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why-final-fantasy-is-now-targeting-pc-as-its-“lead-platform”

Why Final Fantasy is now targeting PC as its “lead platform”

For a long time now, PC gamers have been used to the Final Fantasy series treating their platform as somewhat secondary to the game’s core console versions. There are some signs that may be starting to change, though, as director Naoki Hamaguchi has confirmed that the PC is now the “lead platform” for development of the Final Fantasy VII Remake trilogy.

In a recent interview with Automaton, Hamaguchi clarified that the team takes the relatively common practice of creating visual assets for its multiplatform games by targeting “high-end environments first,” then performing a “reduction” for less powerful platforms. These days, that means “our 3D assets are created at the highest quality level based on PC as the foundation,” he said. Players have already noticed this graphical difference in the PC version of Final Fantasy VII Rebirth, Hamaguchi said, and “our philosophy will not change for the third installment.”

While PC gaming is only “gradually expanding in Japan,” Hamaguchi said the rapid growth in international PC gamers has led the company to “develop assets with the broad PC market in mind.”

The PC versions of recent Final Fantasy VII Remake games have sold well on Steam and the Epic Games Store, he added.

It’s unclear if that means PC gamers will have to wait longer than console owners for future Final Fantasy games. The first Final Fantasy VII Remake didn’t hit PCs until 19 months after the PlayStation 4 version, and Rebirth was first available on PC 11 months after its PS5 launch. Elsewhere in the franchise, the PC versions of both Final Fantasy XVI and Final Fantasy XV didn’t hit until over a year after their console counterparts.

Why Final Fantasy is now targeting PC as its “lead platform” Read More »

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GameHub will give Mac owners another imperfect way to play Windows games

Reasons for worry

In a recent interview with The Memory Core newsletter, GameSir admitted that its primary motivation for releasing a Windows emulation tool was to sell more of its controllers. But GameSir’s controllers aren’t required to use the Android version, which it says was sideloaded on 5 million (primarily Chinese) Android devices even before its official Google Play release in November.

GameHub’s Windows emulation works on Android, but there are some issues.

Credit: GameSir

GameHub’s Windows emulation works on Android, but there are some issues. Credit: GameSir

GameHub on Android has also faced controversy for including a number of invasive trackers (which are removed in a community-built Lite version). A GameSir representative told The Memory Core that this was just standard practice in the Chinese market, where there is less sensitivity to such user tracking, and that it has since been removed.

The representative also addressed concerns about reusing open source compatibility code in that interview, saying that its Windows emulator was “developed in-house by GameSir’s core engineering team” with its “own in-house compatibility layer (such as syscall hooks, GameScopeVK, and other technologies), rather than modifications to Wine’s core code.” That said, the representative admitted GameFusion “reference[s] and use UI components from Winlator [an open source Windows emulation tool for Android]… to maintain ecosystem compatibility and familiarity.”

The compatibility issues and controversial corporate entity involved here probably mean that GameHub for Mac won’t be the Valve SteamOS/Proton moment that Apple gamers have been waiting for. Still, it’ll be nice for MacBook owners to have yet another option to play Windows games without needing to run a Windows install.

GameHub will give Mac owners another imperfect way to play Windows games Read More »

why-$700-could-be-a-“death-sentence”-for-the-steam-machine

Why $700 could be a “death sentence” for the Steam Machine

Bad news for Valve in particular?

On the surface, it might seem like every company making gaming hardware would be similarly affected by increasing component costs. In practice, though, analysts suggested that Valve might be in a uniquely bad position to absorb this ongoing market disruption.

Large console makers like Sony and Microsoft “can commit to tens of millions of orders, and have strong negotiating power,” Niko Partners analyst Daniel Ahmad pointed out. The Steam Machine, on the other hand, is “a niche product that cannot benefit in the same way when it comes to procurement,” meaning Valve has to shoulder higher component cost increases.

F-Squared’s Futter echoed that Valve is “not an enormous player in the hardware space, even with the Steam Deck’s success. So they likely don’t have the same kind of priority as a Nintendo, Sony, or Microsoft when it comes to suppliers.”

PlayStation 5 in horizontal orientation, compared to Xbox Series X in horizontal orientation

Sony and Microsoft might have an advantage when negotiating volume discounts with suppliers.

