little coin piles. Credit: Kevin Purdy

It’s been hard to be overly critical of a game that has all but forced me to log off and talk to friends for a couple hours each week. The downsides of Sunderfolk have mostly been the same as those of playing any tabletop game with humans: waiting, expertise imbalance, distraction, and someone’s dog needing attention.

Beyond that, I think Sunderfolk is a success at what it set out to do: Put the cardboard, cards, and dice on the screen and make it easier for everyone to show up. It won’t replace the traditional game night, but it might bring more people into it and remind people like me why it’s so good.

This post was updated at 10: 45 a.m. with a note about how remote play can work.

Photo of Kevin Purdy

Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch.

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assassin’s-creed-shadows-is-the-dad-rock-of-video-games,-and-i-love-it

Assassin’s Creed Shadows is the dad rock of video games, and I love it


It also proves AAA publishers should be more willing to delay their games.

Assassin’s Creed Shadows refines Ubisoft’s formula, has great graphics, and is a ton of fun. Credit: Samuel Axon

Assassin’s Creed titles are cozy games for me. There’s no more relaxing place to go after a difficult day: historical outdoor museum tours, plus dopamine dispensers, plus slow-paced assassination simulators. The developers of Assassin’s Creed: Shadows seem to understand this need to escape better than ever before.

I’m “only” 40 hours into Shadows (I reckon I’m only about 30 percent through the game), but I already consider it one of the best entries in the franchise’s long history.

I’ve appreciated some past titles’ willingness to experiment and get jazzy with it, but Shadows takes a different tack. It has cherry-picked the best elements from the past decade or so of the franchise and refined them.

So, although the wheel hasn’t been reinvented here, it offers a smoother ride than fans have ever gotten from the series.

That’s a relief, and for once, I have some praise to offer Ubisoft. It has done an excellent job understanding its audience and proven that when in doubt, AAA publishers should feel more comfortable with the idea of delaying a game to focus on quality.

Choosing wisely

Shadows is the latest entry in the 18-year series, and it was developed primarily by a Ubisoft superteam, combining the talents of two flagship studios: Ubisoft Montreal (Assassin’s Creed IV: Black Flag, Assassin’s Creed Origins, Assassin’s Creed Valhalla) and Ubisoft Quebec (Assassin’s Creed Syndicate, Assassin’s Creed Odyssey, Immortals Fenyx Rising).

After a mediocre entry in 2023’s Assassin’s Creed Mirage—which began as Valhalla DLC and was developed by B-team Ubisoft Bordeaux—Shadows is an all-in, massive budget monstrosity led by the very Aist of teams.

The game comes after a trilogy of games that many fans call the ancient trilogy (Origins, Odyssey, and Valhalla—with Mirage tightly connected), which was pretty divisive.

Peaking with Odyssey, the ancient trilogy departed from classic Assassin’s Creed gameplay in significant ways. For the most part, cornerstones like social stealth, modern-day framing, and primarily urban environments were abandoned in favor of what could be reasonably described as “The Witcher 3 lite”—vast, open-world RPG gameplay with detailed character customization and gear systems, branching dialogue options, and lots of time spent wandering the wilderness instead of cities.

An enemy fort sits in a wild landscape

As in Odyssey, you spend most of your time in Shadows exploring the wilds. Credit: Samuel Axon

I loved that shift, as I felt the old formula had grown stale over a decade of annual releases. Many other longtime fans did not agree. So in the weeks leading up to Shadows‘ launch, Ubisoft was in a tough spot: please the old-school fans or fans of the ancient trilogy. The publisher tried to please both at once with Valhalla but ended up not really making anyone happy, and it tried a retro throwback with Mirage, which was well-received by a dedicated cohort, but that didn’t make many waves outside that OG community.

During development, a Ubisoft lead publicly assured fans that Shadows would be a big departure from Odyssey, seemingly letting folks know which fanbase the game was meant to please. That’s why I was surprised when Shadows actually came out and was… a lot like Odyssey—more like Odyssey than any other game in the franchise, in fact.

Detailed gear stats and synergies are back, meaning this game is clearly an RPG… Samuel Axon

Similar to Odyssey, Shadows has deep character progression, gear, and RPG systems. It is also far more focused on the countryside than on urban gameplay and has no social stealth. It has branching dialogue (anemic though that feature may be) and plays like a modernization of The Witcher III: Wild Hunt.

