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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.

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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.

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

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.”

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

nintendo-explains-why-switch-2-hardware-and-software-cost-so-much

Nintendo explains why Switch 2 hardware and software cost so much

Things just cost more now

In justifying the $450 price of the Switch 2, Nintendo executives predictably pointed to the system’s upgraded hardware specs, as well as new features like GameChat and mouse mode. “As you add more technology into a system, especially in this day and age, that drives additional cost,” Nintendo Vice President of Player & Product Experience Bill Trinen told Polygon.

That said, Trinen also pointed to rising prices in the wider economy to justify the $150 jump between Switch and Switch 2 pricing. “We’re unfortunately living in an era where I think inflation is affecting everything,” Trinen said.

The Switch never saw a nominal price drop, but inflation still ate away at its total cost a bit over the years.

The Switch never saw a nominal price drop, but inflation still ate away at its total cost a bit over the years.

Trinen isn’t wrong about that; the $299 early adopters paid for a Switch in 2017 is worth about $391 in today’s dollars, according to the BLS CPI calculator. But for customers whose own incomes may have stayed flat over that time, the 50 percent jump in nominal pricing from Switch to Switch 2 may be hard to swallow in a time of increasing economic uncertainty.

“Obviously the cost of everything goes up over time, and I personally would love if the cost of things didn’t go up over time,” Trinen told IGN. “And certainly there’s the cost of goods and things that factor into that, but we try to find the right appropriate price for a product based on that.”

Is $80 the new $70?

Talk of inflation extended to Trinen’s discussion of why Nintendo decided to sell first-party Switch 2 games for $70 to $80. “The price of video games has been very stable for a very long time,” Trinen told Polygon. “I actually have an ad on my phone that I found from 1993, when Donkey Kong Country released on the SNES at $59. That’s a very, very long time where pricing on games has been very stable…”

Nintendo explains why Switch 2 hardware and software cost so much Read More »

switch-2-preorders-delayed-over-trump-tariff-uncertainty

Switch 2 preorders delayed over Trump tariff uncertainty

Nintendo Switch 2 preorders, which were due to begin on April 9, are being delayed indefinitely amid the financial uncertainty surrounding Donald Trump’s recent announcement of massive tariffs on most US trading partners.

“Pre-orders for Nintendo Switch 2 in the U.S. will not start April 9, 2025 in order to assess the potential impact of tariffs and evolving market conditions,” Nintendo said in a statement cited by Polygon. “Nintendo will update timing at a later date. The launch date of June 5, 2025 is unchanged.”

Nintendo announced launch details for the Switch 2 on Wednesday morning, just hours before Trump’s afternoon “Liberation Day” press conference announcing the biggest increase in import duties in modern US history. Those taxes on practically all goods imported into the United States are set to officially go into effect on April 9, the same day Nintendo had planned to roll out Switch 2 preorders for qualified customers.

Welcome to day 2 of Nintendo Treehouse Live’s “drop the price” stream

[image or embed]

— AmericanTruckSongs10 (@ethangach.bsky.social) April 4, 2025 at 10: 14 AM

The delay in the preorder date comes as outspoken gamers online are making plenty of noise over the Switch 2’s higher-than-expected $450 price point and over Switch 2 software pricing falling in the $70 to $80 range. Nintendo’s promotional “Treehouse” streams showing Switch 2 gameplay have been inundated with a nonstop torrent of chatters demanding the company “DROP THE PRICE.”

Yet today’s announcement suggests that Nintendo might need to “assess” whether even a $450 price is feasible given the additional taxes the company will now have to pay to import systems manufactured in countries like China and Vietnam into the United States. Alternatively, Nintendo could eat the cost of any tariffs and sell its console hardware at a loss, as it has in the past, in an attempt to make that money back in software sales.

Switch 2 preorders delayed over Trump tariff uncertainty Read More »

dustland-delivery-plays-like-a-funny,-tough,-post-apocalyptic-oregon-trail

Dustland Delivery plays like a funny, tough, post-apocalyptic Oregon Trail

Road trips with just two people always have their awkward silences. In Dustland Delivery, my character, a sharpshooter, has tried to break the ice with the blacksmith he hired a few towns back, with only intermittent success.

Remember that bodyguard, the one I unsuccessfully tried to flirt with at that bar? The blacksmith was uninterested. What about that wily junk dealer, or the creepy cemetery? Silence. She only wanted to discuss “Abandoned train” and “Abandoned factory,” even though, in this post-apocalypse, abandonment was not that rare. But I made a note to look out for any rusted remains; stress and mood are far trickier to fix than hunger and thirst.

Dustland Delivery release trailer.

Dustland Delivery, available through Steam for Windows (and Proton/Steam Deck), puts you in the role typically taken up by NPCs in other post-apocalyptic RPGs. You’re a trader, buying cheap goods in one place to sell at a profit elsewhere, and working the costs of fuel, maintenance, and raider attacks into your margins. You’re in charge of everything on your trip: how fast you drive, when to rest and set up camp, whether to approach that caravan of pickups or give them a wide berth.

Some of you, the types whose favorite part of The Oregon Trail was the trading posts, might already be sold. For the others, let me suggest that the game is stuffed full of little bits of weird humor and emergent storytelling, and a wild amount of replayability for what is currently a $5 game. There are three quest-driven scenarios, plus a tutorial, in the base game. A new DLC out this week, Sheol, adds underground cities, ruins expeditions, more terrains, and a final story quest for four more dollars.