Credit: Sam Machkovech

Sony and Microsoft might have an advantage when negotiating volume discounts with suppliers. Credit: Sam Machkovech

The size of the Steam Machine price adjustment also might depend on when Valve made its supply chain commitments. “It’s not clear when or if Valve locked in supply contracts for the Steam Machine, or if supply can be diverted from the Steam Deck for the new product,” Tech Insights analyst James Sanders noted. On the other hand, “Sony and Microsoft likely will have locked in more favorable component pricing before the current spike,” Van Dreunen said.

That said, some other aspects of the Steam Machine design could give Valve some greater pricing flexibility. Sanders noted that the Steam Machine’s smaller physical size could mean smaller packaging and reduced shipping costs for Valve. And selling the system primarily through direct sales via the web and Steam itself eliminates the usual retailer markups console makers have to take into account, he added.

“I think Valve was hoping for a much lower price and that the component issue would be short-term,” Cole said. “Obviously it is looking more like a long-term issue.”

Why $700 could be a “death sentence” for the Steam Machine Read More »

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The first new Marathon game in decades will launch on March 5

It’s been nearly three years now since Destiny maker (and Sony subsidiary) Bungie formally announced a revival of the storied Marathon FPS franchise. And it has been about seven months since the game’s original announced release date of September 23, 2025 was pushed back indefinitely after a reportedly poor response to the game’s first Alpha test.

But today, in a post on the PlayStation Blog, Bungie revealed that the new Marathon would finally be hitting PS5, Windows, and Xbox Series X|S on March 5, narrowing down the month-long March release window announced back in December.

Today’s pre-rder trailer revealing the Marathon release date.

Unlike Destiny 2, which transitioned to a free-to-play model in 2019, the new Marathon sells for $40 in a Standard Edition or a $60 Deluxe Edition that includes some digital rewards and cosmetics. That mirrors the pricing of the somewhat similar Arc Raiders, which recently hit 12 million sales in less than 12 weeks.

A new kind of Marathon

Unlike the original Marathon trilogy on the ’90s Macintosh—which closely followed on the single-player campaign corridors and deathmatch multiplayer of the original Doom—the new Marathon is described as a “PvPvE survival extraction shooter.” That means gameplay based around exploring distinct zones and scavenging for cosmetics and gear upgrades in exploratory missions alone or with up to two friends, then seeing those missions “break into fast-paced PvP combat” at a moment’s notice, according to the game’s official description.

The first new Marathon game in decades will launch on March 5 Read More »

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Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama.

When Valve announced its upcoming Steam Machine hardware last month, some eagle-eyed gamers may have been surprised to see that the official spec sheet lists support for HDMI 2.0 output, rather than the updated, higher-bandwidth HDMI 2.1 standard introduced in 2017. Now, Valve tells Ars that, while the hardware itself actually supports HDMI 2.1, the company is struggling to offer full support for that standard due to Linux drivers that are “still a work-in-progress on the software side.”

As we noted last year, the HDMI Forum (which manages the official specifications for HDMI standards) has officially blocked any open source implementation of HDMI 2.1. That means the open source AMD drivers used by SteamOS can’t fully implement certain features that are specific to the updated output standard.

“At this time an open source HDMI 2.1 implementation is not possible without running afoul of the HDMI Forum requirements,” AMD engineer Alex Deucher said at the time.

Doing what they can

This situation has caused significant headaches for Valve, which tells Ars it has had to validate the Steam Machine’s HDMI 2.1 hardware via Windows during testing. And when it comes to HDMI performance via SteamOS, a Valve representative tells Ars that “we’ve been working on trying to unblock things there.”

That includes unblocking HDMI 2.0’s resolution and frame-rate limits, which max out at 60 Hz for a 4K output, according to the official standard. Valve tells Ars it has been able to increase that limit to the “4K @ 120Hz” listed on the Steam Machine spec sheet, though, thanks to a technique called chroma sub-sampling.

Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama. Read More »

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Valve rejoins the VR hardware wars with standalone Steam Frame

Valve also tells Ars that streaming to the Steam Frame will be “as efficient as possible,” maximizing battery life from the included 21.6 Wh battery. “Standalone battery life will be much more variable, depending on the game and its settings,” Valve Engineer Jeremy Selan and Designer Lawrence Yang told Ars via email.

While a wired PC connection would go a long way toward addressing those battery-life and extra latency concerns, Valve said the Steam Frame won’t even support it as an option. “We’re focused on a robust wireless streaming experience, which is why we included a dedicated wireless adapter, have a dedicated radio on the headset just for streaming, and invented a new streaming technology to optimize the streaming experience (Foveated Streaming),” Selan and Yang told Ars.

