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Time is a concept that is very hard to master in video games, and few creators have been fascinated by it as much as Hideo Kojima. The legendary designer behind the Metal Gear Solid series and Death Stranding, whose second installment, Death Stranding 2: On the Beach, showed off some impressive gameplay footage at Summer Game Fest, recently shared on his KOJI10 podcast some ideas for future games that he felt could revolutionize the use of time in the medium. However, something very similar to Kojima’s concept was already attempted — back in 1987.

Nihon Falcom Corporation is the most important Japanese video game developer you may have never heard of. In the 1980s, Falcom pioneered role-playing games and action-RPGs in Japan, creating iconic franchises such as Ys, Dragon Slayer, and The Legend of Heroes. One Falcom game, part of the Dragon Slayer series, was the most innovative and experimental in terms of its gameplay: Sorcerian.

Sorcerian came out in 1987 (the same year as the original Metal Gear) for the PC-8801 personal computer. On the surface, it’s a simple side-scrolling action game with RPG elements (a successful formula for Falcom), which allows the player to create several parties of characters and send them out to adventure in many different scenarios. The scenario system was one of Sorcerian’s biggest innovations, as it made the game modular and expandable; more scenario packs were released over the years, with some even created by players. However, the most forward-thinking element of the game was one that, 38 years later, Hideo Kojima is thinking about implementing in his future games: The characters grow old.

One of the cover illustrations for Sorcerian, showing a fighter, a wizard, and a woman poised to fight.

During episode 17 of his podcast, Kojima reflected on how some of his most innovative game ideas had to do with time. For example, Metal Gear Solid fans will remember how, in the iconic Metal Gear Solid 3: Snake Eater (a remake of which is about to be released), the food Snake could salvage by killing animals during his missions would spoil after a few days passed in real time. More famously, perhaps, the boss fight against The End could be bypassed by leaving the game and coming back after a week (or manipulating the internal game clock). The legendary (and very old) sniper would simply die of old age, which at the time was seen as more of a fun Easter egg than anything else.

However, Kojima’s attraction to the concept of time in video games is clearly deeper than that. In 2019’s Death Stranding, one of the main hazards players have to face is Timefall, an otherworldly rain that speeds up the aging and deterioration of objects and people. In his podcast, Kojima revealed more time-related ideas that he would like to implement in future games. As translated by IGN: “It starts out with the player being born, you’re a child and then gradually over time you become an adult. In the game, you fight various enemies. Like with the previous example, if you keep playing the game, you will become a 70- or 80-year-old man. However, at this age you will be weaker, your eyesight will worsen. When you are a teenager you’ll be able to run faster but by the time you reach 60 you’ll slow down a bit.”

A revolutionary idea for sure, but one that was already present in Sorcerian. In Falcom’s game, each character starts at a set age, and playing each scenario advances the in-game calendar by one year. More importantly, some necessary activities also take a lot of time to complete. Training to increase a stat, which you will need to advance past certain points of the game, takes two years. Enchanting an object by adding magic to it, the only way to use magic in Sorcerian, requires three years for each element added to it, and you need at least two to create a spell. Add to this that you will surely need to play certain scenarios more than once to make sure you collect valuable items and enough XP to tackle the more difficult scenarios, and your characters have a good chance to reach what the game defines as “old age” (which varies depending on their class /race (they are the same thing in the game, just as in the earliest iterations of Dungeons & Dragons).

Once your characters reach a certain age in Sorcerian, they are hit by random penalties and negative effects, just as Kojima imagined. Moreover, in the podcast, he mentioned another idea for a game in which players have to create things that take time to mature, such as cheese or wine… or Sorcerian’s magic items.

While Sorcerian’s actual side-scrolling gameplay is far from impressive, and the game failed to reach the same popularity as the Ys series, it remains incredibly forward-thinking for its time. The complexity of the character management (besides the four classes, there are also 60 jobs to choose from, each with its own bonuses and disadvantages), of the magic system, and of the time-related elements stand out, even 38 years later.

In the podcast, Kojima jokingly said that no one would buy a game in which the protagonist grows old, but I beg to differ. If there is anyone who can pull this off, it’s him. Unlike many other creators, Kojima hasn’t let technological innovations stifle his creativity; quite the contrary. The same out-of-the-box genius that was present in the first Metal Gear (and, in parallel, in Sorcerian) is clearly present in Death Stranding. Just like carrying equipment and weight were aspects that video games never considered seriously before Death Stranding, in regard to showing it on screen, so the concept of growing old and weaker could be the next revolution that Hideo Kojima brings to the industry. Just remember that Falcom and Sorcerian did it first.

If you want to know more about Sorcerian, you should check this video from the amazing retrogaming channel Basement Brothers. You can also play a port of the game on Nintendo Switch; it’s available in the eshop under the name “EGGCONSOLE SORCERIAN PC-8801mkIISR.”


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Story Kitchen and MoonHood Studios have teamed up to create TV and film adaptations of The Midnight Walk. Producers and writers are currently meeting to discuss the game becoming a TV and film project — which is in early development.

An official press release also noted that Story Kitchen does have first-look deals with Amazon MGM Studios and DreamWorks Animation for the TV and film adaptations, respectively.

Story Kitchen previously told Polygon about its mission to right the wrongs of video game movies past. Story Kitchen scored its first huge win with the Sonic the Hedgehog movie franchise (which famously suffered delays after that ugly Sonic design didn’t land well with its fans). Since then, the studio has been locking in many upcoming projects based on video game IPs such as Tomb Raider, Dredge, It Takes Two, Sifu, and many other unnamed Sega games.

Klaus Lyngeled and Olov Redmalm, founders of MoonHood Studios, offered some kind words about Story Kitchen as the two studios set out to bring The Midnight Walk to the big and small screen — and potentially score a big win of their own.

“Our team poured heart and soul into The Midnight Walk,” said Lyngeled and Redmalm in a press release. “To see that story now step into the world of film and television with a partner like Story Kitchen is a dream come true. We can’t wait for audiences to experience it in a whole new light.”

The Midnight Walk was released to critical acclaim in May, with players praising the game’s art style: handcrafted stop-motion claymation art that is equal parts charming and unsettling. The Midnight Walk follows the Burnt One, navigating through daunting, nightmarish lands, guided by only Potboy’s flickering flame. The player’s objective is to bring light to the Midnight Walk, solve puzzles, and battle many freakishly designed enemies.

Along with the TV and film announcement, MoonHood Studios also shared a new accolade trailer for the game, showing off the heaps of praise The Midnight Walk has been met with since its release.

The Midnight Walk is available now on the PlayStation 5, PlayStation VR2, and Windows PC.


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Few enemies are as deadly as dehydration in Dune: Awakening, a foe you can’t slice or shoot to prevent them from killing you. You can, however, use a Blood Purifier and control how much water you have access to before starting to explore for materials.

In Dune: Awakening,simply existing in the world is a major threat. Not having water to raise your hydration level is in some ways as deadly as facing Arrakis’s famous sandworms. The Blood Purifier is a machine that can help you with that sinceit converts blood extracted from enemies into water.

If you’re afraid of seeing your tank of water empty, do not fret. In this Dune: Awakening guide, we’ll teach you how to unlock and how to build a Blood Purifier.

How to unlock the blood purifier in Dune: Awakening

A Dune: Awakening screenshot showing the Journey tab and the description of the Water from Blood mission.

Before you can build one of these machines, you need to unlock the Blood Purifier by progressing in the “Water from Blood” main quest. This is part of the first quests you need to complete in Dune: Awakening, so missing it is not possible. If you haven’t unlocked the Blood Purifier, just keep playing the game.

A Dune Awakening screenshot showing a character next to the body of an enemy and a symbol over it indicating the possibility to extract blood from the body.

The “Water from Blood” quest is a three-part quest and the game gives you the schematic for the Blood Purifier only in the last one. First, you need to collect Salvage Metal and Plant Fiber. In the second part, you unlock the research for the Basic Exsanguination Kit, which adds the Improvised Blood Extractor and the Small Blood Sack to the list of items you can craft. During the third segment of the quest, you unlock the Blood Purifier’s schematic.

How to build a blood purifier in Dune: Awakening

A Dune: Awakening screenshot showing a message box explaining the Blood Purifier schematics and how to use the machine.

To build a Blood Purifier, start by completing the research of this machine’s schematic in the “Research” tab. When done, use your Construction Tool and go to the “Refineries” tab to find the Blood Purifier.

A Dune: Awakening screenshot showing a character placing the Blood Purifier next to the Sub-Fief Console inside their shelter.

Like other elements for your shelter, you choose where the machine will be placed using a projection, which you can rotate and move freely. Although you can put a Blood Purifier outside of your shelter, you need to put it near the Sub-Fief Console (which you’ve built during a previous quest); otherwise, it won’t work. You’ll need 70 Savage Metal to complete the machine.

A Dune: Awakening screenshot showing the Blood Purifier dashboard and 929ml of blood being processed to become water.

Once you’ve built it, you can interact with the Blood Purifier to produce water using the blood you extracted from enemies. To do so, look for any camps close to you, kill the enemies you find there, and pop the Improvised Blood Extractor to collect their blood. It is possible to have more than one blood bag with you, which might come in handy if you’re planning a longer exploration session.

A Dune: Awakening screenshot showing the General Setting of the Blood Purifier, where you can enable or disable the power.

With the blood in your inventory, go back to your base and deposit it into the Blood Purifier. The machine will start the process automatically, which might take a few minutes depending on the amount of blood you put into the machine. Keep in mind that this machine uses power from your Fuel-Powered Generator. If it runs out of Fuel Cells, the Blood Purifier won’t work.


