gaming

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

With 1.2.2 update, Civilization VII tries to win back traditionalists

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

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

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

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

Next steps

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

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

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

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

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

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

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

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

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

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

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

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

Credit: Youtube Playables

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

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

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Why Microsoft’s next Xbox should just run Windows already

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

Credit: Microsoft

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

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

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

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

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

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

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

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

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

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

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

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

I strongly… pic.twitter.com/btzjQYJzE4

— SwitchTools (@SwitchTools) June 16, 2025

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

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

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

Nintendo Switch 2: The Ars Technica review


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

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

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

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

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

Mario is excited! Are you?

Credit: Kyle Orland

Mario is excited! Are you? Credit: Kyle Orland

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

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

Joyful Joy-Cons

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

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

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

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

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

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

Control compromises

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

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

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

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

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

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

Improvements inside and out

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

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

Credit: Kyle Orland

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

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

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

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

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

Credit: CD Projekt Red

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

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

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

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

Credit: Kyle Orland

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

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

Those Nintendo gimmicks

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

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

Credit: Kyle Orland

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

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

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

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

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

The best of both worlds?

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

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

Credit: Nintendo

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

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

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

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

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

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

Credit: Kyle Orland

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

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

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

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

Photo of Kyle Orland

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

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

Engineer creates first custom motherboard for 1990s PlayStation console

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

From repair job to reverse-engineering project

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

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

A photo of the nsOne PlayStation motherboard.

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

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

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

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

A photo of the nsOne PlayStation motherboard.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Link’s Awakening on the Switch 1, docked.

Link’s Awakening on the Switch 2, docked.

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

Quiet updates

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

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

Games without updates

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

Pokémon Legends Arceus, Switch 1, docked.

Pokémon Legends Arceus, Switch 2, docked.

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

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Our first impressions after 48 hours with the Switch 2

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

GameChat is cute, but screen-sharing is rough

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

The frame rate on those shared screens is rough.

Credit: Kyle Orland

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

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

The internal storage doesn’t go very far

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

Switch games run a lot better

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

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11-things-you-probably-didn’t-know-the-switch-2-can-do

11 things you probably didn’t know the Switch 2 can do


Our first quick dive into the system-level settings and the new GameChat multiplayer.

Let’s-a go! Credit: Kyle Orland

Eight years ago, just before the release of the Nintendo Switch, we provided an in-depth review of the hardware thanks to early production units provided by Nintendo. This year, Nintendo has opted not to provide such unrestricted early press access to the Switch 2 hardware, citing a “day-one update” to the system software and some launch games that would supposedly make pre-release evaluation more difficult.

As such, we won’t be able to provide our full thoughts on the Switch 2 until well after the system is in players’ hands. While that’s not an ideal situation for readers looking to make an early purchase decision, we’ll do our best to give you our hands-on impressions as soon as possible after launch day.

In lieu of review access, though, we were able to get some extended hands-on time with the final Switch 2 hardware at a daylong preview event held by Nintendo last week. This event provided our first look at the console’s system-level menu and settings, as well as features like GameChat (which was hard to fully evaluate in an extremely controlled environment).

While this access was far from sufficient for a full review, it did let us discover a few interesting features that we weren’t aware of beforehand. Here are some of the new tidbits we stumbled across during our day with the Switch 2 hardware.

GameChat can generate captions for live speech

One of the most unexpected accessibility features of the Switch 2 is the system’s ability to automatically generate on-screen captions for what friends are saying during a GameChat session. These captions appear in their own box that can be set to the side of the main gameplay. The captioning system seemed pretty fast and accurate in our test and could even update captions from multiple speakers at the same time.

GameChat can automatically update captions for multiple speakers at once.

Credit: Kyle Orland

GameChat can automatically update captions for multiple speakers at once. Credit: Kyle Orland

While this is obviously useful for hard-of-hearing players, we could also see the feature being a boon for managing crosstalk among rowdy GameChat parties or for quickly referring back to something someone said a few seconds ago.

You can generate spoken speech from text messages

In a reverse of the auto-captioning system discussed above, GameChat also has a feature buried deep in its menus that lets you type a message on the on-screen keyboard and have it spoken aloud to the other participants in a slightly robotic voice. This could come in handy when you’re playing in an environment where you have to be quiet but still want to quickly convey detailed information to your fellow players.

The camera has built-in head-tracking

During GameChat sessions, you can make the connected camera show only your face instead of your entire body and/or the background behind it. This mode keeps your face centered in a small, circular frame even as you move around during gameplay, though there is a slight delay in the tracking if you move your head too quickly.

While you can also activate a similar face display during local multiplayer sessions of Mario Kart World, the game doesn’t seem to track your movements, meaning you can easily fall out of frame if you don’t hold your body still.

The system can detect the angle of the kickstand

Wonderful!

Wonderful!

This was a cute little surprise I discovered in a Switch 2 Welcome Tour mini-game that asks you to set the kickstand as close as possible to a given angle. This mini-game works even if the Joy-Cons are not attached, suggesting that there is a sensor in the kickstand or tablet itself that measures the angle. It did take a few seconds of stillness for the game to fully confirm the system’s resting angle, though, so don’t expect to be tilting the kickstand rapidly to control action games or anything.

