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Nintendo Switch 2 Continues To Be A Massive Hit, Selling Over 10 Million Units In Four Months
Nintendo is now predicting that it'll sell 19 million Switch 2 consoles by the end of its current financial year, up from previous predictions. Nintendo has confirmed that in the last two quarters, it has sold a staggering number of Switch 2 consoles. As part of its latest financial results, the company reported 10.36 million Switch 2 units sold as of September 30, in the two quarters since it went on sale. In the last three months alone, Nintendo sold 4.54 million Switch 2 consoles. To put that into context, that's more than double what the original Switch console sold within the same two-month time period (4.7 million units sold), and even more than what Sony managed with the PS4 (7.5 million units sold) and PS5 (7.8 million units sold) during its first two quarters. With the Switch 2 selling well, Nintendo has now increased its hardware forecast for the business year, as it predicts that it'll sell 19 million Switch 2 consoles, up from its original estimate of 15 million. If Nintendo reaches this number, that'll put Switch 2 sales far ahead of the original Switch, PS4, and PS5 consoles during their launch years. Want us to remember this setting for all your devices? Now Playing: Nintendo Switch 2 Console Review As for its predecessor, the Switch has now reached 154.01 million units sold since 2017. This puts the Switch within spitting distance of the Nintendo DS, which sold 154.02 million units. Nintendo noted a 60% decline in Switch sales when compared to the same period in its previous fiscal year, but it is predicting that the console will dethrone the Nintendo DS by the end of its financial year and will cement itself as the company's best-selling console of all time. In the games department, Switch 2 launch game Mario Kart World has reached 9.57 million lifetime sales to date, and it is selling far better than its predecessor, Mario Kart 8 Deluxe. The game has a 92% attach rate, and around 8.1 million of these sales were from the Switch 2 hardware bundle that included the game. Donkey Kong Bananza has reached an impressive 3.49 million units sold since it launched in July, and the Switch 2 version of Mario Party Jamboree has hit 1.16 million units sold. Looking ahead, Nintendo has a strong lineup for the holiday season. This month will see the launch of Kirby Air Riders and Hyrule Warriors: Age of Calamity, while December will see the highly anticipated release of Metroid Prime 4: Beyond. Latest in Metroid Prime 4: Beyond All The Nintendo Switch 2 Games (Confirmed And Rumored) So Far Metroid Prime 4 Amiibo Restocked At Amazon Ahead Of Next Week's Launch Leaked Metroid Prime 4: Beyond Ad Shows A Curious New Boss Fight
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The Witcher 4 isn't just hiring Baldur's Gate 3 talent – CD Projekt Red is still expanding to "strengthen" its team, with various job openings for the RPG as well as Cyberpunk 2
As work on The Witcher 4 continues to press on, CD Projekt Red welcomes new developers from Baldur's Gate 3 and beyond – something they're apparently not done doing just yet, as fresh job listings circulate online. Two days ago, former Baldur's Gate 3 developer Felix Pedulla joined CD Projekt Red as the team's newest senior cinematic designer – a good sign of some beautiful cinematics to come, if you ask me, considering Pedulla's six years at Larian Studios. The Witcher 4 and Cyberpunk 2 dev isn't finished hiring, however, as a recent post highlights that it's "looking for talented folks to strengthen our team," with plenty of roles to go around. They list a few: video team director, game capture lead, lead VFX artist, senior VFX artist, and a specialist or senior narrative designer for an "open world" – not just any open world. A quick look at the official CD Projekt Red "Open Positions" page on its website shows that the role is specifically for The Witcher 4. Considering that the game has already been underway for a little while