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The Alters, a science-fiction game and the next big release from Frostpunk dev 11 Bit Studios, is out this week. You’re cast as Jan Dolski, a miner who crashed on a less-than-hospitable planet. To survive this ordeal, you must build a base, explore his surroundings, and create alternate versions of yourself. It present a mix of action, adventure, survival, and management sim genres at once.

If that sounds like your type of game, here’s what time The Alters releases in your time zone, plus.

Is The Alters on Game Pass?

Good news for Xbox Game Pass subscribers: The Alters will be available on day one. That said, it’ll only be available if you subscribe at the Game Pass Ultimate or PC Game Pass tiers. It won’t be part of the Xbox Game Pass Standard or Core libraries at launch.

The Alters release time in your time zone

A world map with various release times per time zone for video game The Alters.

You can play The Alters on Windows PC (Steam), PlayStation 5, and Xbox Series X, where you can buy it for $34.99.

As 11 Bit Studios announced in a recent Steam post, The Alters releases on June 13 at 8 a.m. EDT. If you’re in a different timezone, here’s when that is:

5 a.m. PDT for the West Coast of North America8 a.m. EDT for the East Coast of North America1 p.m. BST for the U.K.2 p.m. CEST for west mainland Europe9 p.m. JST in Japan10 p.m. AEST for Australia


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So, busy week in the world of video games, huh? The Nintendo Switch 2 has finally launched and landed in the hands of gamers around the world, eight years after the first Switch revolutionized gaming. The Switch 2 isn’t quite as revolutionary, with Nintendo opting to make an upgrade of its predecessor rather than completely overhaul what might end up being the best-selling console ever. Still, that isn’t stopping plenty of OG Switch owners from wanting to get their sweaty palms on the latest shiny new toy (raises hand).

But do we need it right now? Probably not.

It’s easy to get swept up in the hype surrounding a new console launch and everything that comes with it. Walmart sent snacks with some Switch 2s! Everyone’s playing as Cow in Mario Kart World! Cyberpunk 2077 is somehow launching better on a Nintendo platform than it did on PlayStation and Xbox five years ago! Yet, once the excitement surrounding its launch settles down, the Nintendo Switch 2 will be left with something of a disappointing launch line-up. There’s no must-buy system seller like the first Switch had in the form of The Legend of Zelda: Breath of the Wild.

But what about Mario Kart World?

The Switch 2 has Mario Kart World launching with it, but people have been racing in and enjoying Mario Kart 8 for over a decade now (did you know it originally launched on the Wii U? Wild) and there’s no reason to expect Mario Kart World won’t have a similar runway ahead of it. You’ll have plenty of time to eat mushrooms in the future, when there are more reasons (games) to justify picking up a Switch 2.

Now, what’s deemed a “system seller” is going to be different for everyone, of course. Mario Kart World might be your system seller, and I understand why — great party game and, seriously, Cow? Love it. If Pokémon Legends: Z-A was announced as a Switch 2 exclusive, this would be a completely different story; I’d be opening a Switch 2 now and praying it didn’t have a staple in it. Yet, the game I’m most looking forward to will also be playable on my Switch OLED, so here we are. Sorry, Donkey Kong Bananza, your exclusivity isn’t swaying me in ways a hypothetical Pokémon exclusivity could.

The real draw of the Switch 2, currently, is its role as a port machine for all the games the original Switch couldn’t run. I have no doubt pew-pewing on the go in Star Wars Outlaws will be fun on the Switch 2, and Split Fiction feels like the perfect match for Nintendo’s general vibe. But if you’re a multiplatform gamer, chances are you’ve either played those games or elected not to check them out on your PC, PlayStation 5, or Xbox Series.

All of this is to say nothing about how adopting a console at launch is, in a way, opting in to be something of a beta tester while any bugs get squashed — especially considering the press wasn’t given pre-release consoles or games to review. Mario Kart World could have sucked, for all we knew! (It doesn’t, and actually kinda sounds like it rules. But still. The principle.)

As you stave off the FOMO, just remind yourself the Switch 2 will be here for years to come and, in time, will likely be easier to purchase than PS5s and Xbox Series Xs were deep into their launch cycles. Whether it eventually gets cheaper remains to be seen, owing to the general uncertainty of the world economy and the ongoing US tariff situation, but a $450 price tag is steep enough as is. Plus, holding out on a Switch 2 and its future exclusives will give you all the more opportunity to tackle your never-ending backlog. So, remember to enjoy what you already have, because the shine of that shiny new toy will wear off eventually.


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While on the ground at Summer Game Fest 2025, I got to play a little bit of Grounded 2 and then had a quick chat afterwards with game director Chris Parker. In the brief time I had with the game, which is a sequel that continues the survival game story of kids shrunk down to itty-bitty size, I got to fight off some creepy little multi-legged mites with a spear I’d fashioned from twigs, pebbles, and twine. And as I fought off those bugs, even though they weren’t quite spiders, I thought about how they could still trigger somebody’s arachnophobia (thankfully, not an issue for yours truly).

I have good news for those of you who hate eight-legged freaks: Grounded 2 will also have an arachnophobia mode.

“I think the Grounded team — the Grounded 1 team — did a really good job in tackling this problem,” Parker said. “I mean, even though you’re mostly fighting what looks like balloon animals” — that’s how the spiders end up looking with the arachnophobia mode turned on — “that foundation made it easy for the Grounded 2 team to build on that.

“But we certainly have more challenges,” he said, referring to the new rideable bugs in Grounded 2 (the first game didn’t have mounts). There’s a big red ant that you can ride, which I got to try for myself in the demo, but what I didn’t know was what Parker told me next: There’s also going to be a rideable spider in the full game.

“And so we have to respect arachnophobia mode for that as well, which has been a little bit more tricky,” he went on. “We have to calculate feet, and things like that, so you can really understand what’s going on, and how to run that thing around the world, and how the world is going to interact back with it. It’s tricky, but it’s probably not as tricky as you think. We really just go onto the skeleton and put cute-looking spheres where claws and eyeballs and abdomens used to be. And as long as we take it far enough away from that eight-legged insect, that seems to work for people. So yeah, it’s not all that crazy.”

Of course, there are also players who are just a little bit scared of spiders but who don’t necessarily want to turn off the option to see them entirely. Creating the right balance between scary and fun, particularly in a game that’s intended to be family-friendly, has also been an entertaining challenge for the team. In Grounded 2, the characters have aged up a little bit, as some time has passed since the first Grounded, and also, the young players who tried the first game have grown up a little bit, too. So, I had to ask: How scary is too scary?

“There are some healthy debates about this, actually,” said Parker. “So I think in general, we try to just push that as hard as we can, and at some point we go, ‘Oh, I think we pushed this too far.’ And we do bump into certain assets that we’ve created where we’re like, ‘Well… I don’t really know. Let’s take that out.’ Or, ‘Let’s put it in there, and see what user research has to say about it.’ Now that we’re finally able to talk about the game and we’re going into early access, we can talk to the community about it. But those are the kind of conversations that we want to have with the community out there, see what they have to say about it too.”

To be specific, Grounded 2 will be available in early access on July 29 for Windows PC and Xbox Series X, as well as on Game Pass. And you heard them — if it’s too scary, Obsidian Entertainment wants you to say so.


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Nintendo Switch 2 is off to a roaring start. Early on Wednesday, Nintendo announced that it had sold 3.5 million units of its new console in just four days, making it Nintendo’s fastest-selling console ever.

In fact, this is likely the biggest console launch of all time — by quite some margin. For comparison, PlayStation 5 shipped 4.5 million units in its first seven weeks, PlayStation 4 sold 2.1 million in a little over two weeks, and Nintendo Switch sold 2.74 million in its first month.

“Fans around the world are showing their enthusiasm for Nintendo Switch 2 as an upgraded way to play at home and on the go,” said Nintendo of America president Doug Bowser in a statement. “We are thankful for their response and happy to see the fun they are already having with Nintendo Switch 2 as they explore new features and games that bring friends and family together in new ways.”

Nintendo’s promotional push for Switch 2 didn’t go smoothly, with chaotic pre-orders, concerns over the impact of U.S. tariffs, and fan criticism of the high price of the system and its games. But the launch itself seems to have gone without a hitch. Nintendo’s efforts to make a large amount of stock available at launch have clearly paid off, with fans reporting consoles are still available to buy in some areas despite the record sales. Consequently, scalping has been less of an issue than during other recent console launches. There have been no widespread reports of technical issues.

Nintendo has predicted it will sell 15 million Switch 2s during its current financial year. It’s well on the way to that figure already, although Nintendo still faces the challenges of maintaining stock availability and extending this expensive console’s reach past the first wave of early adopters. If Switch 2 hits its first-year target, it will join Nintendo’s other fasters sellers over the first year on sale: Game Boy Advance, Nintendo 3DS, and the original Switch.


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DC Studios head James Gunn has revealed several key things about the future of its cinematic universe, including confirmation that a Wonder Woman movie is currently in development.

James Gunn clarified to Entertainment Weekly that Wonder Woman is “a separate thing” from the upcoming HBO series Paradise Island, which centers on the Amazons of Themyscira. While he acknowledged the series is “slow moving, but it’s moving,” he also shared an update: “We’re working on Wonder Woman. Wonder Woman is being written right now.”

Although we’ve heard news that Supergirl: Woman of Tomorrow, starring Milly Alcock, will premiere in June 2026, and a Batman film inspired by Grant Morrison’s Batman and Son story is expected, this is the first piece of news for a Wonder Woman film.