Yet it seems this time around, most players are happy. What gives?

Well, Shadows exhibits a level of polish and handcrafted care that many Odyssey detractors felt was lacking. In other words, the game is so slick and fun to play, it’s hard to dislike it just because it’s not exactly what you would have done had you been in charge of picking the next direction for the franchise.

Part of that comes from learning lessons from the specific complaints that even Odyssey‘s biggest fans had about that game, but part of it can be attributed to the fact that Ubisoft did something uncharacteristic this time around: It delayed an Assassin’s Creed game for months to make sure the team could nail it.

It’s OK to delay

Last fall, Ubisoft published Star Wars Outlaws, which was basically Assassin’s Creed set in the Star Wars universe. You’d think that would be a recipe for success, but the game landed with a thud. The critical reception was lukewarm, and gaming communities bounced off it quickly. And while it sold well by most single-player games’ standards, it didn’t sell well enough to justify its huge budget or to please either Disney or Ubisoft’s bean counters.

I played Outlaws a little bit, but I, too, dropped it after a short time. The stealth sequences were frustrating, its design decisions didn’t seem very well-thought out, and it wasn’t that fun to play.

Since I wasn’t alone in that impression, Ubisoft looked at Shadows (which was due to launch mere weeks later) and panicked. Was the studio on the right track? It made a fateful decision: delay Shadows for months, well beyond the quarter, to make sure it wouldn’t disappoint as much as Outlaws did.

I’m not privy to the inside discussions about that decision, but given that the business was surely counting on Shadows to deliver for the all-important holiday quarter and that Ubisoft had never delayed an Assassin’s Creed title by more than a few weeks before, it probably wasn’t an easy one.

It’s hard to imagine it was the wrong one, though. Like I said, Shadows might be the most polished and consistently fun Assassin’s Creed game ever made.

A sprawling vista viewed from one of the game's viewpoints

No expense was spared with this game, and it delivers on polish, too. Credit: Samuel Axon

In an industry where quarterly profits are everything and building quality experiences for players or preserving the mental health and financial stability of employees are more in the “it’s nice when it happens” category, I feel it’s important to recognize when a company makes a better choice.

I don’t know what Ubisoft developers’ internal experiences were, but I sincerely hope the extra time allowed them to both be happier with their work and their work-life balance. (If you’re reading this and you work at Ubisoft and have insight, email me via my author page here. I want to know.)

In any case, there’s no question that players got a superior product because of the decision to delay the game. I can think of many times when players got angry at publishers for delaying games, but they shouldn’t be. When a game gets delayed, that’s not necessarily a bad sign. The more time the game spends in the oven, the better it’s going to be. Players should welcome that.

So, too, should business leaders at these publishers. Let Shadows be an example: Getting it right is worth it.

More dad rock, less prestige TV

Of course, despite this game’s positive reception among many fans, Assassin’s Creed in general is often reviled by some critics and gamers. Sure, there’s a reasonable and informed argument to be made that its big-budget excess, rampant commercialism, and formulaic checkbox-checking exemplify everything wrong with the AAA gaming industry right now.

And certainly, there have been entries in the franchise’s long history that lend ammunition to those criticisms. But since Shadows is good, this is an ideal time to discuss why the franchise (and this entry in particular) deserves more credit than it sometimes gets.

Let’s use a pop culture analogy.

In its current era, Assassin’s Creed is like the video game equivalent of the bands U2 or Tool. People call those “dad rock.” Taking a cue from those folks, I call Shadows and other titles like it (Horizon Forbidden West, Starfield) “dad games.”

While the kids are out there seeking fame through competitive prowess and streaming in Valorant and Fortnite or building chaotic metaverses in Roblox and—well, also Fortnite—games like Shadows are meant to appeal to a different sensibility. It’s one that had its heyday in the 2000s and early 2010s, before the landscape shifted.

We’re talking single-player games, cutting-edge graphics showcases, and giant maps full of satisfying checklists.

In a time when all the biggest games are multiplayer games-as-a-service, when many people are questioning whether graphics are advancing rapidly enough to make them a selling point on their own, and when checklist design is maligned by critics in favor of more holistic ideas, Shadows represents an era that may soon by a bygone one.

