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We won guys, the pixel Pikachu plush everyone went nuts for is coming to the US and UK
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! It's good news everyone, because Pokemon has announced that the chonky 1996 pixel Pikachu plushie we all went mad for is making its way west. If you're just catching up, the original plushie everyone had a meltdown over (which is fair enough, it was to die for) got announced in Japan at a Pokemon 30th Anniversary media reveal... but it seemed to be Japan-exclusive. Queue much wailing and despair until now, where the US/UK Pokemon Twitter account revealed that the original 1996, gloriously pixellated Pikachu toy would be making its way to our Pokemon Center. That's a win for fans of the best Pokemon merch everywhere. (Image credit: Game Watch, Phil Hayton)We don't have pricing for this beast of a plushie yet, but considering how wildly popular it's been in Japan (I'm already seeing absurdly overpriced listings from resellers at eBay), I think speed will be of the essence here. Especially because most plushies on the likes of Amazon boast the newer, slimmer design instead. (Image credit: Game Watch, Phil Hayton)We don't have pricing for this beast of a plushie yet, but considering how wildly popular it's been in Japan (I'm already seeing absurdly overpriced listings from resellers at eBay), I think speed will be of the essence here. Especially because most plushies on the likes of Amazon boast the newer, slimmer design instead. We don't have pricing for this beast of a plushie yet, but considering how wildly popular it's been in Japan (I'm already seeing absurdly overpriced listings from resellers at eBay), I think speed will be of the essence here. Especially because most plushies on the likes of Amazon boast the newer, slimmer design instead. So, when will Chonky-chu be making his way to the Pokemon Center in our neck of the woods? It's unclear - the tweet simply says that "We've heard you might be excited about a certain plush... Pikachu 1996 Style Plush and Keychain are coming to Pokémon Center. Stay tuned!" That means it could drop at any time between now and a few weeks, so I'd check in on the Pokemon Center store occasionally to make sure you don't miss out. This pixelated Pikachu plushie is to die for if you're a fan of the original games This Pokemon Tamagotchi-style toy lets you pet Pikachu, and I need it to release outside of Japan To hell with Furby and Butt Face, these Yoshi and Pikachu animatronics were the best thing about New York Toy Fair Following the franchise's 30th Anniversary, Poke-fever has well and truly set in again. Alongside the reveal of the latest games in the series (Pokemon Winds and Waves) and hugely positive Pokemon Pokopia reviews, including our own, a ton of exclusive merch dropped and was promptly scooped up by opportunistic resellers. That means everyone's scrambling for stock. For example, the best price I can find for the Pokemon Day 2026 Collection is $31.99 at Miniature Market; the pack is quite a bit more expensive at most other stores because retailers are upping the cost to make the most of demand. With that in mind, I'll be keeping a very close eye on this plush and will yell from the rooftops as soon as I hear any more. Save up to $12 on Pokemon plushies at Amazon If you'd like more Nintendo-shaped goodies, be sure to check out the best Legend of Zelda merch, or the best Lego sets.