A low-weight modular “core”

All told, the Steam Frame comes in at just 440 grams, a welcome and sizeable reduction from the 515 grams of the Quest 3. Interestingly, Valve’s spec sheet also specifically calls out the 185 gram “core” of the headset hardware, which comprises all the main components besides the battery, headstrap, and speakers (e.g., lenses, displays, motherboard, cooling, processor, RAM, tracking system, etc).

That core weight is important, Selan and Yang told Ars, because “it’s designed to be modular so one could imagine other headsets connecting to this core module that bring different features.” So tinkerers or third-party headset makers could theoretically build modified versions of the Steam Frame with lighter batteries or streamlined headstrap/speaker combos, for instance. The Steam Frame’s monochrome passthrough cameras can also be accessed via a front expansion port with a standardized Gen 4 PCIe interface, Valve said.

It’s an interesting potential direction for new hardware that will launch into a more niche, less irrationally exuberant VR market than Valve’s previous virtual reality headsets. But with companies like Apple and Meta pivoting toward augmented reality and/or mixed-reality hardware of late, it’s nice to see Valve continuing to cater to the small but dedicated market of gamers who are still interested in playing in fully immersive VR environments.

Valve rejoins the VR hardware wars with standalone Steam Frame Read More »

steam-deck-minus-the-screen:-valve-announces-new-steam-machine,-controller-hardware

Steam Deck minus the screen: Valve announces new Steam Machine, Controller hardware


SteamOS-powered cube for your TV targets early 2026 launch, no pricing details.

Meet the ValveCube (not its real name) Credit: Valve

Nearly four years after the Steam Deck changed the world of portable gaming, Valve is getting ready to release SteamOS-powered hardware designed for the living room TV, or even as a desktop PC gaming replacement. The simply named Steam Machine and Steam Controller, both planned to ship in early 2026, are “optimized for gaming on Steam and designed for players to get even more out of their Steam Library,” Valve said in a press release.

A Steam Machine spec sheet shared by Valve lists a “semi-custom” six-core AMD Zen 4 CPU clocked at up to 4.8 Ghz alongside an AMD RDNA3 GPU with 28 compute units. The motherboard will include 16GB of DDR5 RAM and an additional 8GB of dedicated DDR6 VRAM for the GPU. The new hardware will come in two configurations with 512GB or 2TB of unspecified “SSD storage,” though Valve isn’t sharing pricing for either just yet.

If you squint, you can make out a few ports on this unmarked black square. Valve

Those chips and numbers suggest the Steam Machine will have roughly the same horsepower as a mid-range desktop gaming PC from a few years back. But Valve says its “Machine”—which it ranks as “over 6x more powerful than the Steam Deck”—is powerful enough to support ray-tracing and/or 4K, 60 fps gaming using FSR upscaling.

Externally, the Steam Machine is housed in a stark black cube measuring 160 mm (~6.30-inch) on each side, making it slightly larger than the old Nintendo GameCube (sans handle). The front of the Machine sports two USB-A ports, an SD card storage expansion slot, a power button, and a “customizable LED bar” that can change to reflect when the system is booting up, downloading updates, etc. A huge fan vent takes up most of the rear of the unit, alongside three additional USB ports (including one USB-C port) and HDMI 2.0 and DisplayPort 1.4 outputs.

Taking control

While the Steam Machine will be able to connect to standard USB and Bluetooth PC controllers and peripherals, it has been designed with a brand-new Steam Controller in mind. And while both pieces of hardware will be sold separately, they will also be available in a bundle for gamers who want an all-in-one living room gaming solution.

If it weren’t for those touchpads, it would be hard to distinguish this gamepad from a lot of other modern controllers. Valve

The new Steam Controller (not to be confused with the identically named old Steam Controller) will make use of a proprietary 2.4 Ghz wireless connection that allows for around 8 ms of end-to-end latency between a button press and the resulting signal received by the system. A radio for that connection will be built into the Steam Machine but will also be available via an included “plug and play” Steam Controller Puck that can support up to four wireless controller connections.

Without the puck, the new Steam Controller can still connect to PCs (including portable gaming PCs) and smartphones via Bluetooth or a wired USB connection. And while console connections are technically possible, Valve Software Engineer Pierre-Loup Griffais and Designer Lawrence Yang told Ars via email that it would “require collaboration with the vendor” that the company would be “happy to discuss… if it came up.”