You can use mouse mode to navigate system menus

I stumbled on this feature when I was holding the Joy-Cons normally and one of my fingers accidentally passed over the mouse sensor, activating a mouse pointer on the system menu screen. When I put the controller down on its edge, I found that the pointer could scroll and click through those menus, often much more quickly than flicking a joystick.

Mouse mode also lets you zoom in on specific areas of the screen with a quick double-click, which should be useful for both vision-impaired players and those playing on tiny and/or far-off screens.

You can adjust the mouse mode sensitivity

The system menu lets you adjust the mouse sensor’s sensitivity between “low,” “medium,” and “high.” While that’s a lot less precise than the fully adjustable DPI settings you might be used to with a computer mouse, it’s still a welcome option.

In some quick testing, I found the high-sensitivity mode to be especially useful when using the mouse on a small surface, such as the top of my thigh. At this setting, the pointer could move from one end of the screen to the other with the slightest wrist adjustment. Low sensitivity mode, on the other hand, proved useful in more precise situations, such as in a Welcome Tour mini-game where I had to move a ball quickly and precisely through a large, electrified maze.

You can play sounds to find lost controllers

Find lost controllers easily with this menu option.

Find lost controllers easily with this menu option.

Lose a Joy-Con somewhere in the depths of your couch? Not to worry—a new menu option on the Switch 2 lets you play a distinctive sound through that Joy-Con’s improved HD Rumble 2 motor to help you find its precise location. While we confirmed that this feature also works with the new Pro Controller 2, we were unable to determine whether it can be used for original Switch controllers that are synced with a Switch 2.

You can set a system-wide security PIN

Your unique PIN code must be entered any time the system comes out of sleep mode, making the hardware functionally useless to anyone who doesn’t have the PIN. This should be great for kids who want to keep siblings away and parents who are worried about their kids sneaking in extra Switch 2 time when they shouldn’t be.

You can limit the battery charging level

A new system-level option will prevent the Switch 2 from charging as soon as it hits 90 percent of capacity, a move intended to increase the longevity of the internal battery. This is already a common feature on many smartphones and portable gaming devices, so it’s nice to see Nintendo joining the bandwagon here. Thus far, though, it appears that the 90 percent battery capacity is the only cutoff point available, with no further options for customization.

You can adjust the size of menu text

MAXIMUM TEXT SIZE.

Credit: Kyle Orland

MAXIMUM TEXT SIZE. Credit: Kyle Orland

As you can see in the photo above, setting the system text size to “MAXIMUM” lets menu options be seen easily from roughly the moon. You can set the system text to bold and high-contrast for even more legibility, and there’s also an option to make the system menu text smaller than the default, for whatever reason.

You can swap the A and B buttons at the system level

With this menu option activated, the B button is used to “confirm” and the A button is used to “cancel” in system menus. This should be welcome news for players more used to the button layout on Xbox, PlayStation, and Steam Deck controllers, which all have the “confirm” and “cancel” options in reversed positions from the Nintendo default.

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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“free-roam”-mode-is-mario-kart-world’s-killer-app

“Free Roam” mode is Mario Kart World’s killer app

When Ars tried out Mario Kart World at April’s Switch 2 premiere hands-on event, the short demos focused on more-or-less standard races in the game’s Grand Prix and Knockout modes. So when Nintendo invited us back for more time previewing the near-final version of the game before the Switch 2’s release, we decided to focus most of our time on the game’s mysterious (and previously teased) “Free Roam” mode.

We’re glad we did, because the mode feels like the hidden gem of Mario Kart World and maybe of the Switch 2 launch as a whole. Combining elements of games like Diddy Kong Racing, Forza Horizon, and even the Tony Hawk’s Pro Skater series, Free Roam provides a unique mixture of racing challenges, exploration, and collectibles that should keep new Switch 2 owners busy for a while.

Switch hunt

Surprisingly, Free Roam mode isn’t listed as one of the main options when you launch a new game of Mario Kart World. Instead, a tiny note in the corner of the screen tells you to hit the plus button to get dropped into a completely untimed and free-wheeling version of the vast Mario Kart World map.

The real game takes place in the spaces between those race courses.

Credit: Nintendo

The real game takes place in the spaces between those race courses. Credit: Nintendo

Exploring in Free Roam mode provides the best sense of scale for the game’s massive, multi-ecosystem island in a way individual races just can’t. Sure, other race modes sometimes let you travel between the individual race courses along pre-set paths from one finish line to another starting line. But Free Roam mode lets you fully explore the vast spaces between those paths, encouraging you to go off-roading in the mountains, valleys, rivers, oceans, volcanoes, snowdrifts, and landmarks that dot the countryside.

Your main explicit goal when exploring all this varied expanse is to look for large, blue P-Switches, each of which activates a short, timed challenge mission in the immediate vicinity. In many cases, simply reaching the P-Switch is half the challenge, requiring some inventive wall-riding or item use to get to a particularly out-of-the-way corner of the map.

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