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After 2 years and $100,000 invested, acclaimed indie studio is "likely closing" due to Steam ban, says it was "tricked and betrayed" by Valve: "A system that allows that is broken"
Acclaimed Italy-based indie studio Santa Ragione says its upcoming experimental horror game Horses will likely be its final project due to a Steam ban it calls "extremely frustrating and also fucked up." Santa Ragione is by no means a household name, but it has a stable of acclaimed releases including the 2023 visual novel Mediterranea Inferno and the survival horror game from the same year, Saturnalia, as well as a brand identified by surrealist themes and avant-garde storytelling. Its next game Horses, revealed back in 2023, looks to be its most boundary-pushing yet, but for reasons still seemingly unclear to Santa Ragione, it's banned from Steam, and thus, it could be a financial bomb that sinks the studio into oblivion. Dev says Steam bug ruined "more than 10 years" of work and tanked their game's 1.0 launch, Valve says oops and offers a Daily Deal slot "to help make up for lost visibility" Valve accidentally smothers indie game with 138,000 wishlists by not telling anyone it existed, then apologizes to studio by accidentally revealing Steam Machine on the same day of promotion "In other words, 72% don't know what a monopoly is," analyst says of study that finds 72% of game devs "see Steam as a monopoly" Santa Ragione submitted Horses to Steam for review back in 2023 ahead of the game's reveal and was confused when Valve took longer than usual to issue any sort of response. The studio was even more perplexed when Valve asked to see a full build of the game, which despite the project's early state, Santa Ragione complied and provided. After weeks of anxious waiting, the studio got word from Valve that the game wasn't approved for distribution on Steam. "While we strive to ship most titles submitted to us, we found that this title features themes, imagery, or descriptions that we won't distribute," Valve told the studio when pressed for an explanation, per the studio's FAQ on the topic. "Regardless of a developer's intentions with their product, we will not distribute content that appears, in our judgment, to depict sexual conduct involving a minor. While every product submitted is unique, if your product features this representation – even in a subtle way that could be defined as a 'grey area' – it will be rejected by Steam." Reacting to Valve's characterization of the reviewed in-progress build, Santa Ragione says, "We believe this explanation is deliberately vague and unfounded. There are no scenes or characters in the game that fall within that grey area, and we were refused any detail, review, or guidance on what to change or remove." The studio said it now suspects the scene that triggered Valve's decision was one in which a "horse" – visually, a naked adult woman – carries a young female child on her back. For creative reasons, Santa Ragione ultimately updated the scene so that the character riding the horse is an adult, but Valve has refused to budge after years of indirect and direct outreach from the studio, despite other major PC platforms like the Epic Games Store, GOG, and the Humble Store being fine with selling the game. Santa Ragione also makes clear in its FAQ that Horses is not "pornographic" nor "[intended] to arouse," but uses "challenging, unconventional material to encourage discussion" and "invites players to examine why something feels the way it does, what it says about the characters and systems at work, and where their limits lie. It is about tension, not erotic content." Santa Ragione had already invested about $50,000 into Horses prior to the Steam ban, and it had to turn to friends for the additional $50,000 needed to fund the project to completion after traditional investors and publishers pulled out due to Valve's decision. And now, "without access to more than 75 percent of the PC gaming market," the studio doesn't expect to make its money back and will likely shut down. "Steam's refusal removed our primary path to reach players on PC, with no way to appeal and no clear path to compliance, as detailed in our FAQ," reads the press release. "Steam has also stopped granting developer keys to indies that do not meet undisclosed sales thresholds, limiting third-party sales and retroactively affecting our catalogue. Dev says Steam bug ruined "more than 10 years" of work and tanked their game's 1.0 launch, Valve says oops and offers a Daily Deal slot "to help make up for lost visibility" Valve accidentally smothers indie game with 138,000 wishlists by not telling anyone it existed, then apologizes to studio by accidentally revealing Steam Machine on the same day of promotion "In other words, 72% don't know what a monopoly is," analyst says of study that finds 72% of game devs "see Steam as a monopoly" "In a de facto monopoly, opaque decisions like these can quickly determine a small studio’s survival." Santa Ragione says it has enough funds to support Horses after launch with bug fixes and quality-of-life updates, but there won't be any new projects at the studio unless it miraculously recoups its costs. "The team and I have been extremely frustrated, knowing not only that we did our best to revert this decision, but also that we offered to comply with any request or regulation, and still we were treated without the professional respect the situation required," Riva told Game Developer. "It is scary, humiliating, and patronizing to be told 'no, just because' by entities that hold absolute power over your financial stability," he added. "I think I personally feel what we described in the press release when we say this kind of approach pushes creators toward self censorship. Not having clear boundaries about what I am allowed to create and publish is depressing, and the opposite of an environment that enables and encourages creativity." I've reached out to Valve for comment and will update this story if I hear back. Here are the best PC games to play right now.