Diana of Themyscira has had a rough go of it in recent memory, following the cancellation of Wonder Woman 3 led by the previous team of Gal Gadot and Patty Jenkins. Speaking in 2022 about the cancellation of Wonder Woman 3, Jenkins said, “I was open to considering anything asked of me. From my understanding, there was nothing I could do to move things forward at that time. DC is clearly undergoing major changes, so I understand that these decisions are difficult right now.” Warner Bros. Games recently shut down three of its studios and canceled all projects in development, including the long-anticipated Wonder Woman game.

James also explained that although an actor has yet to be cast for the role, Batman, Superman, Supergirl, and Wonder Woman are important figures for the future of DC Studios. “I wouldn’t say only those four characters, but I would say that those four characters are incredibly important to us. Right now, I feel great about where two of those characters are, and then we’re dealing with the other two.”

Needless to say, the upcoming Superman film has fans excited and ready to see the DC Universe’s brand new take on its favorite cap and cowl characters.


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The Splatoon franchise is headed to Switch 2 with a new game called Splatoon Raiders, Nintendo announced Tuesday. Described as “the first-ever Splatoon spinoff game,” Splatoon Raiders will cast players as a mechanic who explores the mysterious Spirhalite Islands alongside Splatoon 3’s Deep Cut trio: Frye, Shiver, and Big Man.

A short trailer for Splatoon Raiders shows the Deep Cut gang on an exploratory mission, and the helicopter they’re traveling in crash-landing on a remote island. What little gameplay we do see shows the game’s main character exploring the island (with a mechanical sidekick), Frye and Shiver fishing, and Big Man getting hosed down with ink. While Nintendo hasn’t announced much in the way of gameplay details, Splatoon Raiders looks like it may be some sort of survival game, in which players need to build up a base and explore a remote island for food and supplies.

Splatoon Raiders does not have a confirmed release date.

Nintendo also announced Tuesday that Splatoon 3 is getting a free update later this week, which will add 30 new weapons as part of the Splatlands collection, consisting of new guns and gear from the Barazushi and Emberz brands. Urchin Underpass, a stage from the original Splatoon on Wii U, is also being added.

Splatoon 3’s new update drops June 12, for both Nintendo Switch and Nintendo Switch 2. The update, Nintendo said in a news release, will bring with it “more detailed visuals and a smoother appearance in locations like Splatsville and the Grand Festival Grounds” on Switch 2. Splatoon 3 will feature cross-play between the original Switch and Switch 2.


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Hideo Kojima, progenitor of the Metal Gear Solid series, is one of gaming’s most idiosyncratic personalities. If you read a headline about the Japanese developer, there’s a good chance the adjective of choice used will be “weird” regardless of the topic. But if you ask the man himself, he can get weirder — and there’s a reason he’s not going down that pathway.

In a fantastic profile with GQ Tuesday, Kojima details everything from intense COVID-era health issues that made him contend with his mortality to the shocking revelation that, despite his constant movie reviews on X, he apparently doesn’t know what Letterboxd is.

In it, there’s also a snippet where Kojima talks about his outlook on making games and the things that fuel his creative drive. Becoming ill during COVID made Kojima consider his age (62) and what he can accomplish before his time expires. He says he wants to die making something, and there’s a ton he wants to do. Right now, for example, he’s working on at least two games and two movies.

Despite his long list of projects and existing accomplishments, Kojima says he feels “rushed.” He estimates that in a decade, at best he can dole out about three titles if everything goes well. But even on a micro level, he’s at the point where it feels like a single hour flies by in a way it didn’t when he was younger.

He continues:

I thought I could do anything if I was independent, but the reality is that I can’t. I always thing of other, more weird stuff to make. But if I do that, and it doesn’t sell, my studio will go bankrupt. I know all the staff. I know the families of the staff. I have this burden on my shoulders.

Later on, he says that he’s had experience making “flops” before at Konami, which gives further insight on his thinking about commercial success. Sequels, he says, are easy to pitch. “But a game that no one has ever seen before? Even if I write something, people won’t understand it.”

In the aftermath of Death Stranding, a franchise with a complicated storyline and unusually deliberate mechanics for a AAA game, the idea that Kojima is taking refuge in safe ideas might seem inaccurate or unusually self-critical. But while the social mechanics in Death Stranding are unique, they’re built on the concept colloquially referred to as “walking simulators.”

The more meditative approach to gameplay preceded Death Stranding by over a decade, and Kojima’s take on it appeared on the tail end of mainstream acceptance for a design approach that was initially controversial. In 2012, people derided the genre as a repudiation of the medium as a whole, because interactivity was sometimes more conceptual than it was tactile. The people who made “walking simulator” games before Death Stranding (or P.T.) arguably took the bigger risks with the genre, and they didn’t have the benefit of movie stars to curry public favor.

When we’re dealing with babies who can sense the supernatural, though, weird might not be a totally off-base descriptor. And if anyone might be able to convince their audience to take a chance on a strange concept, it’s going to be an auteur like Kojima. It’s slightly disappointing to know Kojima isn’t using his rare position in game development to tell new stories in experimental ways, especially as most major studios take fewer and fewer chances.

But then you look at the numbers surrounding layoffs the gaming industry, which have only gotten more exponential over time, and it’s hard to fault Kojima for worrying about commercial success. Depending on the time it took to develop or the budget, a modern game can now sell millions and still be considered a failure.

Death Stranding 2 is out on June 26. In the meantime, you can read more about Kojima’s inner turmoil here.


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A Dune Awakening character leaning over to inhale spice

If you’re just getting started in Dune: Awakening, the ins and outs of making it through each day on Arrakis might seem more than a little overwhelming. There’s a detailed prologue that walks you through some of the basics, but it doesn’t tell you everything and leaves a lot to the assumption that you’ll figure it out as you go along. Dune: Awakening is much more forgiving than some survival games, but not having to learn things the hard way means you can focus your time and resources on things that matter.

We’ve compiled a list of Dune: Awakening beginner tips and tricks to help get you started on Arrakis, everything from how to keep hydrated to the best skills to focus on early in the game.

  1. Don’t build your base on the sand. Zantara, your guide, only tells you this after your first construction project, but if you build on the sand, the foundations will get swept away whenever a storm blows through.

  2. Don’t get too attached to your first base, either. You’ll have to abandon it after making some story progress, and even though demolishing constructions will refund your building materials, carting everything you stored to your new base is a pain.

  3. Focus on raising your faction reputation in between completing main and side quests. Raising faction reputation is key to unlocking some of Dune Awakening‘s bigger features, including the option to buy your own Ornithopter.

  4. Don’t neglect the main quest, either, as completing story quests unlocks new technologies and teaches you how to use some of Dune: Awakening‘s more nuanced systems.

A Dune Awakening player standing over a fallen enemy, preparing to extract blood

  1. Kill scavengers and extract their blood whenever you can. It sounds gruesome, but their blood is the most reliable way to have fresh water on-hand after you craft the blood refiner.

6. Scavengers respawn after a short time, the same as resources, so you won’t lack opportunities to harvest fresh blood.

  1. Pay attention to the sunstroke bar, and avoid letting it max out. Sunstroke won’t kill or damage you, but it does make you dehydrate more quickly. Dehydration lowers your stamina and, at full dehydration, you lose health.

  2. Keep a stock of purified water on-hand at your base at all times. The Stillsuit’s hydration mechanism is a helpful top-up, but it charges too slowly to make it your primary water source.

Zantara, Dune Awakening’s guide, telling the player: “You’;ll be drinking your own liquified feces. And that does not count as hydration, by the way”

  1. Daytime exploration exposes you to dangerous heat, so if you have to go out before night falls, make sure you plot a path that includes areas where you can rest in shade.

  2. Ignore your pistol for a while. Zantara makes a big deal out of using ranged weapons, but they’re incredibly weak for much of the early game. Knife attacks are much faster and safer unless you’re dealing with more than two enemies simultaneously.

11. Grab all the granite, plant fiber, copper, and metal you can find. These materials are required for building walls, foundations, and most other base- and progress-related machines and crafting recipes.

  1. Craft a few storage chests early, and dump all your extra rocks, plants, and resources in there before heading out. Your base’s sub-fief has limited initial storage space, and you don’t want to have to waste or discard anything you find on Arrakis.

An intel node on Dune Awakening’s map

  1. Once you scan an area and can examine nodes on the map, look for Intel nodes. Completing these rewards you with a lot of XP, and they’re usually in outposts or other areas with valuable resources to pick up.

  2. Dying is less of an obstacle than you might think in most cases. You’ll respawn with every piece of equipment you died with and can return to collect your pack with all your resources.

  3. If a sandworm kills you, though, you lose everything. Plan your trips across open sand carefully.

  4. You can’t kill sandworms, so don’t try. The only options for dealing with them are “get eaten” or “run away.”

A Dune Awakening player in a knife fight with two scavengers

  1. Falling from ledges or other high place can damage you, but never kill you. At worst, it drops your HP to critical, which isn’t ideal if enemies are nearby, but it does mean you can quickly get down from a high place without much worry.

  2. It’s completely possible to play solo, even if group play makes things easier. You’ll just need to rely on item trades to cover gaps in your resource management.

  3. Mobility is far more important than combat, so invest your skill points in movement and survival skills before spending them on improving weapon damage.