Dustland Delivery plays like a funny, tough, post-apocalyptic Oregon Trail Read More »

not-just-switch-2:-esa-warns-trump’s-tariffs-will-hurt-the-entire-game-industry

Not just Switch 2: ESA warns Trump’s tariffs will hurt the entire game industry

This morning’s announcement that Nintendo is delaying US preorders for the Switch 2 immediately increased the salience of President Trump’s proposed wide-reaching import tariffs for millions of American Nintendo fans. Additionally, the Entertainment Software Association—a lobbying group that represents the game industry’s interests in Washington—is warning that the effects of Trump’s tariffs on the gaming world won’t stop with Nintendo.

“There are so many devices we play video games on,” ESA senior vice president Aubrey Quinn said in an interview with IGN just as Nintendo’s preorder delay news broke. “There are other consoles… VR headsets, our smartphones, people who love PC games; if we think it’s just the Switch, then we aren’t taking it seriously.

“This is company-agnostic, this is an entire industry,” she continued. “There’s going to be an impact on the entire industry.”

While Trump’s tariff proposal includes a 10 percent tax on imports from pretty much every country, it also includes a 46 percent tariff on Vietnam and a 54 percent total tariff on China, the two countries where most console hardware is produced. Quinn told IGN that it’s “hard to imagine a world where tariffs like these don’t impact pricing” for those consoles.

More than that, though, Quinn warns that massive tariffs would tamp down overall consumer spending, which would have knock-on effects for game industry revenues, employment, and research and development investment.

“Video game consoles are sold under tight margins in order to reduce the barrier to entry for consumers,” the ESA notes in its issue page on tariffs. “Tariffs mean that the additional costs would be passed along to consumers, resulting in a ripple effect of harm for the industry and the jobs it generates and supports.

Not just a foreign problem

The negative impacts wouldn’t be limited to foreign companies like Nintendo, Quinn warned, because “even American-based companies, they’re getting products that need to cross into American borders to make those consoles, to make those games. And so there’s going to be a real impact regardless of company.”

Not just Switch 2: ESA warns Trump’s tariffs will hurt the entire game industry Read More »

nvidia-confirms-the-switch-2-supports-dlss,-g-sync,-and-ray-tracing

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing

In the wake of the Switch 2 reveal, neither Nintendo nor Nvidia has gone into any detail at all about the exact chip inside the upcoming handheld—technically, we are still not sure what Arm CPU architecture or what GPU architecture it uses, how much RAM we can expect it to have, how fast that memory will be, or exactly how many graphics cores we’re looking at.

But interviews with Nintendo executives and a blog post from Nvidia did at least confirm several of the new chip’s capabilities. The “custom Nvidia processor” has a GPU “with dedicated [Ray-Tracing] Cores and Tensor Cores for stunning visuals and AI-driven enhancements,” writes Nvidia Software Engineering VP Muni Anda.

This means that, as rumored, the Switch 2 will support Nvidia’s Deep Learning Super Sampling (DLSS) upscaling technology, which helps to upscale a lower-resolution image into a higher-resolution image with less of a performance impact than native rendering and less loss of quality than traditional upscaling methods. For the Switch games that can render at 4K or at 120 FPS 1080p, DLSS will likely be responsible for making it possible.

The other major Nvidia technology supported by the new Switch is G-Sync, which prevents screen tearing when games are running at variable frame rates. Nvidia notes that G-Sync is only supported in handheld mode and not in docked mode, which could be a limitation of the Switch dock’s HDMI port.

Nvidia confirms the Switch 2 supports DLSS, G-Sync, and ray tracing Read More »

what-is-“microsd-express,”-and-why-is-it-mandatory-for-the-nintendo-switch-2?

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2?

Among the changes mentioned in yesterday’s Nintendo Switch 2 presentation was a note that the new console doesn’t just support MicroSD Express cards for augmenting the device’s 256GB of internal storage, but it requires MicroSD Express. Whatever plentiful, cheap microSD card you’re using in your current Switch, including Sandisk’s Nintendo-branded ones, can’t migrate over to your Switch 2 alongside all your Switch 1 games.

MicroSD Express, explained

Why is regular-old MicroSD no longer good enough? It all comes down to speed.

Most run-of-the-mill SD and microSD cards you can buy today are using some version of the Ultra High Speed (UHS) standard. Designed to augment the default speed (12.5MB/s) and high speed (25MB/s) from the earliest versions of the SD card standard, the three UHS versions enable data transfers of up to 624MB/s.

But most commodity microSD cards, including pricier models like Samsung’s Pro Ultimate series, use UHS-I, which has a maximum data transfer speed of 104MB/s. The original Switch uses a UHS-I microSD card slot for storage expansion.

Why have newer and faster versions of the standard—UHS-II, UHS-III, and SD Express—failed to achieve critical mass? Because for most consumer applications, it turns out that 100-ish megabytes per second is plenty. The SD Association itself says that 90MB per second is good enough to record an 8K video stream at up to 120 frames per second. Recording pictures and video is the most demanding thing most SD cards are called upon to do—give or take a Raspberry Pi-based computer—and you don’t need to overspend to get extra speed you’re not going to use.

All of that said, there is a small but measurable increase in launch and loading times when loading games from the original Switch’s microSD card instead of from internal storage. And for games with chronic performance issues like Pokémon Scarlet and Violet, one of the community-suggested fixes was to move the game from your microSD card to your Switch’s internal storage to alleviate one of the system’s plentiful performance bottlenecks.

What is “MicroSD Express,” and why is it mandatory for the Nintendo Switch 2? Read More »