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Lawrence Bonk
2026-03-09
Samsung promises 120 games will be playable via its glasses-free 3D monitor tech by the end of the year
Samsung just announced that 120 games will be playable via its Odyssey 3D Hub platform by the end of the year. This is the platform that provides content for glasses-free 3D monitors like recent Odyssey displays. The company made this claim at GDC 2026, while also noting that the platform currently offers around 60 playable titles. Samsung has only announced a couple of games headed to the platform this year, which include Cronos: The New Dawn and Hell is Us. These are both solid third-person action games that originally came out last year. The collection already includes several notable games, including Stellar Blade, Lies of P and Psychonauts 2, among others. It's good to know the library continues to grow, proving that there might still be some life left in 3D display technology after all. We came away impressed with the technology when we gave it a go last year. We even said that if "3D had been like this all along, people would be much more receptive." The games look great and the displays include head tracking so users don't have to constantly struggle to find the one sweet spot (I'm looking at you, Nintendo 3DS.) Samsung has quietly been adding to its lineup of glasses-free 3D displays. There are several models to choose from nowadays, with screen sizes up to 32-inches. The company also used GDC to announce a partnership with game developer CD Projekt Red, but details remain scant. It has something to do with display technology and Samsung's HDR10+ Gaming standard. We do know that CDPR and Samsung are integrating HDR10+ Gaming into Cyberpunk 2077.
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Jackson Chen
2026-03-09
EA laid off staffers across Battlefield studios to 'better align' its teams
EA axed an undisclosed number of employees across the game studios behind the Battlefield franchise. As first reported by IGN, EA told affected employees that the layoffs were part of a "realignment" across the Battlefield studios, which include Dice, Criterion, Ripple Effect and Motive Studios. When asked about the report, an EA spokesperson said in a statement that "we’ve made select changes within our Battlefield organization to better align our teams around what matters most to our community." IGN reported that all the involved studios will remain operational, but the layoffs will affect multiple offices. The shake-up may come as a surprise to staffers, especially after Battlefield 6 racked up more than seven million copies sold in the first three days following its release in October. EA even called the latest Battlefield title the "best-selling shooter title of 2025" in its third quarter report for FY26, which disclosed the company's net revenue of more than $1.9 billion for the quarter. "Battlefield remains one of our biggest priorities, and we’re continuing to invest in the franchise, guided by player feedback and insights from Battlefield Labs," an EA spokesperson also said in a statement. Despite being one of EA's most popular franchises, Battlefield isn't the only one to suffer staffing cuts. Full Circle, the developer behind the skate. that's also owned by EA, also announced layoffs and "restructuring" in February. However, EA isn't the only company in the industry to look at downsizing its personnel. Ubisoft said it was planning to get rid of up to 200 jobs in its Paris office earlier this year and Microsoft announced it would cut thousands of jobs, including within its Gaming division, in July.
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Andre Revilla
2026-03-09
Hyper Light Drifter studio workers form union after rounds of layoffs
Workers at Heart Machine, the independent studio behind Hyper Light Drifter and Solar Ash, have formed a union with Communications Workers of America (CWA) Local 9003. The wall-to-wall unit covers all 13 frontline employees at the studio, which voluntarily recognized the union in February after a supermajority of eligible workers voted for the measure. The organizing effort follows a rough stretch at Heart Machine, after the studio laid off employees in November 2024, then announced in October 2025 that it would end development on its early access title Hyper Light Breaker and cut further staff. "I decided to get involved in organizing my studio because I've seen so many peers in the industry stand up to protect the craft we all care so deeply about. Watching that momentum grow made me realize that if we love this work, we have to protect it, especially now," said Steph Aligbe, a gameplay tools engineer at the studio. Heart Machine joining the CWA extends the union's gaming footprint even further. The union counts thousands of employees at Microsoft subsidiaries among its members, as well as staff at EA, Id Software and others. CWA also runs the United Videogame Workers, a direct-join union that launched in 2025, allowing individual game workers in the US and Canada to sign up on their own without elections or employer consent. Large gaming studios like Ubisoft have been undergoing a seemingly endless string of layoffs, and workers are increasingly demanding to have their voices heard.