now, this begs the question… just how big is it? The Witcher 4 seems stronger than ever, as ex-Baldur's Gate 3 dev joins the team behind CD Projekt Red's new RPG: "Time to trade in my Baldur's Gate dice for some Polish steel" Baldur's Gate 3 provided "a lot of inspiration" for CD Projekt Red, but The Witcher 4 devs are sticking to their own RPG formula: "We definitely are not going to make a game like Larian did" Kingdom Come: Deliverance 2's loss is The Witcher 4's gain as CD Projekt Red picks up the lead gameplay designer behind one of the best parts of the action RPG We’re looking for talented folks to strengthen our team in Warsaw!Check out the open roles:🎮 Director of Business Systems Development🎮 Video Team Director, RED Creative Services🎮 Game Capture Lead🎮 Lead VFX Artist🎮 Senior VFX Artist🎮 Specialist/Senior Narrative… pic.twitter.com/Xcn5JbLfuYDecember 3, 2025 We’re looking for talented folks to strengthen our team in Warsaw!Check out the open roles:🎮 Director of Business Systems Development🎮 Video Team Director, RED Creative Services🎮 Game Capture Lead🎮 Lead VFX Artist🎮 Senior VFX Artist🎮 Specialist/Senior Narrative… pic.twitter.com/Xcn5JbLfuYDecember 3, 2025 We’re looking for talented folks to strengthen our team in Warsaw!Check out the open roles:🎮 Director of Business Systems Development🎮 Video Team Director, RED Creative Services🎮 Game Capture Lead🎮 Lead VFX Artist🎮 Senior VFX Artist🎮 Specialist/Senior Narrative… pic.twitter.com/Xcn5JbLfuYDecember 3, 2025 Massive, I'd say – and there are more open positions, too, than CD Projekt Red mentions in its post… a plethora, even. They span Poland, the United States, and Canada, with jobs going for The Witcher 4, Cyberpunk 2, and even the mysterious codenamed Project Sirius, another Witcher title that the team says will "differ from past productions" it's worked on. The roles pertain to pretty much all the upcoming CD Projekt Red games right now. It's hard not to get excited over it all, and while CD Projekt Red has said it "won't be bringing any new content" to this year's Game Awards event, I'd wager The Witcher 4 is coming along just fine. Between that and the behemoth Cyberpunk sequel – arguably two of the biggest new games in the works right now – the RPG masterminds have plenty on their plate to tackle, and really, there's no team more suited to do so. Baldur's Gate 3 provided "a lot of inspiration" for CD Projekt Red, but The Witcher 4 devs are sticking to their own RPG formula: "We definitely are not going to make a game like Larian did."
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Kris Holt
2026-03-19
Vampire Survivors spinoff Vampire Crawlers is coming to PC and consoles on April 21
Poncle could be about to ruin the planet’s productivity all over again now that Vampire Crawlers has a release date for PC and consoles. The dungeon-crawling roguelike deckbuilder — which is a Vampire Survivors spinoff — is coming to Steam, Xbox Series X/S, PS5 and Nintendo Switch on April 21. It’ll cost $10. Alternatively, you’ll be able to check it out via Xbox Game Pass on day one. Vampire Crawlers is on the way to iOS and Android as well. However, you’ll have to wait until sometime later this year to play it on mobile devices. Vampire Crawlers is set in the same world as Vampire Survivors and it features many of the same playable characters and enemies. The action takes place from a first-person perspective this time around. Instead of firing weapons automatically, you play cards to use your attacks or boost your stats. Each card has a mana cost, so there’s more of a strategic element to combat. Cards can be modified and weapons can be evolved. Poncle made Vampire Crawlers with the help of Nosebleed Interactive. It’s the first of several Vampire Survivors spinoffs that Poncle has planned. There’s also a licensed Warhammer take on the original title coming soon. While I didn’t get deep enough into it to experiment with some truly wild combos, I enjoyed what I played of the Vampire Crawlers demo. If you need me, I’ll be busy cancelling all of my other plans for late April.