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A group of explorers in Dune: Awakening racing toward a crash location to harvest resources

Finding plant fiber locations in Dune: Awakening is essential during every stage of your adventure, but particularly in the first few main story quests. You’ll need plant fiber to craft healing bandages and clothes, including your first Stillsuit, among other things, and you need it in large quantities. It sounds cumbersome, but Dune: Awakening‘s generous respawn times and resource mapping mean that, once you know where to look, you’ll be able to find all you need and then some without much hassle.

Below, we explained where to find plant fiber locations in Dune: Awakening and how to spot them using the survey probe’s mapping tool.

Plant fiber locations in Dune: Awakening

A player in Dune Awakening standing in front of shrubs that yield plant fiber

Plant fiber locations, like all resource locations, change every week when the Coriolis Storm sweeps through and shakes up everything in the desert. However, there are a handful of areas where you can almost always find the bushes that yield plant fiber.

The general guidance is “look for rocky locations,” but in our experience, that’s only half true. In the starting area, for example, the rocky area where you complete the first story trial had no plant fiber bushes before or after the first Coriolis Storm blew through.

Your best bet early on is in the two rocky areas southwest of the Alcyon wreck and west of the area where you undergo the Trials of Alq. There’s a small cluster of bushes yielding plant fiber around the northern outcrop, but even more around the southern one, where you’ll also find a moisture-sealed cavern and a scavenger’s camp inside.

The shrubs where plant fiber comes from respawn after roughly 30 seconds of real-world time, so once you exhaust all the available fiber in an area, don’t waste time and resources trying to track down more unless you have business somewhere else. Just grab other items in the nearby vicinity, circle back to the plants, and pick up some more fiber after it respawns.

Scavengers will occasionally have plant fiber on them that you can loot after battle, and the storage containers in scavenger camps sometimes include plant fiber as well. The chance of plant fiber showing up on a scavenger or in their camp seems random, though, so your best bet for finding it is checking and re-checking shrubs.

A map image of the Hagga Basin in Dune Awakening, highlighting plant fiber resource icons

A little ways into the Touch of Civilization main story quest, you’ll need to craft and fire a survey probe to map the nearby area. Resource nodes will show up on your map once you survey an area, and the one that denotes plant fiber is a little bundle of sticks called “Brittle Bush.” Note that these icons are more like reference points telling you that an item is in the general area. They don’t actually show exactly where the resource in question is, so you might need to do some scavenging.


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The Hollywood Reporter broke the news Tuesday that Pixar Animation Studios is going through with a new sequel to 2004’s The Incredibles, but that Incredibles and Incredibles 2 writer-director Brad Bird won’t be at the helm. The movie, first announced at Disney’s D23 expo in 2024, will instead be directed by Peter Sohn, a Pixar animation and voice veteran who made his directorial debut with the short “Partly Cloudy” in 2009, and went on to head up 2015’s The Good Dinosaur and 2023’s Elemental.

It’s unclear whether or how Bird will be involved with the film. At D23, Pixar chief creative officer Pete Docter (director of Up, Inside Out, and Soul) said Bird was “developing” the movie, but the THR report had no further information about his current involvement. It did note that Bird is currently busy with pre-production on the science fiction movie Ray Gunn at Skydance Animation, the company where Pixar chief John Lasseter landed after sexual misconduct accusations led to him leaving Pixar.

Sohn heading up The Incredibles 3 isn’t inherently a problem. The Good Dinosaur is arguably Pixar’s least emotionally satisfying and evocative movie, but that may have been inevitable after its significant mid-production retreads, with Sohn promoted to take over from original director Bob Peterson. Elemental, for its part, is a crowded movie that may be trying to do too much. But both movies are gorgeous, featuring some of Pixar’s most evocative and impressive animation, and Elemental in particular found its audience over time, lingering in theaters for four months and becoming a stealth hit. Also, I’m a big fan of not wildly speculating about or getting outraged over possible directions for movies that no one’s seen yet — or in this case, that hasn’t been made yet.

That said, there’s something just a little dispiriting about Sohn’s next project being a sequel to Bird’s signature series, and how that reflects on both directors, and on the current state of Pixar itself. One of the things that most defined Pixar Animation in the days of its ascendance over all other animation studios was the mandate for directors to find personal angles into their work: Andrew Stanton based Finding Nemo on his own overprotective urges toward his son. Docter made Inside Out to reflect his experiences with his own daughter. Bird based The Incredibles on his own struggles with middle age and balancing artistic ambition and his family life.

Dig into most Pixar movies, and you’ll find stories like these, all the way up to recent releases like Turning Red (very much a personal story for director Domee Shi) and Sohn’s Elemental, inspired by his parents’ immigration story. Personal investment and personal storytelling has been a major part of Pixar movies for decades. One of my all-time favorite Pixar interviews was talking to Sanjay’s Super Team! director Sanjay Patel about how Lasseter in particular pushed him to overcome his shyness and put his own family history and relationship with his father into that short.

So learning that one of Pixar’s brain trust is going to take over another member’s signature series is just the smallest bit deflating, because I have to wonder: How is Sohn going to make this story his own, particularly if he’s directing from someone else’s script? One of the primary things that makes the original Incredibles so powerful is the deep, understandable well of frustration and dissatisfaction Mr. Incredible is navigating over the collapse of his superhero career — emotions Bird took from his own life. One of the primary things that makes Elemental land is Sohn’s sensitivity in exploring what his own parents went through in navigating prejudice, culture shock, and assimilation. Putting Bird’s series into someone else’s hands just to get a sequel out faster doesn’t seem like a recipe for that kind of personal engagement.

There may well be ways for Sohn to relate to the Incredibles series and own it; there may be a way for Bird or other members of the brain trust to put themselves into Incredibles 3 in a meaningful way. Pixar has navigated these waters recently with Inside Out 2, with director Kelsey Mann taking over from Docter as a writer-director, and not only drawing on personal family experience, but also bringing in a team of teenage girls to vet the film for emotional and factual authenticity.

But given that the best things at Pixar always seem to happen when creators are allowed to find fantastical, imaginative ways to tell their own personal stories, it’s just a little discomfiting to see their visions packed off into other hands. There’s certainly plenty of time for the studio to develop Incredibles 3 and find an angle that feels meaningful for it; the release doesn’t even have a projected date yet. Let’s hope Pixar — and Sohn, and Bird if he’s still involved — use that time to find a new Incredibles story that feels like it really belongs to the person who’s now assigned to make it.

And if nothing else, let’s hope Brad Bird comes back to continue his role as the voice of endlessly snippy superhero costume designer Edna Mode. Where would an Incredibles movie be without a word from Edna?


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Lost in Random: The Eternal Die stuck its hooks in me after just a few rooms. Dashing between enemy projectile attacks and then slicing those enemies up, I quickly got into a rhythm with the roguelike’s combat, which reminded me of Hades in all the best ways. It also has enough fresh gameplay ideas to set it apart as a unique and invigorating addition to a crowded genre.

The Eternal Die spins off from Zoink’s 2021 action-adventure game Lost in Random, which I quite enjoyed thanks to its unique aesthetic and gripping storytelling. It featured a world (the titular Random) divided between six realms (one for each side of a cubic die) and ruled by random chance; each character’s fate was determined by the roll of a die.

I enjoyed The Eternal Die just as much, and new players don’t need to fret — you can fight through The Eternal Die on its own without having played the first one. While the IP has shifted hands and is the first game released from new studio Stormteller Games, the charm, the weird world, and the quirky designs from the original game carry over to The Eternal Die, even as the series shifts genres into a roguelike.

You play as Queen Aleksandra, the ruler of Random. She used The Black Die, an ancient power, to rule the kingdom, but its corruptive powers broke out, dividing the lands. In the process, Aleksandra lost her sister. Now on a path of vengeance, the Queen is trapped by and must fight her way out of The Black Die via pulse-pounding, isometric roguelike runs. Inside, she also contends with characters who’ve suffered from her reign, giving the narrative an air of atonement alongside Aleksandra’s quest for revenge.

Aleks starts with a sword and can acquire a hammer, a bow, and a lance as well. The weapons are somewhat basic at first and play how you’d expect — the hammer is slow but does a good amount of damage, while the lance is the opposite. You’ll be able to upgrade and augment them between runs to fit your preferred playstyle. An early favorite of mine was Aleksandra’s bow as I found success changing its charged attack to an exploding shot that could deal heavy damage to any enemy who happened to be in the wrong place.

While mixing regular and charged attacks is fun on its own, The Eternal Die’s combat is really supported by all the different ways you can use Fortune — a sentient die who aids you in battle and loves terrible jokes — and card attacks in combat. You throw Fortune at enemies to dole out significant damage, giving you the ability to attack from a distance when you find yourself in a bind. Fortune won’t run to your side in a fight, however; his attacks are balanced by the fact you have to retrieve him, meaning you can’t spam your way to victory.

After clearing rooms, you’ll receive various rewards, one being a relic coffer that presents options for passives and augments for Aleks and Fortune. Some of them can make your little die buddy not just more powerful, but more versatile too. Sometimes I’d get a relic that let Fortune rain down volcanic stones on enemies when he was thrown. Others would trigger an effect depending on what number Fortune rolls, like increasing the damage of Aleks’ next charged attack. With the right combination, Aleks will be more than ready for the tough enemies found deep into runs.

Card attacks also add nice variety to combat. There are 15 in the game, and each of the four levels in a run will typically have an encounter room with a new card attack for you to swap for or leave behind. They range from poison daggers to a swirling vortex of ice to a wave of sand that freezes enemies in time. Like Fortune’s throw attack, card attacks can be enhanced by relics as well.

