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Xbox Game Pass Ultimate Should Be An Easy Choice, But Microsoft Is Making Me Reconsider My Sub
Game Pass was the best deal in gaming. Now it's a deal in gaming, for some people. Microsoft recently announced that Xbox Game Pass Ultimate is climbing from the sweaty price of $20 US per month to an eye-watering $30. The "real" gamers around the internet already have a joke for it: "Xbox 360 dollars per year." But while the jokes write themselves, determining if Game Pass is still of value to me at this new price has taken far more energy. Yes, the company has also added new incentives and moved some features around, but do these additions create value, or just even more confusion? Let's break things down a bit. Currently, Xbox Game Pass Ultimate includes access to all Microsoft-published games--as well as many other titles--on their respective release days. It also includes a subscription to EA Play, Ubisoft Classics, and will soon include Fortnite Crew. With Ubisoft Classics coming in at $80 per year, EA Play at $40 per year, and Fortnite Crew at $144 per year, the total value of these subscriptions is $264, which definitely helps sweeten spending $360 a year on Game Pass--if you actually use them. EA Play, meanwhile, is more straightforward. Through EA, the subscription costs $5.99 per month and offers 10-hour trials on new games and "unlimited access to a collection of top EA titles," and it seems as though that's what Xbox Game Pass Ultimate is offering as well. However, in their standalone versions, both of these programs offer discounts on Ubisoft and EA games respectively; there's no word on whether those discounts would apply to Game Pass subscribers. We're guessing they won't, though, because as part of the price increase, Xbox also eliminated the game and DLC discounts that previously were included as part of the service. Fortnite Crew is a bit more complex. If you stay subscribed to Fortnite Crew all year long, you gain access to all battle passes all year, and receive 1,000 V-Bucks per month (12,000 total in a year) and 12 sets of unique Fortnite Crew outfits. But while this might sound like a good deal, even if you play a lot of Fortnite, it still isn't worth the value. That's because not all the rewards you get for being a Crew member are created equal--Fortnite battle passes and Crew rewards are full of throwaway items you probably won't care about to fill out their offerings. These rewards mostly aren't the cool genre-bending collaborations like Scooby-Doo or Power Rangers, they're generic, non-copyright-infringing characters and songs. You'd have to love the Crew outfits, use the Jam Tracks, and play LEGO Fortnite modes--along with completing the Battle Passes--to really get your money's worth. The short version is that Fortnite Crew is $144 for about $100 worth of V-Bucks, some skins you probably won't use, some LEGO pieces you probably won't use, and Jam Tracks that you may or may not even care about. Regular Fortnite players (myself included) will often buy a Crew Pass to complete a season's Battle Pass and earn the corresponding bonus V-Bucks. But as an ongoing subscription, you have to be extremely invested in Fortnite to justify Crew on its own merits. Now, when speaking purely in terms of Microsoft-published games, Game Pass admittedly makes a pretty strong case for itself. This year alone has brought us Avowed, The Elder Scrolls IV: Oblivion, Doom: The Dark Ages, and Gears of War Reloaded, and I'd be remiss not to mention that Ninja Gaiden 4, Call of Duty Black Ops 7, The Outer Worlds 2, and Keeper are all just around the corner. This also doesn't include the various third-party games that come to Xbox Game Pass on Day One--games like Clair Obscur: Expedition 33 and Hollow Knight: Silksong. But again, the exact "value" here is subjective--you'd have to play a lot of those games for the math to actually add up. Coincidentally, a study published by Circana shortly after the Game Pass price hike found that most US game players purchase two or fewer new games a year. Sure, there is a lot of nuance to this statistic, but at the same time, when the majority of gamers report they spend around $140 a year on new games, does the average player truly find value in spending $360 a year just to temporarily gain access to a handful of them? It's also worth noting that we can't rely on Microsoft to release that many games next year or the year after. It might happen, but again, we're talking about potential value. To get the greatest value out of Xbox Game Pass Ultimate, you'd almost have to use it to the exclusion of other gaming services, and that's not how the majority of gamers are using the service. Personally, I tend to like Microsoft-published games; by the end of the year I'll have played five of the above Microsoft-published games, along with a bunch of other third-party Game Pass games. I also play Fortnite a lot and tend to play games on my Xbox rather than my PlayStation. I'm one of the rare cases that can maybe justify that "Xbox $360" price tag. But even then, I hesitate. In earlier days, Game Pass felt like a steal: You only had to play one or two games to justify the cost. Everything else was just gravy. With this price increase, though, the math becomes far more complex--to the point that it feels like you're talking yourself into giving your wallet to a guy who says he'll definitely bring it back and not to worry. And if that doesn't get you, the changes and transient nature of the service will. Game Pass was the best deal in console gaming. Now, it's a deal in console gaming--but only under very specific circumstances. Eric has previously written for sites like TechnoBuffalo, IGN, Playboy, Syfy, and Batman News about technology, gaming, and entertainment. He now splits his time between writing and mastering every tool in his kitchen.