So, yes, given the increasingly archaic sensibility in which it’s rooted and the current age of people for whom that era was prime gaming time, the core audience for Shadows probably now includes a whole lot of dads and moms.

The graphics are simply awesome. Samuel Axon

There’s a time and a place for pushing the envelope or experimenting, but media that deftly treads comfortable ground doesn’t get enough appreciation.

Around the time Ubisoft went all-in on this formula with Odyssey and Valhalla, lots of people sneered, saying it was like watered-down The Witcher 3 or Red Dead Redemption 2. Those games from CD Projekt Red and Rockstar Games moved things forward, while Ubisoft’s games seemed content to stay in proven territory.

Those people tended to look at this from a business point of view: Woe is an industry that avoids bold and challenging choices for fear of losing an investment. But playing it safe can be a good experience for players, and not just because it allows developers to deliver a refined product.

Safety is the point. Yeah, I appreciate something that pushes the envelope in production values and storytelling. If The Witcher 3 and RDR2 were TV shows, we’d call them “prestige TV”—a type of show that’s all about expanding and building on what television can be, with a focus on critical acclaim and cultural capital.

I, too, enjoy prestige shows like HBO’s The White Lotus. But sometimes I have to actually work on getting myself in the mood to watch a show like that. When I’ve had a particularly draining day, I don’t want challenging entertainment. That’s when it’s time to turn on Parks and Recreation or Star Trek: The Next Generation—unchallenging or nostalgic programming that lets me zone out in my comfort zone for a while.

That’s what Assassin’s Creed has been for about a decade now—comfort gaming for a certain audience. Ubisoft knows that audience well, and the game is all the more effective because the studios that made it were given the time to fine-tune every part of it for that audience.

Assassin’s Creed Shadows isn’t groundbreaking, and that’s OK, because it’s a hundred hours of fun and relaxation. It’s definitely not prestige gaming. It’s dad gaming: comfortable, refined, a little corny, but satisfying. If that’s what you crave with your limited free time, it’s worth a try.

Photo of Samuel Axon

Samuel Axon is a senior editor at Ars Technica, where he is the editorial director for tech and gaming coverage. 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.

Assassin’s Creed Shadows is the dad rock of video games, and I love it Read More »

what-do-you-actually-do-in-mario-kart-world’s-vast-open-world?

What do you actually do in Mario Kart World’s vast open world?

Earlier this month, Nintendo let Ars Technica and other outlets have access to a small hands-on slice of Mario Kart World ahead of its planned June 5 launch. Today, a short livestreamed video presentation gave a bit of extra information about how exactly the full version of the free-roaming Nintendo Switch 2 launch game will work in practice.

As the name implies, Mario Kart World sets itself apart from previous games via a “vast interconnected world” that you can roam freely between the actual race courses. That open space between races will feature “hundreds of P-switches,” Nintendo said, each of which activates a small mission to “hone your driving abilities.” Free-roaming racers will also be able to find hidden medallions and question-mark panels, as well as “drive-thru” food items that can be used to unlock new outfits.

“Hundreds” of P-Switches like this will activate short missions throughout the game’s world.

Credit: Nintendo

“Hundreds” of P-Switches like this will activate short missions throughout the game’s world. Credit: Nintendo

While cruising around the Mario Kart “world,” players will stumble onto new courses “inspired by their surrounding region,” as well as “nostalgic courses for past titles… reimagined and spread throughout the world.” When playing in Grand Prix mode, the drive between these courses will be integrated into the usual four-course cups themselves; after racing Mario Kart Circuit in the Mushroom cup, for instance, the second race “will have you covering the distance from Mario Bros. Circuit to Crown City,” Nintendo said.

The game’s other main race mode, Knockout Tour, slowly whittles 24 racers down to just four via checkpoints spaced throughout the course. These “extended rallies” will take racers across the game world, with one track seamlessly flowing into another on a preset path.

“A vast, interconnected world.”

Credit: Nintendo

“A vast, interconnected world.” Credit: Nintendo

Players who prefer a more traditional three-lap race on a single course can do so via the game’s VS Mode races. The traditional battle mode will also return, with a Balloon Battle mode focused on hitting other players with weapons and a Coin Runners mode focused on getting more money than your opponents.