My favorite room to find, one I would explicitly seek out even after finding the exit to the boss’s arena, was a Candyland-like game room. You’ll step right up and roll Fortune to move a game piece around a board. Smaller rolls are better, allowing you to reap more rewards like coins and relic coffers. I attribute a good part of my first successful run to rolling well in one of Rollins’ games; I was able to not just increase Aleksandra’s max health a couple of times, but also top it off in addition to securing some shiny gold coins to purchase items at the shop found on each level.

Luck is a part of every roguelike, with Lost in Random: The Eternal Die, “random” is right there in the name. Sometimes, runs will be aided by the luck of the draw, gracing you with a build playing to your strengths. But during other runs, you may get nothing you deem worthwhile. It’s part of the challenge (and part of the fun) of a roguelike, and winning a run even with a less-than-stellar build is all the more satisfying.

That first successful run felt like a confluence of everything that makes a great roguelite so much fun to play — mastering a weapon, lucking out with some great bonuses, and having as big of a health pool as possible. Typically I close the book on a game after seeing its ending, even if there are additional endings to seek out. However, that’s not the case with Lost in Random: The Eternal Die. Its gameplay is too much fun to simply abandon, and I’m looking forward to what I’ll find over the course of more random runs.

Lost in Random: The Eternal Dieis out June 17 on Nintendo Switch, PlayStation 5, Windows PC, and Xbox Series X. The game was reviewed on PS5 using a prerelease download code provided by Thunderful Publishing.


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Dracula is one of the most iconic villains of all time, leading writers and filmmakers to constantly search for new ways to portray him, from focusing on his underling, to putting him on a boat to having him fight the X-Men. The latest version, starring Titus Welliver of Bosch as Dracula’s nemesis Abraham Van Helsing, is changing things up by keeping the Count in the shadows while building up family drama in a way more reminiscent of a haunted house story than a vampire one.

Based on a short story from NOS4A2 and Locke & Keywriter Joe Hill’s first book 20th Century Ghosts, Abraham’s Boys follows Van Helsing’s sons Max (Brady Hepner of The Black Phoneand The Holdovers) and Rudy (Judah Mackey of The Young and the Restless and Stillwater) as their father becomes paranoid that Dracula is coming for their mother Mina (Jocelin Donahue of Doctor Sleep). Clocking in under 90 minutes, it promises to be a tight story about confronting their family history and legacy while wondering if their dad has lost their mind. Set in 1914, the trailer ditches the gothic horror trappings for a more Western vibe, with the family living in an isolated ranch home that they are trying to fortify against the vampire lord.Abraham’s Boys is directed by Natasha Kermani of Lucky and Imitation Girl. It will premiere in theaters on July 11 before heading to Shudder.


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Webtoon is deepening its partnership with Dark Horse Comics by bringing five major franchises to its English-language platform. Newly reformatted for Webtoon’s signature vertical-scroll format, the lineup includes Critical Role: The Mighty Nein Origins, The Witcher, Cyberpunk 2077, Plants vs. Zombies, and fresh stories from Nickelodeon’s The Legend of Korra.

Dark Horse Comics’ The Witcher follows Geralt of Rivia on new, mostly original adventures. The Legend of Korra (a Webtoon-exclusive vertical scroll) picks up where Avatar: The Last Airbender left off, following Avatar Korra and her friends on new adventures. Critical Role: The Mighty Nein Origins (also a vertical-scroll exclusive) brings the beloved tabletop RPG series to life, tracing the high-stakes exploits of a mismatched group of heroes.

Meanwhile, Cyberpunk 2077 dives into the neon-drenched streets of Night City with a collection of explosive new stories set in the universe of the acclaimed video game. And finally, Plants vs. Zombies (another vertical-scroll exclusive) returns with more showdowns between brain-hungry zombies and their unlikely plant foes.

“Webtoon has made it easy for a new generation of fans to fall in love with comics,” said Yongsoo Kim, CSO and head of Global Webtoon at Webtoon Entertainment. “We’re thrilled to work with Dark Horse to bring this new slate of world-class titles to Webtoon. Whether we’re helping new creators build their fandoms or working with marquee publishers like Dark Horse to bring beloved franchises to fans around the world, we’re committed to delivering the highest quality storytelling to our passionate community of readers.”

The new slate joins Webtoon and Dark Horse’s existing partnership to bring Nickelodeon’s Avatar: The Last Airbender comics to the platform, where it has accumulated over 13 million views. The platform is also home to several video game-related comics, like Assassin’s Creed: Forgotten Temple and Dimension 20’s Fantasy High.

These titles are set to debut on the platform throughout the second half of 2025.


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Epic Games is going after the maker of cheating software for Fortnite that lets players see through walls and auto-aim at opponents in a new lawsuit filed Tuesday. But Epic isn’t stopping there; it’s also suing a quintet of resellers of those cheating tools, seeking unspecified damages from the defendants.

In a lawsuit filed in the U.S. District Court for the eastern district of North Carolina, where Epic Games is headquartered, the maker of Fortnite and Unreal Engine alleges that Ediz Atas (aka Sincey Cheats and Vanta Cheats) has developed, maintained, and sold cheat software for the battle royale game “since at least January 2023.”

That cheat software, Epic’s suit alleges, gives cheaters an unfair competitive advantage over non-cheating players; breaches the Fortnite end-user license agreement and circumvents Epic’s anti-cheat systems; and harms Epic by causing non-cheating players to stop playing Fortnite and purchase in-game passes, cosmetics, and other items.

What’s more, the suit alleges that after Epic Games submitted DMCA takedowns to YouTube to remove videos that featured the offending cheating software, “Sincey Cheats sent multiple emails to YouTube’s designated copyright agent impersonating an Epic employee and falsely claiming that Epic wanted to ‘formally reverse [its] claim of copyright infringement’” by spoofing Epic Games email addresses.

Epic said in its lawsuit that it has issued “tens of thousands of bans against Fortnite accounts” that used Sincey Cheats cheat software since February 2022, “including over 15,000 bans against accounts in the United States” alone.

The lawsuit is also targeting five unnamed defendants who sell Sincey Cheats and Vanta Cheats through various websites, Discord servers, and Telegram channels.

Epic did not mention specific monetary amounts it’s seeking in damages from Atas and the five other defendants in its lawsuit. But it’s looking for the usual relief: statutory and compensatory damages for lost profits, attorney’s fees, and other costs associated with the lawsuit.

The Fortnite maker’s lawsuit against a prominent cheat maker follows similar moves from developers like Bungie and Riot Games, who have sued the creators and distributors of cheats for games like Destiny 2 and Valorant — in some cases winning multimillion-dollar judgments against them.


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Switch 2 backwards compatibility is pretty comprehensive across console generations, but there are still some original Switch games that don’t work on Switch 2.

Although Switch 2 arrived June 5 with the new Mario Kart World, some ports, and the possibility of upgrading big games (like Breath of the Wild and Tears of the Kingdom) to their respective Switch 2 versions, the launch lineup is relatively slight. As a result, you may lean on your original Switch backlog for things to play.

Below, we’ll explain how backwards compatibility works on Switch 2, plus include a list of all original Switch games that aren’t working (for various reasons) on Switch 2.

Switch 2 backwards compatibility, explained

A screenshot of the Nintendo Switch 2 dashboard with some original Nintendo Switch games like Xenoblade Chronicles X, Digimon Surviva, The Hundred Line, and Dragon Quest Monsters.

You don’t need to worry whether you can play that long list of games in your backlog on Switch 2or not, because Switch 2’s backwards compatibility covers most original Switch games, whether developed by Nintendo or other studios.

To play an original Switch game on Switch 2, simply download the game or insert the physical copy. You might have to load the Virtual Game Card if you were already playing the game in the original Switch.

According to data shared by Nintendo, almost 100% of Switch games work on Switch 2. However, while Nintendo says they are continually working on backwards compatibility in order to make every Switch game accessible across console generations, some Switch games aren’t working at all or don’t play as expected on Switch 2.

The reasons differ, but according to Nintendo’s data, the games that don’t work on Switch 2can be broadly broken down into three categories:

Games with issues to be resolvedGames with issues that prevent progressGames that require the original Switch joy-cons

Below, you will find the games and in which category they fit among the ones that are having problems on Switch 2*.*

Switch games with issues to be resolved on Switch 2

This list of games is the most promising one, since Nintendo indicates they are going to eventually receive an update to solve the problems, implying that studios have identified the issues already.

Abyss Memory Fallen Angel and the Path of MagicBeyond Enemy Lines – Remastered EditionCapcom Fighting Collection 2Car Detailing SimulatorDadishDairoku: Agents of SakurataniEveryday Today’s MENU for EMIYA FamilyGenso ManègeGiana Sisters: Twisted Dreams – Owltimate EditionGo VacationGodlike BurgerGuardian TalesKero BlasterLAYTON’S MYSTERY JOURNEY: Katrielle and the Millionaire’s Conspiracy – Deluxe EditionLIMBOMotoGP 21MotoGP 22MotoGP 23Nintendo Switch SportsNorn9: Var CommonsPikmin 3 DeluxeRedemption ReapersRetro Classix 2-in-1 Pack: Express Raider & ShootoutRetro Classix 2-in-1 Pack: Gate of Doom & Wizard FireRetro Classix 4in1 Pack: Sly Spy, Shootout, Wizard Fire & Super Real DarwinS.N.I.P.E.R. – Hunter ScopeSkateboard Drifting with Maxwell Cat: The Game SimulatorSportitions’24Street Fighter 30th Anniversary CollectionSuper Fowlst 2Super Neptunia RPGSuper Smash Bros. UltimateTomb Raider I-III Remastered Starring Lara CroftTrials Rising Standard Edition

Switch games with issues that prevent progress on Switch 2

The issues in most of the games in this list are still being investigated. These games might present start-up issues or other kinds of problems that are interfering with your progression.

