In that sense, the vulgar Vader situation creates a touchy dilemma for Epic Games and Disney, which likely invested substantially in this high-profile collaboration. While Epic acted swiftly in response, maintaining the feature while preventing further Jedi mind tricks from players presents ongoing technical challenges for interactive AI speech of any kind.
An AI language model like the one used for constructing responses for Vader (Google’s Gemini 2.0 Flash in this case, according to Epic) are fairly easy to trick with exploits like prompt injections and jailbreaks, and that has limited their usefulness in some applications. Imagine a truly ChatGPT-like Siri or Alexa, for example, that could be tricked into saying racist things on behalf of Apple or Amazon.
David Prowse as Darth Vader and Carrie Fisher as Princess Leia filming the original Star Wars. Credit: Sunset Boulevard/Corbis via Getty Images
Beyond language models, the AI voice technology behind the AI Darth Vader voice in Fortnite comes from ElevenLabs’ Flash v2.5 model, trained on examples of speech from James Earl Jones so it can synthesize new speech in the same style.
Previously, Lucasfilm worked with a Ukrainian startup we covered in 2022 on Obi-Wan Kenobi to recreate Darth Vader’s voice performance using a different AI voice model called Respeecher, which isn’t used in Fortnite.
According to Variety, Jones’ family supported the new Fortnite collaboration, stating: “James Earl felt that the voice of Darth Vader was inseparable from the story of Star Wars, and he always wanted fans of all ages to continue to experience it. We hope that this collaboration with Fortnite will allow both longtime fans of Darth Vader and newer generations to share in the enjoyment of this iconic character.”
This article was updated on May 16, 2025 at 4: 25 PM to include information about an email sent out from Epic Games to parents. This Article was updated again on May 17, 2025 at 10: 10 AM to correctly attribute ElevenLabs Flash v2.5 as the source of the Darth Vader audio model in Fortnite. The article previously incorrectly stated that Respeecher had been used for the game.
When Nintendo took the wraps off the Switch 2 in early April, it announced that around a dozen first-party Switch games would be getting free updates that would add some Switch 2-specific benefits to older games running on the new console. We could safely assume that these updates wouldn’t be as extensive as the $10 and $20 paid upgrade packs for games like Breath of the Wild or Kirby and the Forgotten Land, but Nintendo’s page didn’t initially provide any game-specific details.
Earlier this week, Nintendo updated its support page with more game-by-game details about what players of these older games can expect on the new hardware. The baseline improvement for most games is “improved image quality” and optimizations for the Switch 2’s built-in display, but others include support for GameShare multiplayer, support for the new Joy-Cons’ mouse controls, support for HDR TVs, and other tweaks.
The most significant of the announced updates are frame rate improvements for Pokémon Scarlet and Violet, the main-series Pokémon games released in late 2022. Most latter-day Switch games suffered from frame rate dips here and there, as newer games outstripped the capabilities of a low-power tablet processor that had already been a couple of years old when the Switch launched in 2017. But the Pokémon performance problems were so pervasive and widely commented-upon that Nintendo released a rare apology promising to improve the game post-release. Subsequent patches helped somewhat but could never deliver a consistently smooth frame rate; perhaps new hardware will finally deliver what software patches couldn’t.
If you build up a big area of plains on your board, you can drop your “Farm” piece in the middle, and it converts those plains into richer plains. Put a “Woodcutter” into a bunch of forest, and it harvests that wood and turns it into plains. Set down a “Watchtower,” and it recruits some archer units for every plains tile in its vicinity, and even more for richer fields. You could drop a Woodcutter next to a Farm and Watchtower, and it would turn the forests into plains, the Farm would turn the plains into fields, and the Watchtower would pick up more units for all those rich fields.
That kind of multi-effect combo, resulting from one piece you perfectly placed in the nick of time, is what keeps you coming back to Drop Duchy. The bitter losses come from the other side, like realizing you’ve leaned too heavily into heavy, halberd-wielding units when the enemy has lots of ranged units that are strong against them. Or that feeling, familiar to Tetris vets, that one hasty decision you made 10 rows back has doomed you to the awkward, slanted pile-up you find yourself in now. Except that lines don’t clear in Drop Duchy, and the game’s boss battles specifically punish you for running out of good places to put things.