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Matt Tate
2026-03-18
Microsoft will finally let you turn off Quick Resume for individual games
Microsoft is rolling out a number of Xbox Series X|S updates to those on its Xbox Insiders program, and one of them has been requested by the community for years. You’ll soon be able to disable the Quick Resume feature for specific games, meaning they'll boot up fresh each time you launch them. As a reminder, Quick Resume is a feature that Microsoft introduced with its current generation of consoles. It lets you suspend a number of games simultaneously so they’re running in the background even when the console is turned off. When you want to return to a game that supports Quick Resume, it'll drop you back in exactly where you left it within a few seconds, often even when it’s been months since you last played that game. It’s a pretty neat feature, and still impressive more than five years since the Series X|S launched. But over the years, players have discovered that Quick Resume isn’t ideal for every title, particularly always-online games. When you take these out of their suspended state, they’ll often shout at you for letting them disconnect, forcing you to manually close the game down properly and then relaunch it. Other games just don't seem to get on with it for a variety of other reasons. You can manually close any game you want at any time, but it takes a few more button presses than Quick Resume, so it’s easy to forget. The latest Xbox update finally addresses this, letting you turn off the feature on a game-by-game basis by selecting "More Options" and then "Manage Quick Resume" on a game tile. That way you can ensure it’s only enabled for single-player titles in which the ability to instantly pick up where you left off is very appealing. It’s a change that has gone down well with ex-Xbox icon Larry “Major Nelson” Hryb, who said on X that he first requested it five years ago when still employed by Microsoft. Microsoft is also adding more customization options to the Xbox dashboard in the upcoming update. You’ll be able to create custom background colors, rather than having to select one of the existing color options, while the amount of Groups you can add to your Home screen has been increased from two to 10. These can be reordered in the same way you reorder individual game tiles. Select Xbox Insiders can start using the new features now, before they’re eventually made available to everyone.
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Kris Holt
2026-03-18
Double Fine’s Kiln pops out of the oven and onto PC, Xbox and PS5 on April 23
Double Fine is following up on Keeper — one of our favorite games of 2025 — with Kiln, a “multiplayer online pottery party brawler.” The game was showcased during Xbox’s Developer Direct stream in January and now it has a release date. It’s coming to Xbox Series X/S, Xbox on PC, Xbox Cloud, PlayStation 5 and Steam on April 23. Xbox said Kiln will be Handheld Optimized from the jump. In Kiln, you'll use a virtual pottery wheel to shape a piece of clay into a vessel and then decorate it. The size and shape will determine how much health you have, the water capacity of your vessel and your speed. For instance, smaller pots will be able to attack faster, while a larger, slower pot might be more powerful. The shape you opt for (bowl, bottle, chalice and so on) determines which special ability you have. The decorations are purely cosmetic. In the main Quench mode, the aim is to gather water and be the first team of four to put out the other side's kiln three times (which sounds a bit like a MOBA to me). Doing so won't exactly be straightforward, of course. When you run into an enemy vessel, you can try to smash it, and they'll probably attempt to do the same to you. In one map, you'll be able to pour water onto sponges to create barriers. In another, there's a "disco dance floor that compels players to dance on the flashing squares for a short while." There's no in-game voice chat, but players could easily get around that using their console's built-in party features or the likes of Discord. An open beta will take place on Steam from April 9 to 11. Pre-orders will go live at that time as well. The base version of the game is $20. A $30 "Fired Up" edition includes premium cosmetic options as well as extra chips, the in-game currency that's used to unlock customizations. Otherwise, chips can only be earned through gameplay.