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Assassin's Creed Shadows Switch 2 Edition Preorders Are Live
Assassin's Creed Shadows launches for Switch 2 on December 2. Assassin's Creed Shadows (Nintendo Switch 2) $60 | Releases December 2 Assassin's Creed Shadows launched on PS5, Xbox Series X|S, and PC back in March, and now the latest entry in Ubisoft's stealth-action series is finally launching on the Nintendo Switch 2 on December 2. Preorders for the Assassin's Creed Shadows Switch 2 Edtion are available for $60 at multiple online retailers. While this version of the game doesn't include any preorder bonuses, there are a couple of benefits to picking up the Switch 2 Edition, including touch screen support for menu navigation, cross-save support, and--of course--the ability to play the game on the go thanks to the Switch 2's handheld mode. The Switch 2 version of Assassin's Creed Shadows includes the base game. This is a Game Key-Card release, meaning none of the game data is included on the cartridge, and instead it acts as physical DRM that unlocks access to the digital version of the game. This means you must download the game data to your console before you can play. As mentioned above, there are no preorder bonuses included with the Switch 2 edition. While the PS5, Xbox Series X|S, and PC versions that launched earlier this year included the Claws of Awaji story DLC as a perk for grabbing the game ealier, Switch 2 players will have to buy this post-game content separately when it launches on the eShop in 2026. You can preorder the Assassin's Creed Shadows Switch 2 physical edition for $60 at Amazon, Best Buy, and GameStop. Digital preorders are also live on the eShop. While you're at it, you might want to pick up some supplemental AC Shadows merch, specifically the official guide and art books for the game. Currently, both editions of the official game guide and art book are on sale, so there's really never been a better time to scoop them up. With the official strategy guide, you'll not only get detailed tips on how to make your way through the game, but also a comprehensive atlas of the in-game map, a complete inventory catalog of all the gear you can obtain, as well as a breakdown of each character's skill trees. Grab the hardcover version for just $35.25 (saving you $9.75), or the paperback for $19.30 (which saves you $10.70). The art book, which is also discounted, comes packed with 256 pages of details on the game's development, plus a ton of concept art showcasing AC Shadows' characters, landscapes, gear, and more. The standard edition of the art book is just $30 ($20 off the original price), or you could upgrade to the deluxe edition for $43.45 (saving you $56.55). The deluxe edition includes everything in the standard edition, plus a unique cover, a slipcase, and an exclusive art print. Assassin's Creed Shadows Collector's Edition Guide (Hardcover) Assassin's Creed Shadows Strategy Guide (Paperback) The Art of Assassin's Creed Shadows (Hardcover) The Art of Assassin's Creed Shadows Deluxe Edition (Hardcover) If you're looking for even more deals and discounts on gaming-related items, we've got you covered. In the mood to really lean into spooky season? Check out Fanatical's discount on this Capcom Horror Bundle, as well as its 2025 Scream Sale. It's also worth mentioning that Metal Gear Solid Delta just got its first price cut, and we're running a Nintendo Switch 2 giveaway (which will really come in handy if you just preorderd Assassin's Creed Shadows on the handheld). Latest in Assassin's Creed Shadows Assassin's Creed Shadows Coming To Switch 2, And Really Soon 2025's Best-Selling Games So Far In The US Assassin's Creed Boss Says "Ubisoft Asked Me To Step Aside"
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Lawrence Bonk
2026-04-06
Netflix just released a standalone gaming app for kids
Netflix just released a free app called Playground for smartphones and tablets. This is a gaming app for kids, aged eight and under. It's available to all Netflix members on any tier, and the company promises it doesn't have ads or in-app purchases. It also works without a mobile or Wi-Fi connection. Netflix says this makes it the "perfect companion for long airplane rides or grocery trips." Kids do love their screens. The company promises an "ever-growing library of games" for children. The platform launches with titles based on some massively popular franchises. There's something called Playtime with Peppa Pig, which is a collection of minigames starring the titular Peppa and friends. There's also a game set on Sesame Street, in which kids get to "hang out with Elmo, Big Bird, Cookie Monster, Oscar and more beloved puppet pals." This is another minigame collection, with a memory card game, a connect-the-dots game and more. The catalog also includes a couple of games based on Dr. Seuss properties and a racing title based on the show Bad Dinosaurs. There are other things on the platform, like a sticker book collection and jigsaw puzzles. Again, every title here is intended for young children. Netflix Playground is available now in the US and many other parts of the world. It launches globally on April 28. The regular Netflix app still offers access to traditional video games, though the streamer's interactive division has been struggling lately. It closed its AAA gaming studio back in 2024 and has since removed many titles from the platform.