There’s an upper strategic layer to all the which-square-where action. You choose branching paths on your way to each boss, picking different resources, battles, and trading posts. Every victory has you picking a card for your deck, whether military, production, or, later on, general “technology” gains. You upgrade cards using your gathered resources, try to balance or min-max cards toward certain armies or terrains, and try not to lose any one round by too many soldiers. You have a sort of “overall defense” life meter, and each loss chips away at it. Run out of money to refill it, and that’s the game.
Digital Foundry also notes that the Switch 2’s stated clock speeds can be tuned to higher theoretical maximums: 1.4 GHz for the GPU and 1.7 GHz for the CPU. Nintendo could eventually make use of this headroom for improved graphical performance and faster loading screens, as it did on the original Switch in 2019. And while developers can adjust the GPU clock rate used by their games, it’s unclear if they’ll be able to directly overclock to the theoretical maximum themselves.
System resources
As on the original Switch, 25 percent of the CPU cores and overall memory on the Switch 2 is reserved by the system for OS features and is thus inaccessible to game developers directly. Digital Foundry also notes that some GPU resources are reserved by the system OS, though it didn’t provide a precise measurement for this amount.
Using Game Chat on the Switch 2 could have a significant effect on system performance, according to Digital Foundry.
Credit: Nintendo
Using Game Chat on the Switch 2 could have a significant effect on system performance, according to Digital Foundry. Credit: Nintendo
This time around, those system-level features include Game Chat, which offers the ability to stream gameplay and/or webcam video from up to four friends to a single system. Even with significant resources set aside by the OS, though, Digital Foundry notes that Game Chat has “a significant impact on system resources,” leading Nintendo to provide developers with a testing tool that “simulates API latency and L3 cache misses” that can happen when Game Chat is in use.
Aside from the core pixel-pushing hardware, the Switch 2 also adds a new separate File Decompression Engine, which can handle loading game data off of the system’s 256GB of on-board UFS memory and MicroSD Express expansion cards without taxing the CPU. And while the Switch 2’s portable screen includes support for variable refresh rates up to 120 Hz, there is currently no official support for VRR on HDMI displays connected to the system’s dock.
While it’s fun to look at numbers, the real proof of the Switch 2’s hardware power will be in the performance of its games. We look forward to having more direct comparisons of software performance when the console launches next month.
Switch and Switch 2 users who try to hack their consoles or play pirated copies of games may find their devices rendered completely inoperable by Nintendo. That new warning was buried in a recent update to the Nintendo User Account Agreement, as first noticed by Game File last week.
Nintendo’s May 2025 EULA update adds new language concerning the specific ways users are allowed to use “Nintendo Account Services” on the console, a term defined here to encompass the use of “video games and add-on content.” Under the new EULA, any unlicensed use of the system not authorized by Nintendo could lead the company to “render the Nintendo Account Services and/or the applicable Nintendo device permanently unusable in whole or in part.” (Emphasis added.)
That language would apply to both the current Switch and the upcoming Switch 2.
Later in the same EULA, Nintendo adds new language clarifying that it reserves the right to “suspend your access to any or all Nintendo Account Services, in our sole discretion and without prior notice to you.” That suspension can even come before a EULA violation occurs if Nintendo has “a reasonable belief such a violation… will occur, or as we otherwise determine to be reasonably necessary for legal, technical or commercial reasons, such as to prevent harm to other users or the Nintendo Account Services.”
Play inside the lines
So what kind of Switch usage counts as a “violation” here? Unsurprisingly, playing pirated games is high on the list; the EULA now specifically calls out “obtain[ing], install[ing] or us[ing] any unauthorized copies of Nintendo Account Services.” That language would likely apply to users with hacked console hardware and those who use any number of third-party flash carts to play pirated games.
Yesterday’s naming of Chicago native Robert Prevost as Pope Leo XIV—the first American-born leader of the Catholic church—has already led to plenty of jokes and memes about his potential interactions with various bits of American pop culture. And that cultural exposure apparently extends to some casual video games, making Leo XIV our first confirmed gamer pope.