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Scott McCrae
2026-03-09
Nintendo doesn't want Switch 2 eShop to "become a giant slop fest," New Blood CEO claims, so "they're still pretty choosy about who gets to launch their games"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Nintendo is apparently being a bit more strict about what launches on Switch 2, with the company reportedly trying to avoid the influx of low-effort slop that plagued the original Switch eShop. I don't need to tell you that the original Nintendo Switch eShop is a mess. Filling its pages are countless low-effort AI slop games, weird puzzle games featuring pictures of random (often AI-generated) models of anime girls, lookalikes of popular games not on Switch, and whatever Everybody 1-2-Switch is. But so far, as far as Switch 2 games go, those issues have managed to be somewhat avoided so far, and apparently that's down to Nintendo putting the foot down. Speaking to RPG Site (spotted by Nintendo Everything) New Blood Interactive CEO Dave Oshry explains: "We've got Switch 2 dev kits now. It's not much different than the Switch 1." He says that the publisher has its breakout title Dusk "running at 120fps with mouse controls on Switch 2. It works great." Nintendo president reportedly teases new games for popular series are in development What to expect from the Switch 2 in 2026: Pokemon and Zelda celebrations, tons of ports, and comfort Nintendo food Nintendo says those Animal Crossing and Splatoon updates are there so players can migrate to Switch 2 at their own pace And while the original Switch release of Dusk did get updated performance for Switch 2, when it comes to what is presumably a native version of the game, he notes, "We're just waiting for Nintendo to give us approval to actually launch it because they're still pretty cagey about letting games launch on Switch 2." Oshry alleges: "They don't want it to just become a giant slop fest like the Switch 1 eShop became after a few years with just tons of shovelware on there." He adds, "They're still pretty choosy about who gets to launch their games on Switch 2." However, despite initial reports that Switch 2 dev kits were hard to get hold of, Oshry says "Nintendo's been very nice to us and stuff, giving us dev kits and letting us do updates for our games." Nintendo sues US government over "illegally collected" tariffs that delayed Switch 2 pre-orders
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Anna Koselke
2026-03-09
Resident Evil Requiem Leon x Ada shippers in shambles as director says he's been "called out for screenshots of edited messages," days after fans took them as confirmation of their marriage
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Koshi Nakanishi, director of Resident Evil Requiem at Capom, has apparently been busy on social media as fans shoot various lore (lore meaning Leon Kennedy, really) related questions his way – but that doesn't mean the circulating screenshots are canon. Resident Evil Requiem basically confirms that Leon Kennedy, ever-beloved "hot unc" and protagonist, has married someone prior to the game's events – and, unsurprisingly, players just have to know who was lucky enough to land him. Online forums like Reddit have been running wild with theories, ranging from Ada Wong to Claire Redfield. Nobody can say for certain who Leon's hitched to, though… except Nakanishi, of course. Fans have taken to social media with direct messages to Nakanishi, requesting to know who Leon is married to. One post in particular has been making rounds all over the place as it seemingly shows the lead confirming (or, more accurately, implying) Leon's marriage to Ada – something the community is split over, with many still hoping it's Claire, while others call it a "peak" ship. In the supposed messages, Nakanishi beats around the bush, though. Resident Evil Requiem seemingly confirms Leon Kennedy is married, and everyone wants to know who's the lucky gal or guy Resident Evil Requiem Leon actor doesn't care who the hero's married to, would rather see him "open an ice cream parlor" Resident Evil 2 lead Hideki Kamiya gets sucked into hot uncle Leon fawning I saw so many people messaging Nakanishi about Leon’s marriage. I know it might not be the right thing to do,but I can’t hide how happy this makes me.After all these years,all the waiting, all the debates we can finally say it. Congratulations,Mrs Ada Wong Kennedy pic.twitter.com/FYpGvh20BjMarch 4, 2026 I saw so many people messaging Nakanishi about Leon’s marriage. I know it might not be the right thing to do,but I can’t hide how happy this makes me.After all these years,all the waiting, all the debates we can finally say it. Congratulations,Mrs Ada Wong Kennedy