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Nathan Ingraham
2026-04-05
Devils on the Moon brings the score-chasing of pinball to the Playdate
Pinball video games have been around for years — I cut my teeth on Space Cadet 3D Pinball, which was pre-loaded on Windows 95. They range from realistic recreations of pinball tables you’ll find at arcades to games that could never exist in real life like 2019’s Demon’s Tilt or older ones like Metroid Prime Pinball for the Nintendo DS or Pokémon Pinball for the Game Boy Color. I didn’t expect to find a detailed pinball game for the humble and delightful Playdate, but a pair of developers working under the name Amano pulled it off with Devils on the Moon Pinball, which arrived last week. It’s the developer’s third game for the Playdate, and Mario and JP (who make up Amano) pointed directly to Pokemon Pinball as the inspiration for this game. “I think one of my most-played games is Pokemon Pinball,” JP said. “But the idea to make a pinball game came from Mario… he came to me and say ‘JP, I want to make a custom engine for Playdate and we should make a pinball game.’” I love playing pinball in real life, but owning a full-size table is extremely expensive and takes up a ton of room. But Devils on the Moon completely scratches the itch. The controls are extremely simple: pressing left on the d-pad flips the left fipper, A flips the right flipper, and pressing down on the d-pad launches the ball. Amano also included tilt controls; pressing right or up on the d-pad or the B button shakes the table in a particular direction so you can try and save the ball. Sadly, the crank doesn’t come into play, but I can’t say I have a good idea for how it would be used. I was impressed with both the physics and table design of Devils on the Moon after playing for just a few minutes. Despite not having analog control, the way the ball reacted when I hit the flippers felt consistent and smooth, and while I was often surprised at some of the bounces it took, it never felt unfair. When I drained a ball, it was almost always something I could have avoided if I knew the game better or had faster reflexes — just like a good, real-life pinball table. JP and Mario described the game as using “stylized physics” rather than it being fully realistic. “It may not necessarily be accurate to real life,” JP said. “But since the screen is wider than it is tall unlike actual pinball, we needed the ball to feel a little bit floaty and not fall as fast because then it would just zoom straight down the screen.” The table design feels both grounded in reality while also taking advantage of its virtual nature. There are three vertical “levels,” each with its own set of flippers. The 2D nature of the game means there aren’t any true ramps like you’ll on most pinball tables, but having three separate sections of the game to get used to makes up for that. And provided you complete various modes in the game, you can reach boss battles where you’re tasked with whacking a giant enemy repeatedly to drain away their health bar. Physical pinball tables often have similar encounters, but they have to be worked into the design of the game — in this case, your ball essentially ports to an entirely different space when you battle a boss. “It's kind of playing like the old pinball machines where the rules are really simple,” Mario said.". "You just have a few things to do. In our case, it ended up going beyond our original scope, but it’s still quite simple compared to an actual pinball machine in terms of rules.” He said the design intent was to make the game friendlier to people who might try it out without a lot of pinball experience while still putting enough challenge into it. The audio and visual presentation is top-notch for a Playdate game, too. Perhaps most crucially for a pinball game, there’s no lag or stuttering. The game also has a distinct visual identity, something that’s always important for pinball to draw you into the world of the playfield as much as possible. The game’s page cheekily promises “ at least (1) songs” and it delivers on that with a solid theme for the main game that serves well as background music that doesn’t get old if you’re playing for a while, and the beeps and boops the table makes as you play feel well-suited to the game. It doesn’t “sound” like a real pinball table — but it isn’t one, so that’s okay. I haven’t played a video pinball game in a long time, but the Playdate feels like an ideal platform for this. I can bring it with me anywhere and play a round or two (provided there’s decent light) or settle in for a longer play session. The game is challenging enough that you’ll need to practice a lot to get the hang of it, but there’s enough variety to the three-tiered table to keep players interested for the long haul. After all, the fun of pinball isn’t necessarily playing a table for the first time — it’s learning it inside out so you can maximize your score. I’m looking forward to getting to that point with Devils on the Moon.