Speaking to NBC5 Chicago Thursday, papal sibling John Prevost confirmed that the soon-to-be-pope played a couple of games just before flying to the papal conclave earlier this week. “First we do Wordle, because this is a regular thing,” Prevost said. “Then we do Words with Friends. It’s something to keep his mind off life in the real world…”
In the recent past, papal interest in video games has usually taken the form of official statements decrying their potential for harm. Pope Francis, for instance, warned in a 2016 speech that young people should avoid spending excessive time on “a sofa that promises us hours of comfort so we can escape to the world of video games and spend all kinds of time in front of a computer screen.” And in 2007, Pope Benedict XVI specifically called out video games “which in the name of entertainment exalt violence and portray anti-social behavior or the trivialization of human sexuality.”
Prepare to add a more defensive stance to the usual dodge-and-shoot gameplay loop.
There’s a reason that shield is so prominent in this image. Credit: Bethesda Game Studios
There’s a reason that shield is so prominent in this image. Credit: Bethesda Game Studios
For decades now, you could count on there being a certain rhythm to a Doom game. From the ’90s originals to the series’ resurrection in recent years, the Doom games have always been about using constant, zippy motion to dodge through a sea of relatively slow-moving bullets, maintaining your distance while firing back at encroaching hordes of varied monsters. The specific guns and movement options you could call on might change from game to game, but the basic rhythm of that dodge-and-shoot gameplay never has.
Just a few minutes in, Doom: The Dark Ages throws out that traditional Doom rhythm almost completely. The introduction of a crucial shield adds a whole suite of new verbs to the Doom vocabulary; in addition to running, dodging, and shooting, you’ll now be blocking, parrying, and stunning enemies for counterattacks. In previous Doom games, standing still for any length of time often led to instant death. In The Dark Ages, standing your ground to absorb and/or deflect incoming enemy attacks is practically required at many points.
During a preview event earlier this year, the game’s developers likened this change to the difference between flying a fighter jet and piloting a tank. That’s a pretty apt metaphor, and it’s not exactly an unwelcome change for a series that might be in need of a shake-up. But it only works if you go in ready to play like a tank and not like the fighter jet that has been synonymous with Doom for decades.
Stand your ground
Don’t get me wrong, The Dark Ages still features its fair share of the Doom series’ standard position-based Boomer Shooter action. The game includes the usual stockpile of varied weapons—from short-range shotguns to long-range semi-automatics to high-damage explosives with dangerous blowback—and doles them out slowly enough that major new options are still being introduced well into the back half of the game.
But the shooting side has simplified a bit since Doom Eternal. Gone are the secondary weapon modes, grenades, chainsaws, and flamethrowers that made enemy encounters a complicated weapon and ammo juggling act. Gone too are the enemies that practically forced you to use a specific weapon to exploit their One True Weakness; I got by for most of The Dark Ages by leaning on my favored plasma rifle, with occasional switches to a charged steel ball-and-chain launcher for heavily armored enemies.
See green, get ready to parry…
Credit: Bethesda Game Studios
See green, get ready to parry… Credit: Bethesda Game Studios
In their place is the shield, which gives you ample (but not unlimited) ability to simply deflect enemy attacks damage-free. You can also throw the shield for a ranged attack that’s useful for blowing up frequent phalanxes of shielded enemies or freezing larger unarmored enemies in place for a safe, punishing barrage.
But the shield’s most important role comes when you stand face to face with a particularly punishing demon, waiting for a flash of green to appear on the screen. When that color appears, it’s your signal that the associated projectile and/or incoming melee attack can be parried by raising your shield just before it lands. A successful parry knocks that attack back entirely, returning projectiles to their source and/or temporarily deflecting the encroaching enemy themselves.
A well-timed, powerful parry is often the only reasonable option for attacks that are otherwise too quick or overwhelming to dodge effectively. The overall effect ends up feeling a bit like Doom by way of Mike Tyson’s Punch-Out!! Instead of dancing around a sea of hazards and looking for an opening, you’ll often find yourself just standing still for a few seconds, waiting to knock back a flash of green so you can have the opportunity to unleash your own counterattack. Various shield sigils introduced late in the game encourage this kind of conservative turtling strategy even more by adding powerful bonus effects to each successful parry.
The window for executing a successful parry is pretty generous, and the dramatic temporal slowdown and sound effects make each one feel like an impactful moment. But they start to feel less impactful as the game goes on, and battles often devolve into vast seas of incoming green flashes. There were countless moments in my Dark Ages playthrough where I found myself more or less pinned down by a deluge of green attacks, frantically clicking the right mouse button four or five times in quick succession to parry off threats from a variety of angles.