pic.twitter.com/FYpGvh20BjMarch 4, 2026 I saw so many people messaging Nakanishi about Leon’s marriage. I know it might not be the right thing to do,but I can’t hide how happy this makes me.After all these years,all the waiting, all the debates we can finally say it. Congratulations,Mrs Ada Wong Kennedy pic.twitter.com/FYpGvh20BjMarch 4, 2026 "Requiem doesn't make it clear, but if you've played the previous games, you should get an idea!" reads one. Another sees him allegedly telling a fan, "You know what I mean," when they ask if Leon and Ada are now married. None are 100% solid – and the entire situation is further muddled by Nakanishi's recent public story on Instagram. "Thank you so much for all the messages," his own post begins (spotted by Kotaku). "Unfortunately, it's hard for me to reply to everyone, but they warm my heart." That's when he concludes with, "I've even gotten called out for screenshots of edited messages" – a statement that potentially means every so-called piece of evidence that Leon and Ada are married is fake. Nakanishi doesn't add anything else to his story about it either, aside from later saying he's going into "hermit mode" (although he has since posted unrelated stories), so it's difficult to tell. I'd wager that we're back to being in the dark about Leon's ring, personally. It's hard not to wonder – this is one of the best new games 2026 has had to offer so far, after all. Our own Resident Evil Requiem review dubs it "a soaring piece of survival horror theater that balances intense action with absolute terror across two heroes." Are you playing the new survival horror gem yourself? If so, be sure to browse through our roundup of Resident Evil Requiem safe codes for an easier time progressing.
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Dustin Bailey
2026-03-08
Shigeru Miyamoto believed games chasing realism "were pretty much failures" 40 years ago, which is why Tom and Jerry's cartoon reality was "vital fuel" for Nintendo's early games
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! For about as long as video games have existed, developers have been chasing the dream of realism. And, for just as long, there have been those who believe that realism is overrated. You can count Shigeru Miyamoto, the legendary Nintendo designer behind Mario and Zelda, among those who aren't excited by the idea of games matching reality – even in the '80s, he figured Tom and Jerry was a better model to aspire to. In a 1989 interview for Japanese publication Gamer Handbook, recently translated by shmuplations, Miyamoto discussed how players often get frustrated by "animation-heavy games which prioritize visual smoothness over responsiveness." He made a vague allusion to the popularity of "karate games" – likely referencing Jordan Mechner's Karateka, the predecessor to Prince of Persia – and suggested that these titles offered "beautiful" movement, "but as games, they were pretty much failures." "It's about how it feels to the player," Miyamoto explained. "If you think about it, Mario's jumping ability is actually ridiculous... he'd be the greatest Olympic athelete ever! (laughs) If Mario only jumped as high as a human, then following real physics would be fine. And back in the Donkey Kong days, he only jumped about his own height, which didn't feel wrong. But once you're leaping three or four times your own height, you’ve already left 'reality' far behind." Nintendo's Shigeru Miyamoto saw games in the '80s becoming like "pornography" Shigeru Miyamoto had to "force" in Super Mario Bros 3's iconic Frog Suit because it was fun even though it sucked Without Super Mario Bros, Hideo Kojima "probably" wouldn't have become a game dev That's a major change from Donkey Kong to Mario Bros. – as the distance Mario could jump got more unrealistic, so did the kinds of falls he could survive. Miyamoto said that the idea of "unrealistic everyday life" is what makes games fun, offering "worlds that seem like they could exist in reality, but don't." In Miyamoto's view, programmers are the gods of the worlds they create, but "if that world doesn't feel convincing, no one will want to enter it. That's why an unrealistic everyday setting is about doing strange things within a set of rules that everyone accepts." So how do you create unrealistic worlds that feel like reality? For Nintendo, old-school comedy films and animated films offered tremendous inspiration. "That's basically what they did in cartoons from that era, like Tom and Jerry. That's why things like Chaplin or Tom and Jerry have been such vital fuel for our work." Nintendo's Shigeru Miyamoto saw games in the '80s becoming like "pornography": "I think the world of 'hidden secrets' in games has almost reached that same grotesque level."