3 out of 10: Season OneA Boy and His Blob Retro CollectionA Long Way DownA Time Traveller’s Guide To Past DelicaciesAeons Must Die!Aeterna NoctisAfterdreamAinda In DangerAmanda the AdventurerArcade PartyAssault Suit Leynos 2 Saturn TributeAstral FluxBacon Man: An AdventureBill & Ted’s Excellent Retro CollectionBloodshoreBoot Hill HeroesBorderlands 3 Ultimate EditionBotany ManorChickens MadnessChronicles of 2 Heroes: Amaterasu’s WrathCHRONO CROSS: THE RADICAL DREAMERS EDITIONClock Tower: RewindCrash Bandicoot N. Sane TrilogyCrypt of the NecroDancer: Nintendo Switch EditionDark Nights with Poe and MunroDC Universe OnlineDragon’s Lair TrilogyDreamwalkerDust: An Elysian TailEscape from Chernobylfig.FlanForgotten MemoriesGang BeastsGelly Break DeluxeGRID AutosportGUILTY GEAR XX ACCENT CORE PLUS RHappy HotelHighrise Heroes: Word ChallengeHITMAN 3 – Cloud VersionHouse BuilderIn My ShadowInferno 2INSTANT Chef PartyJurassic Park Classic Games CollectionKarmaZooKILL la KILL -IFKilling Time: ResurrectedKingdoms of Amalur: Re-ReckoningLaboratory Rat Escape Simulator ProLabyrinth of Galleria: The Moon SocietyLayer Section & GalacticLibrary Of RuinaMalignant SurvivorsManticore – Galaxy on FireMARVEL vs. CAPCOM Fighting Collection: Arcade ClassicsMega Mall Story 2Megaton RainfallMia and me – Magic FriendsMinigolf AdventureMODEL Debut3 #nicolaMortal Kombat 1My Memory of UsNASCAR RivalsNEKOPARA Vol.1NEKOPARA Vol.2Neverwinter Nights: Enhanced EditionNieR Automata The End of YoRHa EditionNinja Five-ONinjalaNobody Saves the WorldOddworld: Stranger’s WrathOK K.O.! Let’s Play HeroesOttoOvercooked! All You Can EatOverdriven Reloaded: Special EditionOverwatch 2Plants vs. Zombies: Battle for NeighborvilleQuell MementoQuell ZenQuick RaceRadiation CityRaiden III x MIKADO MANIAXRaiden IV x MIKADO remixRemothered: Tormented FatherRetro Classix 2in1 pack: Bad Dudes & Two Crude DudesRICORiftTrax: The GameRiver City Girls ZeroRoller ChampionsRoot Double – Before Crime * After Days-Xtend EditionSaviors of Sapphire Wings/Stranger of Sword City RevisitedSecret NeighborSkies AboveSmileBASIC 4SNACK WORLD: THE DUNGEON CRAWL – GOLDSoul Dog TDSouth of the CircleSouth Park: The Fractured but Whole – Standard EditionSTAR WARS Republic CommandoSTAR WARS: Knights of the Old Republic II: The Sith LordsStranded Sails – Explorers of the Cursed IslandsStrania – The Stella Machina – EXStumble BuysSuper Mega Baseball 4The Final StationThe Mean Greens – Plastic WarfareThe Wild CaseThey Bleed PixelsThis War of Mine: Complete EditionTimespinnerTiny LandsTokyo Xanadu eX+Tomba! Special EditionTony Hawk’s Pro Skate 1+2Touhou Genso Wanderer ReloadedTouhou Gouyoku Ibun ~Sunken Fossil WorldTrenga UnlimitedTrip World DXTroveTrover Saves the UniverseTT Isle of Man: Ride on the Edge 3TY the Tasmanian Tiger HDUncle Chop’s Rocket ShopWarface: ClutchWarframeWarp ShiftWARRIORS: AbyssWhat the Dub?!Where the Bees Make HoneyWild SeasWildfireWRC 8 FIA World Rally ChampionshipWRC 9 The Official GameYomawari: Lost in the DarkZikSquare

Switch games that don’t work with Switch 2 Joy-Cons

These games work on Switch 2, but only if you use the original Switch Joy-Cons. They do work on the new system – we tested them! However, Switch 2 can’t be used to charge these controllers.

Ring Fit Adventure1-2-SwitchEverybody 1-2-SwitchGame Builder GarageNintendo Switch SportsWarioWare: Move It!Nintendo Labo Toy-Con 01: Variety KitNintendo Labo Toy-Con 02: Robot KitNintendo Lado Toy-Con 03: Vehicle Kit


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Stellar Blade, a former PlayStation 5-exclusive action game with elements ofDark Souls and the NieR franchise, will make the leap to Windows PC this week. If you’ve been eagerly waiting to join the PS5 players who’ve been stomping Naytibas since last year, now’s your chance.

Here’s when Stellar Blade releases on PC in your time zone.

Stellar Blade PC release time

Stellar Blade will release on Windows PC at 6 p.m. EDT on Wednesday, June 11th. Here’s when that is in your time zone:

3 p.m. PDT for the west coast of North America6 p.m. EDT for the east coast of North America11 p.m. BST for the U.K.12 a.m. CEST on June 12 for western Europe7 a.m. JST on June 12 for Japan

What to expect from Stellar Blade on PC

Stellar Blade is a third-person action adventure game where you control a woman named Eve on a mission to save humanity from creatures known as the Naytibas. Initially released for the PlayStation 5 in 2024, the game was well-received by both fans and critics, widely praised for its visuals, combat, and beautiful soundtrack.

The Windows PC release of Stellar Blade will include both the phenomenal base game and numerous new features and customization options, such as the following:

Over 25 new outfitsNew accessoriesBoth of Stellar Blade’s ExpansionsNew boss battlesHigher resolution and framerate support

Stellar Blade will be available for $60 for those the base game, while the Complete Edition goes for $80.


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A protagonist in Mindseye aims a gun

Video game launches are typically fairly rote endeavors. Outlets publish reviews when an embargo lifts, usually shortly before a game launches, and the public will use those reviews to inform its purchasing decisions. Occasionally, you’ll have a controversial launch, like how CD Projekt Red lost all its goodwill with the bug-filled mess of a launch that was Cyberpunk 2077 back in 2020.

The launch of Mindseye, however, isn’t controversial, or even highly anticipated. But it is straight up weird.

Let’s start with the basics: Mindseye is a third-person action-adventure game with a mix of shooting and driving as the foundation for its gameplay. According to the official Steam description, “You’ll play as Jacob as he fights to uncover his truth in a world where AI, hi-tech experimentation and unchecked military power shapes every encounter. What starts as a personal quest quickly becomes a mission that’s critical to all of humanity’s survival as sentient robots rise, propelled by human greed.” It’s described as a narrative-driven game, though that narrative sounds fairly generic and it lacks a unique hook (this ain’t no story about fighting a deity-like being who turns people to flower petals each year).

Despite that, many outlets and prospective players have kept an eye (heh) on Mindseye because of who is developing it. Mindseye is the debut game from Build a Rocket Boy, the studio formed by ex-Rockstar North leader Leslie Benzies. He was a producer on many of your favorite Grand Theft Auto titles, including 2013’s Grand Theft Auto 5. Judging by the gameplay trailers, you can easily see the GTA influence on Mindseye.

Mindseye started as a game within Build a Rocket Boy’s Everywhere — think of it as a cross between an MMO and a Roblox-like platform — but grew to be a standalone release. Buzz steadily built since it was first teased in 2022, but things got weird in May 2025 as Mindseye neared launch.

Negative pre-release reception shared on X, including one fan calling Mindseye “a broken mess, filled with bugs,” prompted Build a Rocket Boy co-CEO Mark Gerhard to say anyone who was sharing negative feedback about Mindseye was “100 percent” being funded by an ubiquitous someone. On the game’s Discord, he said it’s “not wild when it’s true…..” and that it “doesn’t take much to guess who” would be behind a negative publicity campaigned targeted toward Mindseye and Build a Rocket Boy. Benzies was embroiled in a legal battle with Rockstar after he and the company parted ways, so one can guess Gerhard was likely referring to the GTA publisher.

If accusing someone of financing a smear campaign against your game weeks before its launch wasn’t weird enough, Build a Rocket Boy also lost executives one week before launch. Both chief legal officer Riley Graebner and CFO Paul Bland left the company before Mindseye made it to store shelves. As one member of the Mindseye Discord succinctly put it, “People don’t bail right before they think they’re releasing a hit usually” (via Eurogamer).

Despite the head-scratching press leading up to Mindseye, some of us here at Polygon still wanted to play it and find out for ourselves if it really deserves all this digital ink. However, in a sign something’s amiss, it doesn’t seem like any games media outlet, Polygon included, received a review code for Mindseye. Much like press not receiving Nintendo Switch 2 for review, this means you’ll be going into Mindseye blind if you decide to bite the bullet and pick it up day one.

And Xbox players nearly should have avoided Mindseye entirely on launch day. After saying its 16 GB day one patch with “gameplay improvements, visual polish, stability fixes, and performance tuning” wouldn’t be ready for Xbox Series X on launch day, Build A Rocket Boy confirmed to IGN the patch is now on its way for launch.