In between all the parrying, you do get to shoot stuff.
Credit: Bethesda Game Studios
In between all the parrying, you do get to shoot stuff. Credit: Bethesda Game Studios
In between these parries, the game seems to go out of its way to encourage a more fast-paced, aggressive style of play. A targeted shield slam move lets you leap quickly across great distances to get up close and personal with enemy demons, at which point you can use one of a variety of melee weapons for some extremely satisfying, crunchy close quarters beatdowns (though these melee attacks are limited by their own slowly recharging ammo system).
You might absorb some damage in the process of going in for these aggressive close-up attacks, but don’t worry—defeated enemies tend to drop heaps of health, armor, and ammo, depending on the specific way they were killed. I’d often find myself dancing on the edge of critically low health after an especially aggressive move, only to recover just in time by finishing off a major demon. Doubling back for a shield slam on a far-off “fodder” enemy can also be an effective strategy for quickly escaping a sticky situation and grabbing some health in the process.
The back-and-forth tug between these aggressive encroachments and the more conservative parry-based turtling makes for some exciting moment-to-moment gameplay, with enough variety in the enemy mix to never feel too stale. Effectively managing your movement and attack options in any given firefight feels complex enough to be engaging without ever tipping into overwhelming, as well.
Even so, working through Doom: The Dark Ages, there was a part of me that missed the more free-form, three-dimensional acrobatics of Doom Eternal’s double jumps and air dashes. Compared to the almost balletic, improvisational movement in that game, playing The Dark Ages too often felt like it devolved into something akin to a simple rhythm game; simply wait for each green “note” to reach the bottom of the screen, then hit the button to activate your counterattack.
Stories and secrets
In between chapters, Doom: The Dark Ages breaks things up with some extremely ponderous cutscenes featuring a number of religious and political factions, both demon and human, jockeying for position and control in an interdimensional war. This mostly involves a lot of tedious standing around discussing the Heart of Argent (a McGuffin that’s supposed to grant the bearer the power of a god) and debating how, where, and when to deploy the Slayer (that’s you) as a weapon.
I watched these cutscenes out of a sense of professional obligation, but I tuned out at points and thus had trouble following the internecine intrigue that seemed to develop between factions whose motivations and backgrounds never seemed to be sufficiently explained or delineated. Most players who aren’t reviewing the game should feel comfortable skipping these scenes and getting back to the action as quickly as possible.
I hope you like red and black, because there’s a lot of it here…
Credit: Bethesda Game Studios
I hope you like red and black, because there’s a lot of it here… Credit: Bethesda Game Studios
The levels themselves are all dripping with the usual mix of Hellish symbology and red-and-black gore, with mood lighting so dark that it can be hard to see a wall right in front of your face. Design-wise, the chapters seem to alternate between Doom’s usual system of twisty enemy-filled corridors and more wide-open outdoor levels. The latter are punctuated by a number of large, open areas where huge groups of demons simply teleport in as soon as you set foot in the pre-set engagement zone. These battle arenas might have a few inclines or spires to mix things up, but for the most part, they all feel depressingly similar and bland after a while. If you’ve stood your ground in one canyon, you’ve stood your ground in them all.
Each level is also absolutely crawling with secret collectibles hidden in various nooks and crannies, which often tease you with a glimpse through a hole in some impassable wall or rock formation. Studying the map screen for a minute more often than not reveals the general double-back path you’ll need to follow to find the hidden entrance behind these walls, even as finding the precise path can involve solving some simple puzzles or examining your surroundings for one particularly well-hidden bit that will allow you to advance.
After all the enemies were cleared in one particularly vast open level, I spent a good half hour picking through every corner of the map until I tracked down the hidden pathways leading to every stray piece of gold and collectible trinket. It was fine as a change of pace—and lucrative in terms of upgrading my weapons and shield for later fights—but it felt kind of lonely and quiet compared to the more action-packed battles.
Don’t unleash the dragon
Speaking of changes of pace, by far the worst parts of Doom: The Dark Ages come when the game insists on interrupting the usual parry-and-shoot gameplay to put you in some sort of vehicle. This includes multiple sections where your quick-moving hero is replaced with a lumbering 30-foot-tall mech, which slouches pitifully down straight corridors toward encounters with equally large demons.