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Kris Holt
2026-04-04
Super Meat Boy 3D, coin-pushing chaos and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. As ever, we've got a whole bunch of new games for you to dive into this weekend, along with announcements and updates on several others that are coming down the pike. I love how spoiled we are for game showcases these days, and I'm really looking forward to the latest installment of the indie-focused Triple-i Initiative at noon ET on April 9 as the first two editions were really strong. The trailer for this one features the likes of Cairn, Warhammer Survivors (the Warhammer-themed Vampire Survivors spinoff), the excellent CloverPit, Final Sentence and Far Far West. The organizers are promising to share release dates and gameplay reveals. Expect to see eight game announcements here too. Summer Game Fest is fast approaching. That means the mid-year edition of Day of the Devs, one of the biggest indie game showcases around, isn't too far away. Developers still have a chance to be featured in the show. Submissions for Day of the Devs: Summer Game Fest Digital Showcase are open, but you'll need to hurry if you're ready to shoot your shot at being included. The deadline for submissions is this Monday, April 6. Meanwhile, I’d normally write about notable ports in the new releases section of this roundup, but there was no trailer for this, so I'll mention it here. Before its success with Peak last year, Landfall also scored a hit with Content Warning on PC (making it free for the first 24 hours didn't hurt!). Now, this friendslop game is out on PS5, Xbox One, Xbox Series X/S, Xbox on PC, Nintendo Switch and Switch 2 for $10. Landfall added cross-play to the Steam version as well. A sequel to an all-time indie classic dropped this week, and it took the squishy protagonist of the series to another dimension. Like its predecessors, Super Meat Boy 3D is a tough precision platformer. You'll need to guide the titular meat cube past saws, shredders, burning forests, laser-guided rockets, enemies and other obstacles. There are boss fights too. A mistake spells a quick trip back to the beginning of the level. Meat Boy does have an air dash this time around, though. I played through the first world and Sluggerfly and Team Meat haven't changed the base formula too much. The additional dimension and fixed perspective make platforming a little trickier. When there's a gap while I'm running across a wall, for instance, I might forget to stop pressing up while I'm crossing the hole, causing Meat Boy to disappear into the void. I found it easier to control him with the D-pad than a thumbstick, for what it's worth. You can try it for yourself right now as Super Meat Boy 3D, from publisher Headup, is available on Steam, Epic Games Store, GOG, PlayStation 5, Xbox Series X/S and Nintendo Switch 2 for $25. There's a 10 percent launch discount on PC, and it's on Xbox Game Pass Ultimate, Xbox Game Pass for Console and PC Game Pass. I really enjoyed the Raccoin demo, so I'm bummed that I haven't had much of a chance to jump into the full game yet. I have some other things on my plate at the minute (more on some of those next week!). When I do have time to properly sit down with Raccoin, though, I may just lose the rest of the month to it. Raccoin is a roguelike deckbuilder in the vein of games like Balatro and CloverPit. Instead of racking up giant scores in spins on poker or one-armed bandits, the action here takes place in a coin pusher. The aim, as ever, is to find wild synergies between special coins and items to break the rules and earn enough points to keep moving forward. I'm excited to experiment with a much larger box of tools in the full game. Raccoin, from Doraccoon and Balatro publisher Playstack, is out now on Steam. It'll usually cost $12, but there's an 18 percent discount until April 7. I've only played around an hour of Tombwater, but I'm really digging this game from Moth Atlas and Midwest Games. It's a 2D, eldritch horror Western Soulslike. It feels like Bloodborne meets The Legend of Zelda: A Link To The Past (there's even a hookshot), by way of Red Dead Redemption. After a brief prologue, you'll pick a character class and jump right into the action as you search for a former train-robbing partner who has somehow become a sheriff. Enemies are quite varied, and you'll use a mix of melee attacks, firearms and magic to battle them. Resource management is vital. You restore ammo by dishing out melee damage. The magic meter has an interesting twist too. Using spells too often