The most striking feature of the Steam Controller is the dual touchpads underneath the thumbsticks, mirroring the similar, somewhat underutilized control options on the Steam Deck. Each touchpad will come with its own haptic motor for “HD tactile feedback” that should feel akin to rolling a clicky trackball under your thumb (two more haptic motors in the grips handle force feedback output from the games themselves).

Aside from that, the Steam Controller seems a lot more standardized than Valve’s last attempt at a controller. It features thumbsticks, a d-pad, face buttons, and shoulder buttons pretty much where you’d expect them, plus four programmable “grip buttons” on the back side of the controller. The familiar Steam, View, Menu, and QAM (aka “three dots”) buttons also come over from the Steam Deck for quick access to useful SteamOS functions.

Internally, the Steam Controller will use magnetic TMR thumbstick sensors, which should hopefully limit the kind of stick drift we see with the mechanical sticks on the Nintendo Switch, for instance. A six-axis IMU will allow for gyro-based tilt controls as well, and a “grip sensor” can help make sure those controls turn off when you’re putting the controller down or picking it up.

Let’s try that again

Software-wise, the Steam Machine will of course run SteamOS, the custom Linux-based operating system popularized by the Steam Deck and recently officially expanded to other handhelds. Valve says that means fast suspend/resume features, easy access to your Steam cloud saves, “and all the other Steam features you’d expect.” It also means the ability to boot to a Linux desktop mode or install Windows with the help of drivers available on Valve’s website, Griffais and Yang told Ars.

Crucially, the new SteamOS offers compatibility with the vast majority of games made for Windows via Proton, a key feature that was missing the last time Valve pushed Linux-based “Steam Machines” hardware roughly a decade ago. Recent versions of SteamOS can actually boast better in-game performance than Windows on some games and hardware in Ars’ testing.

“One of our biggest learnings [from the first Steam Machines effort] is that it’s a tall order to ask developers to port their games to run on Linux—so we have done a bunch of work on Proton to the point where almost all games just work out of the box,” Griffais and Yang told Ars. “Since that time, we’ve gained valuable experience in manufacturing, made big improvements to Steam, Steam Input, and SteamOS, and we are excited to bring our own first party Steam Machine and the new Steam Controller to market.”

Valve’s ill-fated Steam Machines hardware rollout 10 years ago also relied on third-party manufacturers to handle the actual construction of a wide range of branded Linux boxes. This time around, Valve is handling the manufacture and distribution of a singular Steam Machine on its own, following the success of a similar rollout for the Steam Deck. And while we’ve seen leaked “Powered by SteamOS” branding suggesting third-party SteamOS living room boxes might be in the works, Valve hasn’t announced anything official yet.

“We’re always happy to chat with companies who are interested in making their own SteamOS powered devices,” Griffais and Yang told Ars. “We are working on broadening support, and with the recent updates to Steam and SteamOS, compatibility with other devices has improved, starting with other AMD powered PC handhelds.”

But while the Steam Deck filled an obvious market need for portable access to PC games, it’s harder to know where the new Steam Machine will fit in the already crowded market for living room gaming (not to mention the highly modular desktop gaming market). That’s especially true since the Steam Deck and its imitators can already serve as passable living room gaming devices when plugged into any number of third-party USB-C docks.

A lot will depend on pricing details and just how simple and convenient the new hardware makes the experience of playing PC games on the living room TV. We’ll keep you posted as more information comes in and when we’ve had a chance to get some hands-on time with Valve’s newest swing at the hardware market.

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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steam-will-wind-down-support-for-32-bit-windows-as-that-version-of-windows-fades

Steam will wind down support for 32-bit Windows as that version of Windows fades

Though the 32-bit versions of Windows were widely used from the mid-90s all the way through to the early 2010s, this change is coming so late that it should only actually affect a statistically insignificant number of Steam users. Valve already pulled Steam support for all versions of Windows 7 and Windows 8 in January 2024, and 2021’s Windows 11 was the first in decades not to ship a 32-bit version. That leaves only the 32-bit version of Windows 10, which is old enough that it will stop getting security updates in either October 2025 or October 2026, depending on how you count it.

According to Steam Hardware Survey data from August, usage of the 32-bit version of Windows 10 (and any other 32-bit version of Windows) is so small that it’s lumped in with “other” on the page that tracks Windows version usage. All “other” versions of Windows combined represent roughly 0.05 percent of all Steam users. The 64-bit version of Windows 10 still runs on just over a third of all Steam-using Windows PCs, while the 64-bit version of Windows 11 accounts for just under two-thirds.