These mech battles play out as the world’s dullest fistfights, where you simply wail on the attack buttons while occasionally tapping the dodge button to step away from some incredibly slow and telegraphed counterattacks. I found myself counting the minutes until these extremely boring interludes were over.
Believe me, this is less exciting than it looks.
Credit: Bethesda Game Studios
Believe me, this is less exciting than it looks. Credit: Bethesda Game Studios
The sections where your Slayer rides a dragon for some reason are ever-so-slightly more interesting, if only because the intuitive, fast-paced flight controls can be a tad more exciting. Unfortunately, these sections don’t give you any thrilling dogfights or complex obstacle courses to take advantage of these controls, topping out instead in a few simplistic chase sequences where you take literally no incoming fire.
Between those semi-engaging chase sequences is a seemingly endless parade of showdowns with stationary turrets. These require your dragon to hover frustratingly still in mid-air, waiting patiently for an incoming energy attack to dodge, which in turn somehow powers up your gun enough to take out the turret in a counterattack. How anyone thought that this was the most engaging use of a seemingly competent third-person flight-combat system is utterly baffling.
Those too-frequent interludes aside, Doom: The Dark Ages is a more-than-suitable attempt to shake up the Doom formula with a completely new style of gameplay. While the more conservative, parry-based shield system takes some getting used to—and may require adjusting some of your long-standing Doom muscle memory in the process—it’s ultimately a welcome and engaging way to add new types of interaction to the long-running franchise.
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.
Nvidia will release the GeForce RTX 5060 on May 19 starting at $299, the company announced via press release today. The new card, a successor to popular past GPUs like the GTX 1060 and RTX 3060, will bring Nvidia’s DLSS 4 and Multi Frame-Generation technology to budget-to-mainstream gaming builds—at least, it would if every single GPU launched by any company at any price wasn’t instantly selling out these days.
Nvidia announced a May release for the 5060 last month when it released the RTX 5060 Ti for $379 (8GB) and $429 (16GB). Prices for that card so far haven’t been as inflated as they have been for the RTX 5070 on up, but the cheapest ones you can currently get are still between $50 and $100 over that MSRP. Unless Nvidia and its partners have made dramatically more RTX 5060 cards than they’ve made of any other model so far, expect this card to carry a similar pricing premium for a while.
RTX 5060 Ti
RTX 4060 Ti
RTX 5060
RTX 4060
RTX 5050 (leaked)
RTX 3050
CUDA Cores
4,608
4,352
3,840
3,072
2,560
2,560
Boost Clock
2,572 MHz
2,535 MHz
2,497 MHz
2,460 MHz
Unknown
1,777 MHz
Memory Bus Width
128-bit
128-bit
128-bit
128-bit
128-bit
128-bit
Memory bandwidth
448GB/s
288GB/s
448GB/s
272GB/s
Unknown
224GB/s
Memory size
8GB or 16GB GDDR7
8GB or 16GB GDDR6
8GB GDDR7
8GB GDDR6
8GB GDDR6
8GB GDDR6
TGP
180 W
160 W
145 W
115 W
130 W
130 W
Compared to the RTX 4060, the RTX 5060 adds a few hundred extra CUDA cores and gets a big memory bandwidth increase thanks to the move from GDDR6 to GDDR7. But its utility at higher resolutions will continue to be limited by its 8GB of RAM, which is already becoming a problem for a handful of high-end games at 1440p and 4K.
Regardless of its performance, the RTX 5060 will likely become a popular mainstream graphics card, just like its predecessors. Of the Steam Hardware Survey’s top 10 GPUs, three are RTX xx60-series desktop GPUs (the 3060, 4060, and 2060); the laptop versions of the 4060 and 3060 are two of the others. If supply of the RTX 5060 is adequate and pricing isn’t out of control, we’d expect it to shoot up these charts pretty quickly over the next few months.
You could even argue that Nintendo is more likely to offer longer-term support for Game Key Card downloads since backward compatibility seems to be a priority for the Switch hardware line. If we presume that future Switch systems will remain backward compatible, we can probably also presume that Nintendo will want players on new hardware to still have access to their old Game Key Card purchases (or to be able to use Game Key Cards purchased on the secondhand market).