After a Summer Game Fest appearance last week, Mindseye releases into the wild June 10 for Windows PC, Xbox, and PlayStation 5. Whether it’s worth playing is still a mystery, but for the curious who want to save themselves a clean $60, you can already watch the entire campaign on YouTube. Because for Mindseye, when it rains it pours, and it’s been pouring a lot.


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The Screen Actors Guild-American Federation of Television and Radio Artists (SAG-AFTRA) appears to have reached a tentative agreement with the various gaming studios and publishers it’s been negotiating with for months.

“[SAG-AFTRA and the gaming companies] have reached a tentative agreement on terms for the Interactive Media Contract, subject to review and approval by the National Board and ratification by the membership in the coming weeks,” the guild announced via a press release on its official website. “Specific details of the agreement will be released with the ratification materials.”

But despite the good news, SAG-AFTRA has made it clear that the strike — which began on July 26, 2024 — will continue until the updated Interactive Media Contract is reviewed and approved by the National Board, and ratified by SAG-AFTRA’s members.

“It is expected the terms of a strike suspension agreement will be finalized with employers soon,” the press release added. “Until such agreement is reached, however, SAG-AFTRA members will remain on strike against these employers.”

A major point of contention in the negotiations has been the use of AI in video game production, especially as it relates to voice-acting. Various games have been impacted by the voice actor’s strike, including games like Destiny 2, League of Legends, and Genshin Impact.

“Everyone at SAG-AFTRA is immensely grateful for the sacrifices made by video game performers and the dedication of the Interactive Media Agreement Negotiating Committee throughout these many months of the video game strike,” SAG-AFTRA national executive director and chief negotiator Duncan Crabtree-Ireland said. “Patience and persistence has resulted in a deal that puts in place the necessary AI guardrails that defend performers’ livelihoods in the AI age, alongside other important gains.”

The game studios and publishers SAG-AFTRA has been negotiating with include Activision Productions Inc., Blindlight LLC, Disney Character Voices Inc., Electronic Arts Productions Inc., Epic Games Inc., Formosa Interactive LLC, Insomniac Games Inc., Take 2 Productions Inc., and WB Games Inc.

“Our video game performers stood strong against the biggest employers in one of the world’s most lucrative industries,” SAG-AFTRA president Fran Drescher said of the agreement. “Their incredible courage and persistence, combined with the tireless work of our negotiating committee, has at last secured a deal. The needle has been moved forward and we are much better off than before. As soon as this is ratified we [will] roll up our sleeves and begin to plan the next negotiation. Every contract is a work in progress and progress is the name of the game.”


From Polygon via this RSS feed

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The first Outer Worlds has a very tight scope. The 2019 Obsidian Entertainment RPG, according to our review at the time, is “expansive when it needs to be, but never falls into the trap of believing that bigger is always better.” You could beat the game in 15 hours if you wanted — unlike, say, Obsidian’s Fallout: New Vegas. But that also meant Outer Worlds’ anti-capitalist satire could only go so deep. In an interview at Summer Game Fest 2025, design director Matt Singh and creative director Leonard Boyarsky told me about how the scope has widened in Outer Worlds 2 — ideally without the team losing sight of what made the first game work.

“First and foremost, we are an Obsidian RPG, and we want to make sure that that’s the foundation,” said Singh. “But what’s nice is, we had that foundation built from the first game, and what we looked at was, what are the aspects that we want to improve on? OK, we know how to make Obsidian role-playing games. Oh, here’s an avenue for improvement, which is, how do we upgrade our gunplay? How do we get more variety in there, right? How do we add more to our stealth toolkit that allows people more ways to express their character build? Which is ultimately where we’re coming from. Our motto is ‘your world, your way.’ What we’re really saying is, we value player agency. And so if you want to go just shoot, you want to just engage with all of that combat loop, you actually don’t even want to do a whole lot of the conversation stuff — OK, you can totally do that. We are leaning into all of those conversations, we’re leaning into all of that reactivity — but we let you play it however you’d like.”

A key part of Outer Worlds is its sense of humor and social satire, which is something else the developers wanted to expand upon in the second game. “I was really proud of the first game,” Boyarsky told me. “I think it came out really well, but it was smaller. We were introducing people to the world. So it was very much kind of like — a little too much the same joke over and over, a little one-note. I mean, I think we did a good job with it, but I still felt like it could have been more.

“In this one, we now have the different factions,” he continued. “Each has their own kind of flavor of humor. So we’re able to juxtapose those things, or have moments that are mixed in with a lot of the darkness — with the silliness a little bit more than we were in the first game. It’s just kind of like with everything here, we’re just kind of expanding the whole world. We’re expanding the universe, we’re expanding the themes.”

Each of the factions has its own motivations and in-game propaganda. One of the factions, called Auntie’s Choice, isn’t so much a faction as a corporation; it represents a corporate merger between two factions from the first game, Auntie Cleo’s and Spacer’s Choice. And in Outer Worlds 2, Auntie’s Choice is all about advertising its products — “that’s part of their identity,” as Singh put it. That’s expressed through dialogue, of course, but the devs also wanted to find a way to turn the faction’s devotion to commercialism into an in-game weapon.

A screenshot from Outer Worlds 2 depicting a bunch of futuristic billboards for products like Auntie’s Choice Chaw and Bubblegum Slims

Here’s the result, via Singh: “You can shoot out ad drones to distract your enemies. And so they’ll come out and they’ll just do slogans and stuff, and people are like, ‘What the f? Get away from me!’ But then now you can use that as a distraction, so that you can capitalize on taking them out or you can even detonate them as little remote minds that can go kind of scurry around the place.”

That’s far from the only comedy weapon in the game. “So we had the shrink ray in the first game where you could kind of shrink somebody down to half size,” said Singh. “I really wanted to finish that gameplay fantasy. And so in the second one, you shrink [your enemies] down to this size” — he held his fingers about an inch apart — “and then you can run over ’em and then just get ’em, and it’s super fun. It never gets old. So I love that one.

“But I mean, with the game as a whole — weapons, we wanted to increase the variety of them, and then make the moment to moment gunplay feel better. We also wanted to synergize well with all of our perks and flaws and companion abilities. So we spent a lot of time trying to figure out how all of the different skills and perks could play well with those weapons across a couple number of different archetypes that we defined so that you can do some really cool stuff depending on what your goals are.”

Outer Worlds 2 will have more perks than its predecessor, including some that sound like they’re going to lead to very funny outcomes. “You could take one where it’s like, you can tell the most outlandish lies and people believe you,” Boyarsky said. “But if you take that flaw where it forces you to pick the lie every time, if it happens to be one that’s also tied to a skill, it ignores the skill requirements.” The result, Singh added, is “a lot of fun.”

Outer Worlds 2 will be released Oct. 29 on PlayStation 5, Windows PC, and Xbox Series X.


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Invincible VS, a new 3v3 tag-based fighting game based on Robert Kirkman’s Invincible comics and animated series, is being developed with you in mind. Whether you’re a serious player of fighting games or just someone who digs Invincible, developer Quarter Up wants to give you something you’ll love, says executive producer Mike Willette.

“First and foremost, [we’re] building a tournament-quality, brutal superhuman fighting game with a tag component in it,” Willette told me in a video call in May, before talking about the intricate depths of his team’s new fighting game. But Willette also says he “wants to make Invincible VS your first fighting game.”

“One of our mantras at Quarter Up is we want every player to look and feel like a badass,” Willette boasts, saying that players who learn the game’s combos and Invincible VS’ flexible tag system should have just as much fun as those who use computer-guided auto combos.

Willette previously worked on the 2013 revival of Killer Instinct. At Quarter Up, the first internal studio at Skybound Games, he’s joined by some of his former KI cohorts, including game director David Hall, lead combat designer John Bautista, and Brandon Meesak, who’s working on Invincible VS’ rollback netcode.

The Quarter Up team, Willette said, learned a lot of lessons during the development of Killer Instinct and over “the past 10 years dreaming about [making] our next fighter.” That includes investing in a deep and flexible combo and team-based tag system, as well as counters for both, and building an auto-combo system with simplified controls.

“One thing that we recognized is no one wants to watch a single-player game or participate in one,” Willette said, referring to endless combos in “games where you get hit once and you’re like, Oh shit, now I’m just watching somebody else [play].”

Invincible VS will feature a cast of familiar heroes and villains from the franchise, and an emphasis on teams of characters coming together.

“We really wanted to enforce that idea of teams,” Willette said, “As part of our Omni Tag system, where when you’re in a combo string, you can hold down one of your assists — we call it an Active Tag — they come in and continue the combo right alongside with you. You can do it in the ground, you can do it in the air. We wanted to create a really flexible system where you didn’t have to memorize how many ground bounces or wall bounces or OTGs you had in a combo.”

Willette explained that Invincible VS will have a combo meter, which he described as “like a bucket that you hold all your combos in and when it gets full, someone will drop out of your combo. There are certain things that you can do within that structure that’s super flexible that allows you to kind of cheat it a little bit or continue your combo. So when I Active Tag in a partner, I get a little bit of that combo meter back.”

But as previously noted, the devs at Quarter Up don’t want players to get stuck in endless combos and watch helplessly as their life bar depletes. “There are other ways to get out of a combo sequence,” he says. “During those Active Tag sequences, you can do a counter tag. So even if you’re down to your last character, if you see an incoming character, there’s a way for you to break and get out of it. There’s also ways to bait the break, and so then you get this interplay of mind games whenever an Active Tag occurs between the two sides. In addition to that, enforcing team [play], you can actually call in one of your assists on your team to come in and break up the combo, but you’re sacrificing resources and you’re sacrificing using them for 10 seconds. So you weigh risk/reward in all of these systems in the interplay between them.”