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Sam Rutherford
2026-03-18
It's time for Game Freak to finally give Pokémon some proper voice acting
Ever since making the jump to the Nintendo Switch, there's something that's bugged me about practically every modern Pokémon game, a feeling that has only intensified after spending countless hours in Pokopia. For titles based in big, open worlds and filled with adorable polygonal characters and lovely music, why is nearly every pokémon still saddled with a call that sounds like a dial-up internet connection? As someone who played Pokémon Red and Blue at launch, I'm very aware that the origin of these sounds is tied directly back to those original titles on Game Boy, which was powered by an 8-bit SM83 processor from Sharp. Back then, it was a herculean challenge to fit the entire game into a single 512KB cartridge. So as a way to save space, the voice (or cry as they are more commonly known) of each of the original 151 Pokémon came from just 38 base cries, which then had their pitch or duration modified to create more unique sounds. Naturally, this tradition of lo-fi cries continued throughout Pokémon's run on the Game Boy and Game Boy Advance and onto the Nintendo DS and 3DS. And despite the higher-res graphics we got in subsequent titles, the use of sprite-based icons and other nostalgic touches made those bitcrushed calls sound right at home. However, when the series moved to the Switch and Switch 2 and embraced larger 3D worlds, those cries began to feel disconnected, especially for newer players without years of nostalgia to draw from. The first issue is one of identifiability. They all kind of sound the same, especially in earlier titles like Red and Blue or Gold and Silver, where around one hundred new Pokémon are represented by just 30 base cries. Ideally, a monster's voice would be just as recognizable as its silhouette. Unfortunately, the current lo-fi cries just don't fit the bill. The second problem is that the continued use of the old-school cries feels out of place in the grand scheme of Pokémon. When you watch the Pokémon anime, monsters don't use the same crunchy screams. Same goes for the movies, including big theatrical releases like Detective Pikachu. At this point, pretty much every new piece of Pokémon media except the games (and the TCG for obvious reasons) features proper voice acting, which sort of brings us to the biggest reasons to ditch the audio clips from the Game Boy era: Pokémon that actually say their name is just super fun and easy to understand. Sure, it's a bit of a gimmick, but it works. Plus, it kind of resonates with the philosophy that many vexillologists hold that says flags should be simple enough for a child to draw. Kids can say "Charmander," "Greninja" and even "Alomolola." But there ain't no way they are pronouncing this. For a game that's intended to be played by younger audiences, having the reinforcement of hearing a pokémon say its name while also seeing it written out in text isn't just easier to comprehend, it can also be a learning exercise. Also, just ask yourself, when you think of Squirtle, what do you hear in your head: this or this? Now, there are several reasons why Game Freak hasn't made this leap already. The first is obviously money. Granted, localization costs only make up a fraction of the budget for a Pokémon game, but it's still a lot of work to translate things for various regions across the world, especially with modern titles available in at least nine different languages. This includes adjusting the names of specific monsters to better suit a specific market. For example, in Japanese, Hitmonchan and Hitmonlee are named Ebiwalar and Sawamular as a tribute to some of the country's most famous boxers. So when you consider the need to get different voice actors across the world to perform all of these variations, things get expensive. Furthermore, there's an argument that creating a canonical voice for a main character like Victor or Gloria from Sword and Shield takes away from players' ability to imagine their own. Pokémon is an RPG after all. However, I don't think that reasoning flies when it comes to each monster's individual cry, even though many of them have been upgraded or refined in recent years. Same goes for the idea that a Pokémon that says its name sounds less natural than whatever this is. At the end of the day, these monster calls are iconic, and the Pokémon devs know this, because they've given proper cries to characters like Pikachu and Eevee in certain situations. Regardless, for a franchise that's one of, if not the most valuable media property on the planet, I really hope that one day we can get proper vocal performances in Pokémon games, even if it costs Game Freak and Nintendo a little extra money. To be clear, I don't hate the old 8-bit cries and I don't think Game Freak needs to delete them entirely. They can simply be an alternate choice for anyone who prefers them over their actual voices. I just feel like after recently celebrating its 30th birthday, it's time for Pokémon to move on and celebrate some of the voice acting that helped make the franchise so popular in the first place.