A pile of physical games that will never require a download server to work.
Credit: Aurich Lawson
A pile of physical games that will never require a download server to work. Credit: Aurich Lawson
There are no guarantees in life, of course, and nothing lasts forever. Nintendo will one day go out of business, at which point it seems unlikely that a Game Key Card will be able to download much of anything. Short of that, Nintendo could suffer a financial malady that makes download servers for legacy systems seem like an indulgence, or it could come under new management that doesn’t see value in supporting decades-old purchases made for ancient consoles.
As of this writing, though, Nintendo has kept its Wii game download servers active for 6,743 days and counting. If the Switch 2 Game Key Card servers last as long, that means those cards will still be fully functional through at least October 2043.
I don’t know what I will be doing with my life in 2043, but it’s comforting and extremely plausible to imagine that the “eighty dollar rental” I made of a Switch 2 Game Key Card back in 2025 will still work as intended.
Or, to put it another way, I think it’s highly likely that I will become “e-waste” long before any Switch 2 Game Key Cards.
New episodes of season 2 of The Last of Us are premiering on HBO every Sunday night, and Ars’ Kyle Orland (who’s played the games) and Andrew Cunningham (who hasn’t) will be talking about them here after they air. While these recaps don’t delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.
Kyle: We start this episode from the perspective of a band of highly armed FEDRA agents in 2018 Seattle, shooting the shit in a transport that somehow still has usable gasoline. Maybe it’s just the political moment we’re in, but I was not quite emotionally prepared for these militarized characters in my post-apocalyptic escape show to start casually using “voters” as an ironic signifier for regular people.
“LOL, like we’d ever let them vote, amirite?”
Andrew: We’ve spent so little time with FEDRA—the post-collapse remnant of what had once been the US government—since the very opening episodes of the show that you can forget exactly why nearly every other individual and organization in the show’s world hates it and wants nothing to do with it. But here’s a reminder for us: casual cruelty, performed by ignorant fascists.
Of course as soon as you see and hear Jeffrey Wright, you know he’s going to be A Guy (he’s an HBO alum from Boardwalk Empire and Westworld, among many, many other film, TV, vocal, and stage performances). He just as casually betrays and blows up the transport full of jumped-up FEDRA jarheads, which is a clear prestige TV storytelling signifier. Here is a Man With A Code, but also a Man To Be Feared.
Kyle: Yeah, Isaac’s backstory was only broadly hinted at in the games, so getting to see this big “Who This Character Is” moment in the show was pretty effective.
What I found less effective was Ellie playing a very able A-Ha cover when she discovers the abandoned guitar room. In the game it serves as a welcome change of pace from a lot of frenetic action, and a good excuse for an endearing guitar-playing mini-game. Here it felt like it just kind of dragged on, with a lot of awkward dwelling on close-ups of Dina’s creepily enamored face.
I’ll…. be….. gone….. in a day or… twooooooooo.
Credit: Warner Bros. Discovery
I’ll…. be….. gone….. in a day or… twooooooooo. Credit: Warner Bros. Discovery
Andrew: You know what, though, I do appreciate that the show at least made an effort to explain why this 30-year-old guitar was still in pristine condition. I don’t instantly buy that the silica gel packets (which Ellie, wisely, does not eat) in the guitar case would have lasted for that long, but at least she didn’t pull a mossy guitar straight off the wall and start tuning it up. Those strings are gonna corrode! That neck is gonna warp!
I do also think the show (and the game, I guess, picking up your context clues) got away with picking one of the goofiest songs they possibly could that would still read as “soulful and emotionally resonant” when played solo on acoustic guitar. But I suppose that’s always been the power of that particular instrument.
Kyle: Both the game and the show have leaned heavily on the ’80s nostalgia that Joel passed on to Ellie, and as a child of the ’80s, I’ll be damned if I said it doesn’t work on me on that level.
Andrew: It’s also, for what it’s worth, exactly what a beginner-to-intermediate guitar player is going to know how to do. If I find a guitar during an apocalypse, all people are going to be able to get out of me are mid-2000s radio singles with easy chord progressions. It’s too bad that society didn’t last long enough in this reality to produce “Boulevard of Broken Dreams.”