Willette says that Invincible VS’ systems “allow for hype moments” and lean into the brutality and violence of the Invincible franchise. Steak and sizzle, basically. Fighting arenas and the characters themselves will showcase the destruction of super-people fighting, leading to gory finishers.

Quarter Up and Skybound Games haven’t revealed the full roster for Invincible VS — Omni-Man, Invincible, Atom Eve, Thula, and Bulletproof have been confirmed — but Willette acknowledged that a big roster is important for a tag fighter, and that the game’s roster will continue to grow. Invincible VS is “more in line with a premium product” and not free to play, he says, and Quarter Up plans on supporting the game long-term with more characters and content.

Willette says that creating Invincible VS in house at publisher Skybound, rather than as part of an outside studio, gives the Quarter Up team huge advantages.

“I’m a huge fan of Invincible before I even started working on the project,” he says. “The advantages that we have here is [having access to] the creative team behind the show, Robert Kirkman, Corey [Walker], and Ryan [Ottley]. We have access to all these references from the show and from the comics that would be so hard to get if we were just a licensed product. So we get to have these conversations, like, Does Omni-Man get cut? Does he bleed? Where does he bleed from? We could go right to the source and figure these things out, which is really unique. You don’t typically get those opportunities and you don’t get a lot of the bureaucratic stuff that typically blocks you from just finding things out and kind of moving forward.”

The bigger challenge, Willette says, “is finding out how we can get people to be not just fans of Invincible, but fans of fighting games too.”

“We love the characters and we love the genre, so we want to marry those things and make you a fan,” he says, “to where you’re going to pick [Invincible VS] up, you’re going to play, and think I didn’t realize that character’s that badass. I’m going to keep playing that character. Then I want you to graduate from playing in tutorials and training to playing online and feeling comfortable. You don’t have to be the best in the world; not everyone is Justin Long. We’re not all going to be pros, but we can play and enjoy ourselves and that’s where I want everyone to feel. It’s like I can go out to the park and throw the ball. I can go online and play with people in Invincible VS and feel awesome.”

Invincible VS is slated for release sometime in 2026 for PlayStation 5, Windows PC, and Xbox Series X.


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A week after the release of Nintendo’s bubbly racer on Switch 2, there’s plenty of footage showcasing new tech, amazing shortcuts, and impressive plays. But part of what makes Mario Kart such a memorable franchise is the chaos and randomness, which means players are also sharing clips of themselves getting owned. Turns out, a blue shell can be the least of your worries in Mario Kart World.

We’ve got the classic scenario where someone in first place befalls compounding tragedy 0nly to find themselves ranked somewhere in the double digits. Naturally, some of these incidents begin with a blue shell and only get worse from there:

はいクソゲー確定です。#NintendoSwitch2 #マリオカートワールド #MarioKartWorld pic.twitter.com/rzREWPWI8w

— しゃもじ (@gameboymegul) June 5, 2025

MARIO KART IS SO BACK pic.twitter.com/PoJF7oeXq8

— FireDragon (FiFi) (@firedragon) June 5, 2025

#NintendoSwitch2 #マリオカートワールド #MarioKartWorldおま…ソレいいんか!? pic.twitter.com/mTkXC8v1j2

— 🪨TKT🪨岩統一さん (@TKT_poke) June 5, 2025

IMAGINE LANDING THE HARDEST SHORTCUT IN THE GAME AND THEN THIS HAPPENS… 😭 #MarioKartWorld pic.twitter.com/BmXL0zzjJ1

— Joshua 🫡 (@TheSaviorZombie) June 9, 2025

Heavy hangs the crown; if you’re leading the pack in Mario Kart, you should expect to have a target on your back. And honestly? Sometimes these guys deserve seeing the scales tipped against them:

DIABOLICAL pic.twitter.com/jvbvvpos7r

— Bear (@BearUNLV) June 8, 2025

None of these clips are nearly as painful as the ones where the finish line is mere pixels away, but the player can’t reach it because of lady luck’s BS.

First match was an online match and this happened #MarioKartWorld #Switch2 pic.twitter.com/6cMHGHv2M6

— Red (@UsEsRed) June 5, 2025

When you’re getting hit by an assembly line of Mario Kart items, it’s hard to fault a player for crashing out — especially if they’re not even doing well in the first place.

I've NEVER seen this man rage at Mario Kart like this. pic.twitter.com/oWNztLEdhA

— Fadel / GamesCage Struggle Tweets (@FadelStruggle) June 10, 2025

Thanks to free roam, sometimes you don’t even have to be in an actual race to experience misfortune:

“Why wasn’t my pizza delivered?”“We are sorry, there were some difficulties with your order”#MarioKartWorld pic.twitter.com/uwiIHnuBdP

— ·.·★ Nox 🥀 ★·.· (Joanna) (@NoxAstarum) June 5, 2025

BOWSER NOOOOOOO 🙁#NintendoSwitch2 #MarioKartWorld pic.twitter.com/CAQF1ZyIGN

— Retrowave (@YeensRetrowave) June 6, 2025

That’s the Mario Kart experience, really. One moment you’re flying high and smoking everyone. The next moment, an army of dung-covered cannibal cows decide to delete you from existence. All you can do is laugh and boot up the next race.


From Polygon via this RSS feed

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A picture of an M4 Macbook Air laptop

MacBook Airs aren’t designed to be gaming machines. And yet, many of you reading this are likely carrying some model of the Air with you at all times as a dedicated work/movie streaming machine. I know I am, which made me wonder whether I could also sneak in some gaming time on this device in a pinch. Turns out I absolutely can, so long as I really pick my battles.

A big caveat before we start: even if you are using the new M4 MacBook Air, you’re not going to be able to play any brand-new, ultra-graphics-intensive game releases. One key culprit here is one of the reasons I love a MacBook Air: there’s no fan. That means the device is completely silent, regardless of the strain put upon it. And fancy graphics cause strain, which means added heat.

To ensure that the MacBook Air doesn’t reach heat death, once the device reaches a certain temperature, the performance will start to be throttled to the point where your framerates are going to dip massively. So yeah, while you can play some of the games below at 60 frames per second, within 20 minutes, the heat of the device will cause things to plummet significantly. Unless you’re planning a very short gaming session, I would recommend sticking to 30 fps and 1080p whenever possible.

Death Stranding: Director’s Cut

With the sequel fast approaching, you might be interested in catching up on the country-crossing shenanigans of Sam Porter Bridges from the first game. Good news: Death Stranding: Director’s Cut will run pretty great on newer MacBook Airs. Technically, it can even run on an M1 MacBook Air from 2020, but it’s not going to be the prettiest thing. With newer models, you’ll be able to increase the settings a bit. On my M4 Air, I was able to run the game on “Very High” settings at 30 fps, which looked and played great.

Control

Another visual stunner that does a great job on the new MacBook Air. Control‘s simple environments allow for more complex physics simulations, which means you’ll be somewhat amazed by how much chaos you’re able to inflict as you march about the Federal Bureau of Control. You’ll have to dial down the settings to “Low” to maintain the steady framerate, but given the game’s art style, that’s not too much of a hit.

Dredge

Even though it’s open world, Dredge‘s simple environments allow it to actually reach 60 fps without too much of a struggle, making this Lovecraftian fishing jaunt all the smoother. While it’s cool to be able to run super complex 3D games on a machine as light as the Air, I do think Dredge falls in the sweet spot of games that work best here. An added bonus: it’s pretty easy to play without plugging in a controller or external mouse.

Resident Evil 2 Remake / Resident Evil 4 Remake

Ok, back to the fancy ones. These two games were made with the same engine and look stellar. Updating truly all-timer video games like Resident Evil 2 and Resident Evil 4 is a tall task, and it seems that extra effort was put forth on making sure these games worked great on as many devices as possible. On the M4, definitely stick with 1080p/30 fps for both of these titles, but you should be able to turn on some of the fancy features like high-quality meshes and shadow quality.

Lies of P

Lies of P is an underrated Soulslike is one of the few games of the genre to come close to holding a candle to in-house FromSoftware titles. And hey, it’s about Pinocchio, which is a new one! Keep it at Medium quality, 1080p, and you’ll be treated with a very consistent 30 fps. If you care deeply about hitting 60 fps in Soulslike games (trust me, I get it), you can dial down some of the settings to get you close. Just don’t expect it to be consistent.

Prince of Persia: The Lost Crown

Despite being a 2.5D game, I wouldn’t recommend going up to 60 fps on Prince of Persia: The Lost Crown, even though the game’s precise platforming and combat are somewhat begging for it. It’s still plenty playable at 30 fps, and as one of the best Metroidvanias made in recent years, it’s not one you’re gonna want to miss.

Civilization 7

I’m not much of a Civ guy, but I thought I’d mention this one since it seems like the sort of game people might want to play on a MacBook Air for hours on end. Good news: Civilization 7 does run! And because it’s turn-based, the fact that it’s struggling to hit 60 fps during rounds is no big deal. Keep it at 30 fps and you’ll be fine. (Or you can just play Civ 6, which people seem to like a great deal more.)

Stardew Valley

Go nuts, y’all. If you can make Stardew Valley slow down on an M4 MacBook Air, I’ll be very impressed. The video above shows the game running great on a 2020 MacBook Air M1, to give you an idea.


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