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Steve Dent
2026-03-18
IO Interactive splits with MindsEye developer and ends Hitman collab
MindsEye developer Build a Rocket Boy (BARB) has gone through serious drama recently including layoffs and accusations of sabotage. Now, the company is parting ways with its MindsEye co-publisher IOI Partners (the company behind Hitman publisher IO Interactive) and assuming sole publishing responsibilities going forward. It also means that a planned MindsEye and Hitman collaboration will be cancelled, the companies announced in a press release. "IOI Partners’ involvement with MindsEye comes to an end, except for any essential transitional functions required to transfer publisher-of-record status to Build A Rocket Boy," the companies stated. "In light of this separation, the Hitman mission announced in June 2025, planned as a crossover event within MindsEye, will no longer be released." They acknowledged that the announcement is likely to spur disappointment among funs and thanked the community for its support. The publishing deal was a first for IOI partners and looked promising, considering the pedigree of BARB's co-CEO Leslie Benzies as a former Rockstar North president and GTA producer. However, MindsEye was widely criticized upon release due to bugs, a lackluster story and mediocre gameplay. At the same time, employees penned an open letter accusing Benzies of mismanaging the game and bungling layoffs. In response, Benzies and co-CEO Mark Gerhard said that negative pre-release feedback came about to due internal and external sabotage, a claim that employees reportedly doubted. In any case, BARB is now on its own and has a tall order to save MindsEye, particularly after recent layoffs.
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Kris Holt
2026-03-17
Fortnite will return to Google's Play Store globally on March 19
Now that Epic Games and Google have made up — or at least found a way to resolve their long-running disputes — everyone with a compatible Android device can get back to the business of playing Fortnite. The game will return to the Play Store globally on March 19, the same day that the next Fortnite season goes live. It previously dropped back onto the Play Store in the US in December. Google pulled Fortnite from the Play Store back in 2020 after Epic tried to bypass the 30 percent cut of all in-app purchases that the storefront too. Apple did the same thing with the App Store version of Fortnite. Epic swiftly sued Google and Apple, kickstarting years-long legal battles with both companies. The dispute with Apple ultimately led to the company having to open up the App Store in certain markets, including the US and EU. Fortnite returned to the App Store in the EU in 2024 and in the US last year. Google and Epic reached a settlement in November. Earlier this month, Google announced that it was lowering the cut it takes of in-app payments from 30 percent to between 10 and 20 percent. At that time, Epic CEO Tim Sweeney (who reportedly agreed not to publicly talk smack about the Play Store until 2032 as part of the settlement) confirmed that Fortnite would return to Google's mobile storefront. Epic recently announced a price increase for the in-game V-Bucks currency. It also confirmed that Fortnite Save the World — the game's original mode — is going free-to-play in April.
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Matt Tate
2026-03-17
Switch 2 software update adds 'Handheld Mode Boost' for your old games
We might not have had a proper Nintendo Direct in 2026 yet, but there have been plenty of Switch and Switch 2-related announcements in the last few weeks, including a release date for the Yoshi and the Mysterious Book, a surprise port of Kena: Bridge of Spirits and the final trailer for the imminent The Super Mario Galaxy Movie. But if you’re a Switch 2 owner who prefers to play your library of games in handheld mode, Nintendo’s latest announcement might be the one that interests you most. The company has released the 22.0.0 system update for its latest console, which brings with it a host of tweaks and improvements, the most notable of which being the introduction of "Handheld Mode Boost." If you’ve played any original Switch games that haven’t received next-gen patches in handheld mode on Switch 2, you might have noticed that they look a bit blurry and unappealing. That’s because they’re still rendering at 720p on the Switch 2’s larger 1080p display, so the image is being stretched to fit a screen it wasn’t designed for. Handheld Mode Boost doesn’t mean that all unpatched Switch games are now natively running at 1080p on Switch 2, but rather that the console is telling them to run in the original Switch’s docked TV mode — which was able to output at 1080p — on the handheld. Since launch this has seemed like the obvious workaround for Switch games, but it has taken nearly a year for Nintendo to implement it. You should see higher resolution visuals and, in some cases, better performance, as a result. When running original Switch games in Handheld Boost Mode (enabled via a toggle in the system menu) your Switch 2 will treat the attached Joy-Con 2 controllers as if they were a Pro Controller. This disables features like motion controls and touchscreen functionality, meaning some games won't work on the newer hardware with Handheld Boost Mode turned on. Eurogamer names Super Mario Maker 2 and The Legend of Zelda: Skyward Sword HD as two examples of games that aren't compatible at the moment. There are a number of other updates in version 22.0.0, including a new animation for loading a virtual game card, new GameChat features and more customization options in flight mode. The full list of patch notes can be found here.