Kyle: Not to cut short “Guitar Talk,” but the show cuts it off with a creepy scene of Isaac talking about high-end cookware to an initially unseen companion on the floor. The resulting scene of torture is, for my money, way worse than most anything we’re exposed to in the games—and these are games that are not exactly squeamish about showing scenes of torture and extreme violence!
Felt to me like they’re taking advantage of HBO’s reputation for graphic content just because they could, here…
Andrew: Definitely gratuitous! But not totally without storytelling utility. I do think, if you’re setting Isaac up to be a mid-season miniboss on the road to the Dramatic Confrontation with Abby, that you’ve got to make it especially clear that he is capable of really nasty things. Sure, killing a truckful of guys is ALSO bad, but they were guys that we as viewers are all supposed to hate. Torturing a defenseless man reinforces the perception of him as someone that Ellie and Dina do not want to meet, especially now that they’ve popped a couple of his guys.
Because Ellie and Dina have unwittingly wandered into the middle of a Seattle civil war of sorts, between Isaac and his militarized WLF members and the face-cutting cultists we briefly met in the middle of last episode. And while the WLF types do seem to have the cult outgunned, we are told here that WLF members are slowly defecting to the cult (rather than the other way around).
Welcome back to “Jeffrey Wright discusses cookware.” I’m Jeffrey Wright. Today on our program, we have a very special guest…
Credit: Warner Bros. Discovery
Welcome back to “Jeffrey Wright discusses cookware.” I’m Jeffrey Wright. Today on our program, we have a very special guest… Credit: Warner Bros. Discovery
Kyle: I will say I appreciated the surprisingly cogent history of the “chicken and egg games” beef between the two factions, as discussed between torturer and torture victim. Definitely a memorable bit of world-building.
But then we’re quickly back to the kind of infected attack scene that now seems practically contractually obligated to happen at least once an episode. At this point, I think these kinds of massive setpiece zombie battles would work better as a light seasoning than a thick sauce that just gets dumped on us almost every week.
Andrew: People in and from Seattle seem to have a unique gift for kicking up otherwise dormant swarms of infected! I know we’ll get back to it eventually, but I was more intrigued by the first episode’s reveal of more strategic infected that seemed to be retaining more of their human traits than I am by these screaming mindless hordes. Here, I think the tension is also ratcheted up artificially by Ellie’s weird escape strategy, which is to lead the two of them through a series of dead ends and cul-de-sacs before finally, barely, getting away.
But like you said, gotta have zombies on the zombie show! And it does finally make the “Dina finds out that Ellie is immune” shoe drop, though Dina doesn’t seem ready to think through any of the other implications of that reveal just yet. She has her own stuff going on!
Kyle: Yes, I’ve had to resist my inclination to do the remote equivalent of nudging you in the ribs to see if you had picked up on the potential “morning sickness” explanation of Dina’s frequent vomiting (which was hidden decently amid the “vomiting because of seeing horrifying gore” explanation).
Andrew: It does explain a couple of things! It does seem like a bit of a narrative shortcut to make Ellie extremely invested in Dina and whether she lives or dies, and given this show I am worried that this zygote is only going to be used to create more trauma for Ellie, rather than giving us a nuanced look at parenting during an apocalypse. But it is sweet to see how enthusiastically and immediately Ellie gets invested.
A question for you, while spoiling as little as you can: Are we still mostly just adapting the game at this point? You’d mentioned getting more Isaac backstory (sometimes the show expands on backstories well and sometimes it doesn’t), and some things have happened a bit out of order. But my impression is that we haven’t gotten a full departure a la the Nick Offerman episode from last season yet.
How do we keep getting into these messes?
Credit: Warner Bros. Discovery
How do we keep getting into these messes? Credit: Warner Bros. Discovery
Kyle: At this point it’s kind of like a jazz riff on what happens in the game, with some bits copied note for note, some remixed and thrown into entirely different temporal locations, and some fresh new improv thrown in for good measure.
I’m definitely not a “the game is canon and you must interpret it literally” type of person, but the loose treatment is giving me a bit of whiplash. The reveal of Dina’s pregnancy, for instance, is not greeted with nearly as much immediate joy in the games. That said, the moment of joy Ellie and Dina do share here feels transplanted (in tone if nothing else) from an earlier game scene that the show had mostly skipped thus far. It’s like free association, man. Dig it!