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Kaan Serin
2026-03-08
Slay the Spire 2 dev "totally blown away" as the roguelike enters Steam's top 20 most-played games ever with over 573,000 concurrent players: "We'll getcha one day Silksong"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Mega Crit can't quite believe that Slay the Spire 2's launch has been this gigantic as the roguelike sequel enters Steam's history books. Slay the Spire 2 was immediately a huge success, which isn't much of a surprise considering how good the word of mouth was for the first game, but the deckbuilder's playerbase has just kept expanding and grabbing records over the last few days in early access. The game was already the roguelike with the highest ever concurrent player peak on Steam. Now, Slay the Spire 2 is in the platform's Top 20 highest player peaks of all time, with over 560,000 people logged onto the game at the same time - that's a bigger peak than the likes of Call of Duty, Terraria, Arc Raiders, and Valheim. Slay the Spire 2 beats Elden Ring Nightreign as Steam's biggest roguelike, as launch players rise 162,000% over the OG Slay the Spire 2 flies past 165,000 concurrent Steam players, instantly nearly tripling the original's all-time peak "Slay the Spire but better": Slay the Spire 2 continues Steam domination with 6,000 Overwhelmingly Positive reviews There's a high likelihood that Slay the Spire 2 keeps shooting up the list, too, because every single time I refresh those numbers, its playerbase only gets bigger. "Our team is TOTALLY blown away by the amount of people who have been playing & sharing their love for the game we've been working on for the past half decade," Mega Crit tweets alongside a screenshot of the game's Steam performance. "We're excited to continue to make [Slay the Spire 2] the best that it can be!!" The indie dev took a friendly jab at Hollow Knight Silksong's whopping 587,000 peak as well. "Also obligatory joke: we'll getcha one day Silksong," it quips. We'll see how high Slay the Spire 2 can climb from here. Slay the Spire 2 devs are "microtransaction haters," even if some fans "threaten to buy all and any cosmetics we may ever release"
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Kaan Serin
2026-03-08
Marvel Rivals implements a "Victim Compensation Protocol" for players affected by "malicious match-losing" and people getting paid to throw
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Marvel Rivals maker NetEase has detailed a big upgrade for its anti-throwing system, implemented after waves of people started getting paid to deliberately throw and sabotage matches. To quickly rewind, last week, a third-party bounty website began paying players of several popular competitive games to intentionally throw matches. These paid bounties became especially disruptive in Marvel Rivals, prompting NetEase to get involved and the website to eventually stop taking bounties. "Since the launch of our crackdown on 'Incentivized Throwing' (malicious match-losing for personal gain), we've received an overwhelming amount of feedback and suggestions from the community," the developer tweets. "Our team is ready to roll out a comprehensive upgrade to our anti-throwing measures." As Marvel Rivals players get paid to throw games, devs threaten permabans for those who "deliberately sabotage matches" NetEase says Marvel Rivals is getting a new "combat behavior detection system" to punish AFK cosmetic farmers Marvel Rivals streamer kicked out of tournament given $3,000 in donations, equaling the first prize if he'd competed NetEase continues to explain that it's deployed a "server-wide detection system" that mixes automated data analysis with manual reviews "to enhance the detection of malicious throwing behavior." The developer is once again threatening "strict" punishments, including permanent bans. "To preserve match integrity, we're introducing the Victim Compensation Protocol," the dev adds. "If your match loss and point deduction were caused by a teammate's confirmed malicious behavior, the system will automatically restore lost points. You'll receive an in-game mail notification once compensation has been issued." "We encourage all players to continue reporting violations. Stay vigilant, keep fighting for justice, and let’s defend the integrity of our Chronoverse, side by side!" Popular third-party bounty site Intlist recently announced that it was transitioning into a free platform for people to report throwers, rather than a website for people to get paid for throwing matches. It's unclear if other similar websites have popped up since or if NetEase is just preparing its hero shooter for the likelihood that something like this happens again. In the meantime, check out all upcoming Marvel Rivals characters and our Marvel Rivals hero tier list.