can send your character spiraling into madness, which can cause hallucinations. There are lots of hallmarks of the Soulslike genre here. When (not if) you die, you'll leave behind a totem that has all your cash and unused leveling experience. You can destroy this to regain your lost loot, or wait until you've dispatched nearby enemies to do so, as the totem can heal you (helpful in a tough boss battle). You can level up and restore health flasks at campfires. There's a wonderfully gloomy tone to Tombwater. The lovely pixel art and atmospheric music are spot on so far. However, I got lost quite a few times — the map didn't help much — and I don't love the way aiming works with a controller or on Steam Deck. You aim by holding the left trigger and fire with the right. But you can only point your weapon in the four cardinal directions, and you need to let go of the left trigger before you can change your aim. That's not a problem with a mouse, as you can aim freely. I hope Moth Atlas improves controller aiming, since Tombwater is very promising so far. I'm looking forward to playing more when I can. Tombwater is out now on Steam. It'll typically run you $25, but if you pick it up before April 14, it can be yours for $20. Corgis in mechs. That's the first thing you need to know about Animalkind, a co-op village-building game. You and your friends can play as corgis (or tuxedo cats or raccoons) in mechs. You'll first need to find the parts to assemble your ancient mech before you can actually pilot the machine, though. Exploring the open world, gathering resources, crafting and recruiting NPCs are all elements of this charming-looking game. Animalkind is available on Steam for $20, with 10 percent off until April 6. Developer Uncommon Games expects it to remain in early access until 2027. Once again, corgis in mechs. Hozy is another lovely-looking game — perhaps the title is a portmanteau of "home" and "cozy." The idea behind this home renovation title is that you'll be restoring a neighborhood of abandoned abodes. There are nine locations for you to clean up and decorate. There are so many nice touches in the trailer, from the robot mop cleaning floors to pulling a new table out a box filled with packing peanuts (on that note, Unpacking hit Apple Arcade this week). The animations for things like laying down floorboards, changing the height of a chair and unfurling a roll of wallpaper are all delightful. The lighting looks great too. Hozy, from Come On Studio and publisher TinyBuild, is out now on Steam for PC and Mac. It will normally run you $15, but you can save 10 percent if you snap it up by April 6. "You stay in the warmth of your friends," reads a narrative subtitle as three characters stand on a rooftop, looking out at a cityscape and a multicolored sky. By itself, that shot from the launch trailer was enough to sell me on Fishbowl, a coming-of-age adventure from the two-person team at imissmyfriends.studio and co-publisher Wholesome Games Presents. I then looked back at a previous trailer, which included the prompt "hydrate?" with the options of "yes, hydrate and live" and "no, dehydrate and die." Shortly afterward, Fishbowl became the latest addition to my Steam library. Funny how that happens. You'll play as Alo, taking care of her and her home and trying to give her a fulfilling life even as she remains isolated. You'll meet Alo's loved ones and co-workers on video calls, edit video in her work-from-home job and rearrange items in boxes to discover her childhood memories. Learning about Alo's past (with the help of a magical talking fish from her youth) can help you shape Alo's future through you narrative choices. There's a surrealist aspect to this game too. Fishbowl is out now on Steam for PC and Mac, as well as PS5. It costs $10, though there's a 10 percent discount on Steam until April 16. There's a demo available on both platforms. Here's a deep dive into gameplay from Nightholme, a survival extraction game from Studio Ellipsis, which is led by Assassin's Creed Revelations and Assassin's Creed Unity creative director Alexandre Amancio. It's coming to Steam and consoles, with a closed beta lined up for this summer. Each match will have 12 monster hunters. You can run solo or group up with other players. At the start of each match, you load into a camp on the edge of a town full of horrors. Here, you'll drink a potion that turns your character into a monster — three archetypes will be available at the outset. There are a number of things you can opt to do in each match, from carrying out quests tied to