The change to the Steam client shouldn’t have any effects on game availability or compatibility. Any older 32-bit games that you can currently run in 64-bit versions of Windows will continue to work fine because, unlike modern macOS versions, new 64-bit versions of Windows still maintain compatibility with most 32-bit apps.

Steam will wind down support for 32-bit Windows as that version of Windows fades Read More »

hollow-knight:-silksong-is-breaking-steam,-nintendo’s-eshop

Hollow Knight: Silksong is breaking Steam, Nintendo’s eShop

An influx of players excited for this morning’s launch of Hollow Knight: Silksong are encountering widespread errors purchasing and downloading the game from Steam this morning. Ars Technica writers have encountered errors getting store pages to load, adding the game to an online shopping cart, and checking out once the game is part of the cart.

That aligns with widespread social media complaints and data from DownDetector, which saw a sudden spike of over 11,000 reports of problems with Steam in the minutes following Silksong‘s 10 am Eastern time release on Steam. The server problems don’t seem to be completely stopping everyone, though, as SteamDB currently reports over 100,000 concurrent players for Silksong as of this writing.

Ars also encountered some significant delays and/or outright errors when downloading other games and updates and syncing cloud saves on Steam during this morning’s server problems. The Humble Store page for Silksong currently warns North American purchasers that “We have run out of Steam keys for Hollow Knight: Silksong in your region, but more are on their way! As soon as we receive more Steam keys, we will add them to your download page. Sorry about the delay!”

The PC version of Silksong currently seems to be available for purchase and download without issue. Ars was also able to purchase and download the Switch 2 version of Silksong from the Nintendo eShop without encountering any errors, though others have reported problems with that online storefront [Update: As of 11:18 am, Nintendo is reporting, “The [Nintendo eShop] network service is unavailable at this time. We apologize for any inconvenience this may cause].” The game is still listed as merely “Announced” and not available for purchase on its PlayStation Store page as of this writing.

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google-and-valve-will-kill-“steam-for-chromebooks”-experiment-in-january-2026

Google and Valve will kill “Steam for Chromebooks” experiment in January 2026

Bad news if you’re one of the handful of people using Steam to play games on a Chromebook: Google and Valve are preparing to end support for the still-in-beta ChromeOS version of Steam on January 1, 2026, according to 9to5Google. Steam can still be installed on Chromebooks, but it now comes with a notice announcing the end of support.

“The Steam for Chromebook Beta program will conclude on January 1st, 2026,” reads the notification. “After this date, games installed as part of the Beta will no longer be available to play on your device. We appreciate your participation in and contribution to learnings from the beta program, which will inform the future of Chromebook gaming.”

Steam originally launched on Chromebooks in early 2022 as an alpha that ran on just a handful of newer and higher-specced devices with Intel chips inside. A beta version arrived later that year, with reduced system requirements and support for AMD CPUs and GPUs. Between then and now, neither Google nor Valve had said much about it.

The Steam beta was one component of a “gaming Chromebook” push that Google made in 2022 and 2023. It saw the release of laptops with better hardware and high-refresh-rate screens and optimized versions of GeForce Now and Xbox Cloud Gaming. Google had reportedly been working to add Steam support to ChromeOS since at least 2020.

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steam-cracks-down-on-some-sex-games-to-appease-payment-processors

Steam cracks down on some sex games to appease payment processors

Valve’s famously permissive rules for what games are and are not allowed on Steam got a little less permissive this week, seemingly in response to outside pressure from some of its partner companies. In a Tuesday update to the “Rules and Guidelines” section of Steam’s Onboarding Documentation, the company added a new rule prohibiting “Content that may violate the rules and standards set forth by Steam’s payment processors and related card networks and banks, or Internet network providers. In particular, certain kinds of adult only content.”

On its own, the new rule seems rather vague, with no details on which of the many kinds of “adult only content” would belong in the “certain” subset prohibited by these unnamed payment processors and ISPs. But the trackers over at SteamDB noticed that the publication of the new rule coincides with the removal of dozens of Steam games whose titles make reference to incest, along with a handful of sex games referencing “slave” or “prison” imagery.

Holding the keys to the bank

Valve isn’t alone in having de facto restrictions on content imposed on it by outside payment processors. In 2022, for instance, Visa suspended all payments to Pornhub’s ad network after the adult video site was accused of profiting from child sexual abuse materials. And PayPal has routinely disallowed payments to file-sharing sites and VPN providers over concerns surrounding piracy of copyrighted materials.

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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.

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