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Kaan Serin
2026-03-08
Old-school The Legend of Zelda-inspired game mimics the GameBoy to GameBoy Color transition, goes from retro handheld to PC and Switch
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! Ratcheteer DX is a faithful throwback to the golden days of The Legend of Zelda's handheld games - that much is obvious simply by looking at footage from its wonderfully nostalgic, pixelated world - but the new retro-style adventure is now mimicking the series' transition from GameBoy to GameBoy Color with its PC and Switch ports. For context, Ratcheteer DX was originally released simply as Ratcheteer on the Playdate, an endearing handheld console that boasts a novel crank and is still supported with brand new games made with an old-school twist. It also supports mostly black and white graphics, throwing it back to the OG GameBoy days. Now that the top-down action-adventure game has made its way to PC (Steam) and the Nintendo Switch, it's called Ratcheteer DX and is in full color, mimicking several GameBoy to GameBoy Color remakes that sported the same naming convention - Link's Awakening DX, Kirby's Dream Land DX, and so on. The commitment to the bit really is endearing. I have 100 different ways to play The Legend of Zelda, but I'm still using the Game and Watch ahead of the 40th anniversary This obviously Paper Mario-inspired RPG is finally out "after 5 long years" with near-perfect Steam reviews After five years, I can finally turn the Zelda Game and Watch into a proper retro handheld thanks to new microSD and memory mods Ratcheteer DX's Steam page promises 250 interconnected rooms and six dungeons, eight tools to master and a hidden alien language to learn, six bosses and a secret boss rush time trial mode, four graphics settings, and the original 8-bit soundtrack now with "CD-quality stereo sound." Ratcheteer DX is also published by Panic, the maker of the Playdate and publisher of indie hits including Thank Goodness You're Here, Untitled Goose Game, Firewatch, and Arco. You can grab it on Steam with a 25% launch discount. Forget another Ocarina of Time remake – Nintendo needs to get weird with Zelda's 40th anniversary
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Kaan Serin
2026-03-08
Slay the Spire 2 devs are "microtransaction haters," even if some fans "threaten to buy all and any cosmetics we may ever release"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! As was the case with its older sibling, Slay the Spire 2 won't have microtransactions because the developers are self-proclaimed haters of real-money cosmetics and the like. Slay the Spire's lead developer and studio Mega Crit's co-founder Casey Yano all but confirms microtransactions will never worm their way into the hit roguelike in an interview with Destructoid. "We're microtransaction haters," he tells the site, "a lot of our players threaten to buy all and any cosmetics we may ever release." As for why, Yano explains the team "really want players to experience all of the same content, as discussion of game content and balance is sort of our lifeblood." So, you can feel confident knowing the $25 spent on Slay the Spire 2 will be the only cash you'll need to drop on the game as it chugs through early access and beyond (unless you eventually buy one of its unconfirmed but inevitable console ports.) No Rest for the Wicked lead says if you ever find microtransactions in the Ori studio's games, "kick me in the balls" Slay the Spire 2 devs "admire the tenacity" of fellow roguelike dev who isn't moving their release date because of them "Slay the Spire but better": Slay the Spire 2 continues Steam domination with 6,000 Overwhelmingly Positive reviews New paid content is seemingly not on the cards, but Yano still hopes to frequently update the game's "pure content" or "the good stuff" as it heads toward 1.0. And modders will likely be just as important for this sequel as they were with the first Slay the Spire, which received loads of beloved, widely-circulated mods throughout the years. "Both in STS 1 and STS 2, you can replace entire swathes of code, so you can kind of do anything," Yano explains. "A lot of our focus this time around is reducing friction, so players have more resources and easier entry points to work with mods." "Slay the Spire but better": roguelike Slay the Spire 2 continues Steam domination with over 6,000 Overwhelmingly Positive reviews as early access players decree "10/10 best game"
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Dustin Bailey
2026-03-07
Dark Souls and Elden Ring studio FromSoftware was "worried" how its OG RPG King's Field would be received, but the studio wasn't going to be "constrained by existing games"
Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article Copy link Facebook X Whatsapp Pinterest Flipboard Email Copy link Facebook X Whatsapp Pinterest Flipboard Email Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. Contact me with news and offers from other Future brands Receive email from us on behalf of our trusted partners or sponsors By submitting your information you agree to the Terms & Conditions and Privacy Policy and are aged 16 or over. You are now subscribed Your newsletter sign-up was successful Want to add more newsletters? Every Friday Your weekly update on everything you could ever want to know about the games you already love, games we know you're going to love in the near future, and tales from the communities that surround them. Every Thursday GTA 6 O'clock Our special GTA 6 newsletter, with breaking news, insider info, and rumor analysis from the award-winning GTA 6 O'clock experts. Every Friday Knowledge From the creators of Edge: A weekly videogame industry newsletter with analysis from expert writers, guidance from professionals, and insight into what's on the horizon. Every Thursday The Setup Every Wednesday Switch 2 Spotlight Every Saturday The Watchlist Once a month SFX Get sneak previews, exclusive competitions and details of special events each month! When Dark Souls exploded in popularity well over a decade ago, it felt like a bolt from the blue, as if FromSoftware suddenly, single-handedly demonstrated that many players wanted challenging, often obtuse games that demanded time and attention to truly master – a fact that Elden Ring would embrace to even greater heights. Of course, the truth is a fair bit more complicated than that, not least because FromSoftware was already burning the RPG rulebook back in the '90s with King's Field. Shinichiro Nishida is a longtime FromSoftware developer who is still working at the studio to this day. He spoke candidly about the development of the studio's original RPG as part of an interview in the King's Field Verdite Trilogy Perfect Guide in 2001, which was recently translated by shmuplations. Even at the time, King's Field stood out for its willingness to throw players in with little explanation, and FromSoftware did have some concerns about how that approach would be received. "We were worried, but at the same time we genuinely didn't know how people would react," Nishida said. "We weren't expecting people to just freeze up after being dropped into the game… I mean, you can swing your sword, you'll figure it out. (laughs)" Decades before Dark Souls and Elden Ring, FromSoftware's first dark fantasy RPG was built "from a kind of ignorance" Dark Souls and Elden Ring director "wouldn't necessarily say" that FromSoftware invented the Soulslike genre FromSoftware head Hidetaka Miyazaki says games like Elden Ring and Dark Souls aren't "simply cranking up the difficulty" King's Field was developed in eight months, and while that wasn't wholly unusual for games made in the '90s, it did contribute to the RPG's unfriendliness. "Honestly, we didn't have time to make a tutorial due to the development schedule," Nishida admitted. "For the first King's Field, there were parts of it that, by necessity, we had to leave somewhat unfinished, but even those parts ended up being cleverly executed in the end." Still, the core of the King's Field vibe was set from the start, as "president Naotoshi Zin said he wanted to evoke a feeling of 'loneliness' in players," Nishida explained. The game was built in part to capture the feeling that the studio's RPG aficionados had "enjoyed in Wizardry, but expressed through the PlayStation hardware of the time," but it wasn't going to be constrained by the genre's predecessors, either. "RPGs shouldn't inherently have rules like 'you must do this,'" Nishida explained. "We approached it based on common sense – what feels natural. Not thinking 'this is how other games do it' or 'this part should be like this in a game,' but rather, 'this is how someone would respond if you talked to them,' or 'you probably wouldn't talk to a complete stranger.' Starting with KFII, you can kill NPCs, but internally, monsters and NPCs share the same parameter setup. Hit points, defense, and the experience points gained upon defeat are set for every character. Ultimately, I suppose we weren't constrained by existing games." Devotion to that idiosyncratic spirit is part of why games like Demon's Souls and Dark Souls felt so fresh – at least, to the wider audience that hadn't previously played the King's Field games. It's a bit ironic that Soulslike is now a distinct genre, offering its own set of rules and constraints for games to follow. I guess it's the curse of great art to get imitated, and there's a reason the FromSoftware formula has finally gotten its due. Decades before Dark Souls and Elden Ring, FromSoftware's first dark fantasy RPG was built "from a kind of ignorance": "It was the type of challenge a first-time game developer naively takes on."