What do you actually do in Mario Kart World’s vast open world? Read More »

diablo-vs.-darkest-dungeon:-rpg-devs-on-balancing-punishment-and-power

Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power

For Sigman and the Darkest Dungeon team, it was important to establish an overarching design philosophy that was set in place. That said, the details within that framework may change or evolve significantly during development.

“In this age of early access and easily updatable games, balance is a living thing,” Sigman said. “It’s highly iterative throughout the game’s public life. We will update balance based upon community feedback, analytics, evolving metas, and also reflections on our own design philosophies and approaches.”

In Darkest Dungeon 2, a group of adventures sits by a table, exhausted

A screen for managing inventory and more in Darkest Dungeon II. Credit: Red Hook Studios

The problem, of course, is that every change to an existing game is a double-edged sword. With each update, you risk breaking the very elements you’re trying to fix.

Speaking to that ongoing balancing act, Sigman admits, “It’s not without its challenges. We’ve found that many players eagerly await such updates, but a subset gets really angry when developers change balance elements.”

Getting one of your favorite heroes or abilities nerfed can absolutely sink a game or destroy a strategy you’ve relied on for success. The team relies on a number of strictly mathematical tools to help isolate and solve balance problems, but on some level, it’s an artistic and philosophical question.

“A good example is how to address ‘exploits’ in a game,” Sigman said. “Some games try to hurriedly stamp out all possible exploits. With a single-player game, I think you have more leeway to let some exploits stand. It’s nice to let players get away with some stuff. If you kick sand over every exploit that appears, you remove some of the fun.”

As with so many aspects of game design, perfecting the balance between adversity and empowerment comes down to a simple question.

“One amazing piece of wisdom from Sid Meier, my personal favorite designer, is to remember to ask yourself, ‘Who is having the fun here? The designer or the player?’ It should be the player,” Sigman told us.

It’s the kind of approach that players love to hear. Even if a decision is made to make a game more difficult, particularly in an existing game, it should be done to make the play experience more enjoyable. If it begins to feel like devs are making balance changes just to scale down players’ power, it can begin to feel like you’re being punished for having fun.

The fine balance between power and challenge is a hard one to strike, but what players ultimately want is to have a good time. Sometimes that means feeling like a world-destroying demigod, and sometimes it means squeaking through a bloody boss encounter with a single hit point. Most often, though, you’re looking for a happy medium: a worthy challenge overcome through power and skill.

Diablo vs. Darkest Dungeon: RPG devs on balancing punishment and power Read More »

razer-built-a-game-streaming-app-on-top-of-moonlight,-and-it’s-not-too-bad

Razer built a game-streaming app on top of Moonlight, and it’s not too bad

I intentionally touched as few settings as I could on each device (minus a curious poke or two at the “Optimize” option), and the experience was fairly streamlined. I didn’t have to set resolutions or guess at a data-streaming rate; Razer defaults to 30Mbps, which generally provides rock-solid 1080p and pretty smooth 1440p-ish resolutions. My main complaints were the missing tricks I had picked up in Moonlight, like holding the start/menu button to activate a temporary mouse cursor or hitting a button combination to exit out of games.

Razer’s app is not limited to Steam games like Steam Link or Xbox/Game Pass titles like Remote Play and can work with pretty much any game you have installed. It is, however, limited to Windows and the major mobile platforms, leaving out Macs, Apple TVs, Linux, Steam Deck and other handhelds, Raspberry Pi setups, and so on. Still, for what it does, it works pretty well, and its interface, while Razer-green and a bit showy, was easier to navigate than Moonlight. I did not, for example, have to look up the launching executables and runtime options for certain games to make them launch directly from my mobile device.

Streaming-wise, I noticed no particular differences from the Moonlight experience, which one might expect, given the shared codebase. The default choice of streaming at my iPad’s native screen resolution and refresh rate saved me the headaches of figuring out the right balance of black box cut-offs and resolution that I would typically go through with Steam Link or sometimes Moonlight.

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mario-kart-world’s-$80-price-isn’t-that-high,-historically

Mario Kart World’s $80 price isn’t that high, historically

We assembled data for those game baskets across 21 non-consecutive years, going back to 1982, then normalized the nominal prices to consistent February 2025 dollars using the Bureau of Labor Statistics CPI calculator. You can view all our data and sources in this Google Sheet.

The bad old days

In purely nominal terms, the $30 to $40 retailers routinely charged for game cartridges in the 1980s seems like a relative bargain. Looking at the inflation-adjusted data, though, it’s easy to see how even an $80 game today would seem like a bargain to console gamers in the cartridge era.