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Lawrence Bonk
2026-03-17
Starfield is coming to PS5 on April 7
Starfield is officially coming to PS5, with a launch date set for April 7. Preorders are open right now for both the digital and physical versions. It's long been rumored that Bethesda's sci-fi RPG would be going multiplatform and, well, here we are. The PS5 version will tap into the DualSense controller's capabilities with adaptive triggers that work differently depending on the weapon you're using. The light bar will offer an indication of your character and ship health (if you ever look at it while you're playing, that is). You'll also be able to use the touchpad to switch between points of view and access your map and hand scanner. There will be a standard edition and a premium edition, matching the versions that originally showed up on Xbox consoles. The premium edition includes the base game, the Shattered Space and Terran Armada story expansions, a skin pack, some virtual currency and a digital artbook/soundtrack. The standard edition is $50, and the premium version will run you $70. If you buy the base game and decide later that you want to upgrade to the premium version to access the DLC, there'll be a $25 upgrade available. Other notable former Xbox exclusives have gone multiplatform, including Avowed, Forza Horizon 5, Senua's Saga: Hellblade II and Sea of Thieves. The PS5 will even be home to a Halo game in the near future. It's been rumored that the Switch 2 would be getting its own Starfield port at some point. If Nintendo's new console can handle Indiana Jones and the Great Circle, another Bethesda release, it can likely run Starfield. As for the Terran Armada DLC, that will be available on April 7 alongside a free update. The latter (which is dubbed Free Lanes) includes an overhaul of the space travel system. You'll be able to fly freely between planets in a star system and enable cruise mode, which enables you to chat with shipmates or decorate your ship while traveling. Points of interest will pop up while you're in cruise mode as well — you can switch your destination to one of those instead if there's something that catches your interest. There are more space encounters too. If you run into one of these, your ship will exit cruise mode and you'll have to deal with the situation before continuing. These encounters may or may not feature combat. In some cases, you'll have to explore ship wreckages. The free update also introduces deeper customization for weapons, gear and ships through a collectible item called X-Tech. You'll be able to spend this (and regular credits) on re-rolls for legendary effects for your weapons. Elsewhere, there's a new database system; more side quests; two higher-level quality tiers (superior and exceptional) for your gear; an optimization terminal you can add to your ship to help customize and upgrade your ride; containers from which you'll be access stored gear at any of your outposts; an outpost pet; and much more. In addition, there'll be a way for you to start a New Game+ run with all of the gear you've previously acquired. If you don't have the premium edition of Starfield, you can buy the Terran Armada DLC for $10. This includes a new story questline. You'll face the Terrans, "an advanced militant force with their own vision for the Settled Systems." One Terran robot will be available as a new companion. The DLC introduces an Incursion system. This includes battles that form a key part of the DLC storyline. These range from "small skirmishes to large-scale infiltrations of Terran vessels where the objectives can vary," Bethesda wrote in a blog post. You'll be able to replay incursions to score extra loot. Via the gameplay options, you can limit how often non-story-required incursions pop up. Terran Armada also adds new gear and ship parts; elite crew members; an outpost pre-build and decorations; and more. Starfield is a huge sci-fi RPG with elements of Mass Effect and Fallout. We were blown away by its graphical beauty, but were initially underwhelmed by the generic story and gameplay. The game has, however, received a fair number of improvements since launch. It's pretty good now, and hopefully the Free Lanes update and DLC will improve things even further.