The show also spends an inordinate amount of time discussing how pregnancy tests work in the post-apocalypse, which for me pushed past world-building and into overexplaining. It’s OK to just let stuff be sometimes, y’know?
Andrew: It’s jazz, man. It’s about the zombies you don’t kill.
However it’s been rearranged, I can still tell I’m watching a video game adaptation, because there are stealth kills and because important information is conveyed via messages and logos scrawled in blood on the walls. But I am still enjoying myself, and doing slightly less minute-to-minute missing of Joel than I did last episode. Slightly.
The episode ends with Ellie and Dina hearing the name of someone who has the same name as someone who knew Abby over a WLF walkie-talkie they nabbed, which gives them their next objective marker for Abby Quest. But they’ve got to cross an active war zone to get where they’re going (though I couldn’t tell from that distance whether we’re meant to be able to tell exactly who is fighting who at the moment). Guess I’ll have to wait and see!
Kyle: Personally, I’m hoping we see the moment where the newly out-and-proud bisexual Dina finally realizes “what’s the deal with all the rainbows.” Show your post-apocalyptic pride, girl!
Consider the PlayStation 2. Not all of the PS2 Slim’s streamlining came from chip improvements—it also shed a full-sized 3.5-inch hard drive bay and a little-used IEEE 1394 port, and initially required an external power brick. But shrinking and consolidating the console’s CPU, GPU, memory, and other components took the console from its original design in 2000, to the Slim in 2004, to an even lighter and lower-power version of the Slim that returned to using an internal power supply without increasing the size of the console at all.
Over that same span, the console’s price dropped frequently and significantly, from $299 at launch to just $129 by 2006 (the price was lowered again to $99 in 2009, deep into the PS3 era).
Or look at Microsoft’s Xbox 360. Its external design didn’t change as much over the years—the mid-generation “slim” refresh was actually only a little smaller than the original. But between late 2005 and early 2010, the CPU, GPU, and the GPU’s high-speed eDRAM memory chip went from being built on a 90 nm process, to 80 nm, to 65 nm, and finally to a single 45 nm chip that combined the CPU and GPU into one.
Over that time, the system’s power supply fell from 203 W to 133 W, and the base price fell from $300 to $200. The mid-generation 65nm refresh also substantially fixed the early consoles’ endemic “red ring of death” issue, which was caused in part by the heat that the older, larger chips generated.
As you can see when comparing these various consoles’ external and internal design revisions, shrinking the chips had a cascade of other beneficial and cost-lowering effects: smaller power supplies, smaller enclosures that use less metal and plastic, smaller heatsinks and cooling assemblies, and smaller and less complicated motherboard designs.
Sony’s original PS2 on the left, and the PS2 Slim revision on the right. Sony jettisoned a few things to make the console smaller, but chip improvements were also instrumental. Credit: Evan Amos
A slowdown of that progression was already evident when we hit the PlayStation 4/Xbox One/Nintendo Switch generation, but technological improvements and pricing reductions still followed familiar patterns. Both the mid-generation PS4 Slim and Xbox One S used a 16 nm processor instead of the original consoles’ 28 nm version, and each also had its price cut by $100 over its lifetime (comparing the Kinect-less Xbox One variant, and excluding the digital-only $249 Xbox One). The Switch’s single die shrink, from 20nm to 16nm, didn’t come with a price cut, but it did improve battery life and help to enable the cheaper Switch Lite variant.
It has been over six years since Epic started undercutting Steam’s 30 percent revenue share for developers, asking for just 12 percent of sales on its then-new Epic Games Store. Now, Epic is going even further by reducing those fees to zero for a game’s first $1 million in annual sales.
The newly announced fee structure will go into effect in June, Epic said, and will apply to a developer’s revenue on a “per app” basis. After the first $1 million in annual sales, apps will be charged the usual 12 percent fee for listing on the Epic Games Store.
Epic’s focus on the low end of the gaming revenue scale is something of an inverse of Valve’s fee structure on Steam. In 2018, Valve cut its default 30 percent revenue share to 25 percent, but only for lifetime per-game earnings in excess of $10 million. Valve’s fee goes down again to 20 percent after a game hits $50 million in lifetime sales.