Video game cartridges were just historically expensive, even compared to today’s top-end games.

Credit: Kyle Orland / Ars Technica

Video game cartridges were just historically expensive, even compared to today’s top-end games. Credit: Kyle Orland / Ars Technica

New cartridge games in the 20th century routinely retailed for well over $100 in 2025 money, thanks to a combination of relatively high manufacturing costs and relatively low competition in the market. While you could often get older and/or used cartridges for much less than that in practice, must-have new games at the time often cost the equivalent of $140 or more in today’s money.

Pricing took a while to calm down once CD-based consoles were introduced in the late ’90s. By the beginning of the ’00s, though, nominal top-end game pricing had fallen to about $50, and only rose back to $60 by the end of the decade. Adjusting for inflation, however, those early 21st-century games were still demanding prices approaching $90 in 2025 dollars, well above the new $80 nominal price ceiling Mario Kart World is trying to establish.

Those $50 discs you remember from the early 21st century were worth a lot more after you adjust for inflation.

Credit: Kyle Orland / Ars Technica

Those $50 discs you remember from the early 21st century were worth a lot more after you adjust for inflation. Credit: Kyle Orland / Ars Technica

In the 2010s, inflation started eating into the value of gaming’s de facto $60 price ceiling, which remained remarkably consistent throughout the decade. Adjusted for inflation, the nominal average pricing we found for our game “baskets” in 2013, 2017, and 2020 ended up almost precisely equivalent to $80 in constant 2025 dollars.

Is this just what things cost now?

While the jump to an $80 price might seem sudden, the post-COVID jump in inflation makes it almost inevitable. After decades of annual inflation rates in the 2 to 3 percent range, the Consumer Price Index jumped 4.7 percent in 2021 and a whopping 8 percent in 2022. In the years since, annual price increases still haven’t gotten below the 3 percent level that was once seen as “high.”

Mario Kart World’s $80 price isn’t that high, historically Read More »

carmack-defends-ai-tools-after-quake-fan-calls-microsoft-ai-demo-“disgusting”

Carmack defends AI tools after Quake fan calls Microsoft AI demo “disgusting”

The current generative Quake II demo represents a slight advancement from Microsoft’s previous generative AI gaming model (confusingly titled “WHAM” with only one “M”) we covered in February. That earlier model, while showing progress in generating interactive gameplay footage, operated at 300×180 resolution at 10 frames per second—far below practical modern gaming standards. The new WHAMM demonstration doubles the resolution to 640×360. However, both remain well below what gamers expect from a functional video game in almost every conceivable way. It truly is an AI tech demo.

A Microsoft diagram of the WHAMM system.

A Microsoft diagram of the WHAM system. Credit: Microsoft

For example, the technology faces substantial challenges beyond just performance metrics. Microsoft acknowledges several limitations, including poor enemy interactions, a short context length of just 0.9 seconds (meaning the system forgets objects outside its view), and unreliable numerical tracking for game elements like health values.

Which brings us to another point: A significant gap persists between the technology’s marketing portrayal and its practical applications. While industry veterans like Carmack and Sweeney view AI as another tool in the development arsenal, demonstrations like the Quake II instance may create inflated expectations about AI’s current capabilities for complete game generation.

The most realistic near-term application of generative AI technology remains as coding assistants and perhaps rapid prototyping tools for developers, rather than a drop-in replacement for traditional game development pipelines. The technology’s current limitations suggest that human developers will remain essential for creating compelling, polished game experiences for now. But given the general pace of progress, that might be small comfort for those who worry about losing jobs to AI in the near-term.

Ultimately, Sweeney says not to worry: “There’s always a fear that automation will lead companies to make the same old products while employing fewer people to do it,” Sweeney wrote in a follow-up post on X. “But competition will ultimately lead to companies producing the best work they’re capable of given the new tools, and that tends to mean more jobs.”

And Carmack closed with this: “Will there be more or less game developer jobs? That is an open question. It could go the way of farming, where labor-saving technology allow a tiny fraction of the previous workforce to satisfy everyone, or it could be like social media, where creative entrepreneurship has flourished at many different scales. Regardless, “don’t use power tools because they take people’s jobs” is not a winning strategy.”

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