factions, scavenging, defeating enemies and taking out other players to snag their loot. Each match also has a boss that's protecting a high-value item. The horror aspect makes me more interested in this than many other survival extraction games out there. I'm definitely looking forward to checking this one out. We've seen a bunch of interesting climbing games over the last few years. You can add another one to the list. Ascenders: Beyond the Peak is a turn-based roguelite in which you'll go exploring with a team of climbers. It seems that you'll encounter Lovecraftian horrors on these mountain, along with dangers like avalanches, blizzards and rockfalls. You'll have nine character classes to choose from and you can level up your climbers and their gear and skills between runs. While the levels are short, you'll need to be mindful as there's a permadeath element to this game. You might even end up having to sacrifice a member of the party in order to save the rest. Brutal. Ascenders: Beyond the Peak, from Ludogram Games and publisher Twin Sails Interactive, is coming to PC and consoles. It'll debut in early access on Steam later this year for $20. Puzzling Places has been a hit on PlayStation and Meta virtual reality platforms, as it has racked up 400,000 players. The 3D jigsaw game will soon be playable without a VR headset for the first time, as it's going to hit Steam on April 9 — it will run on Steam Deck and SteamVR as well. A Steam demo is available now. There are a wide range of puzzles for you to solve, ranging from 25-piece quick hits to gargantuan 1,000-piece endeavors. Each features animations, including of figures going about their lives. It seems very relaxing! It's only 86 seconds long, but I felt a lump in my throat as I watched this trailer for The Day I Became a Bird. The visuals, music and story beats got me caught up in my feelings. It's a narrative adventure about a first love. You play as a young lad named Frank who tries to grab the attention of a classmate, bird-lover Sylvia. Designing and wearing a bird costume just might help him do that. Developer Hyper Luminal Games is based in my hometown, which is yet another reason for me to get on board. I'm not familiar with the children's book — by Ingrid Chabbert and illustrator Guridi — that the game is based on. I kind of want to buy it for my partner's kid... and maybe myself. The Day I Became a Bird is coming to Steam, PS5 and Nintendo Switch on April 16. The base game costs $20. On Steam and PS5, that version includes a short animated film from Passion Games, which found out about the book and teamed up with Hyper Luminal and publisher Numbskull to make the game. A $25 Feathered Adventurer edition includes the film, a digital artbook and the soundtrack.
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Ian Carlos Campbell
2026-04-03
Take-Two laid off the head its AI division and an undisclosed number of staff
Take-Two, the owner of Grand Theft Auto developer Rockstar Games, has seemingly laid off the head of its AI division, Luke Dicken, and several staff members working under him. "​​It’s truly disappointing that I have to share with you that my time with T2 — and that of my team — has come to an end," Dicken shared in a LinkedIn post spotted by Game Developer. When asked to confirm the layoffs in its AI division, Take-Two declined to comment. Dicken writes that his team was "developing cutting edge technology to support game development" and his post specifically notes that he's trying to find roles for staff with experience in things like "procedural content for games" and "machine learning." It's unclear how many people other than Dicken have been impacted by these layoffs, but the timing does seem a bit unusual for Take-Two. Like some other large game publishers, Take-Two has "actively embraced" generative AI tools to "drive efficiencies" and "reduce costs." Take-Two CEO Strauss Zelnick has even framed AI as having a positive effect on employment, noting that generative AI "will not reduce employment, it will increase employment," because "technology always increases productivity, which in turn increases GDP, which in turn increases employment." It's too early to characterize these layoffs as some sort of tide turning against AI — like other big game companies, Take-Two also just does a lot of layoffs — but it's interesting they're happening now, while the company is speeding towards the release of Grand Theft Auto VI. The sequel is expected to be a big hit, one that should give Take-Two plenty of financial wiggle-room to experiment with new technology.
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Cheyenne MacDonald
2026-04-02
Look Outside's April 1 update that let you kiss enemies is now a permanent 'smooch mode'
For April Fools' Day, the developer of Look Outside released an update that added a new option to your interactions with NPCs: kissing. Instead of just fighting or talking to enemies and surviving neighbors in the cursed apartment building, you could give 'em a smooch. Their dialogue and sprites were updated accordingly, too. Cue stammering eldritch horrors with bright red blushing cheeks. April Fools' Day is (thankfully) over now, but there's good news for anyone who has been enjoying the lovefest or didn't get a chance to try it. Developer Francis Coulombe has built in a way for players to access "smooch mode" going forward. "If you started a game on April 1st and kissed the wounded neighbor, that save file is now permanently in smooch mode!" Coulombe posted on social media. "You can also activate smooch mode on a new save file by naming Sam 'Casanova'." I immediately started a new save to confirm and, yes, doing this does indeed allow you to go on a kissing spree. While you can't smooch every single person/abomination you'll run into, you sure can kiss a lot of them. Want to kiss the Rat King? Go wild. Pierre? Yup. That weird bug guy in the basement who eats bandages? Unfortunately yes, he's kissable too. This truly is the game that keeps on giving. We're apparently getting a real, non-silly update in the near-future as well, so Look Outside fans are eatin' good. Now, please excuse me while I get back to my Kiss Everyone (except Lyle) run.
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Ian Carlos Campbell
2026-04-02
Sony's gaming division just bought an AI startup that turns photos into 3D volumes
Sony Interactive Entertainment, owner of the PlayStation brand, has acquired Cinemersive Labs, a UK startup developing tools to convert 2D photos and videos into 3D volumes. The startup team will join Sony's Visual Computing Group, a research engineering team focused on graphical technology, including game rendering, video coding and generative AI models. Cinemersive's most recent product is a virtual reality app called Parallax that works as a viewer for parallax photos — three-dimensional images that you can peer around with natural head movements — captured using traditional smartphones and professional cameras with stereo lenses. The startup developed custom AI tools to convert 2D images into 3D volumes to make Parallax possible, and Sony apparently wants to apply that expertise to its own projects. "Following the acquisition, the Cinemersive Labs team will join SIE’s Visual Computing Group (VCG) and contribute to our broader efforts in advancing state of the art visual computing within games," Sony says. "This includes applying machine learning to enhance gameplay visuals, improve rendering techniques, and unlock new levels of visual fidelity for players." Machine learning has been a major focus of Sony's efforts to improve graphical performance on the PlayStation 5 and future hardware. The PlayStation 5 Pro was designed around a new GPU, faster storage and PlayStation Spectral Super Resolution (PSSR), custom AI upscaling tech that let the console run games at a lower resolution and then upscale them to 4K. The company recently squeezed even more performance out of the Pro with an updated version of PSSR it released in March. And with AMD, Sony is working on Project Amethyst, a multi-pronged collaboration to improve ray tracing and upscaling on the future consoles.
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Jessica Conditt
2026-04-01
Mr. Resident Evil signs a deal with Mr. Stellar Blade
Resident Evil legend Shinji Mikami's new studio, Unbound Inc., has been acquired by Shift Up, the company behind Stellar Blade and Goddess of Victory: Nikke. Unbound's unannounced games will be fully supported and distributed by South Korean publisher Shift Up, which is led by CEO Hyung-Tae Kim. Mikami is an icon of Japanese horror as the director of Resident Evil, its 2002 remake and Resident Evil 4, as well as a founder of PlatinumGames and Tango Gameworks. Tango was responsible for The Evil Within series, Ghostwire Tokyo and Hi-Fi Rush. Shift Up recently developed the hit action game Stellar Blade, with Kim as director. Even with an adorably grotesque introduction video, it's unclear exactly what Unbound is working on at the moment, but the studio is targeting the global PC and console market. Its concepts involve plenty of monsters, as is tradition. Consider even the surface-level possibilities here: The campy horror of Resident Evil blended with the melodramatic beauty of Stellar Blade; the frenzy of Hi-Fi Rush amped up by the anime stylings of Goddess of Victory: Nikke; The Evil Within III, but make it sexy. Those are jokes, but the sentiment remains — this partnership makes a lot of sense and it'll be exciting to see what shakes out. “We believe we can respect each other as creators and make games together,” Mikami said in a Shift Up blog post about the deal. “And I think with Hyung-Tae, we can even enjoy the hard parts.... Seeing my own vision and ideals come into focus like this, and finding someone whose direction aligns so closely is something I’ve rarely experienced before in my career. I hope we keep building together for a long time.” It's also heartening to see stability for Mikami's new studio. His previous team, Tango Gameworks, was acquired by Microsoft in 2021, and Mikami left in 2023 after the release of Hi-Fi Rush. Microsoft shuttered Tango in 2024 during a period of mass game industry layoffs, and its remaining team was eventually sold to Krafton. Mikami has been quietly building up his own studio since 2022.