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Walmart-Exclusive DualSense Icon Blue Controller Is Back In Stock For $64
The Icon Blue DualSense is one of several limited-edition PS5 controllers you can buy for a discounted price right now. Icon Blue Limited Edition DualSense PS5 Controller $64 (was $85) | Walmart Exclusive The Walmart-exclusive Icon Blue DualSense Controller is back in stock and on sale for $64 (was $85). Launched in October, this eye-catching edition of the official PlayStation controller was first discounted to $64 on November 20 when PlayStation's 2025 Holiday Sale kicked off. Walmart sold out before Black Friday weekend and then restocked it at full price--but now it's back on sale alongside other DualSense models. This deal is supposed to run through December 18, but there's no guarantee Walmart will still have units available by then. Inspired by the PS5's LED light when powered on, the Icon Blue DualSense is meant to capture the "feeling of anticipation and wonder" whenever you boot up the PlayStation 5. Other small flourishes include Katakana characters on the back and PlayStation's face button shapes (icons) on the touchpad. The Icon Blue DualSense launched alongside a handful of Walmart-exclusive PlayStation collectibles, including a few Astro Bot products like this 7-inch Golden Captain Vinyl Figure for $20 and a Pillow Plush for only $16.88. Walmart's listing states the plush is 15 inches, but we bought one and are pleased to report that it's actually 25 inches. If Walmart sells out--the retailer says it has low stock--it's worth noting Amazon has an Astro Bot plush and throw blanket bundle for $25 (was $30). God of War 20th Anniversary DualSense Controller The Icon Blue was just one of five Limited Edition DualSense Controllers to launch in October. All five are discounted by $20 during PlayStation's Holiday Sale, but retailers are sold out of some models. The Astro Bot Joyful model, for instance, is the first DualSense Controller to sell out at every retailer during the sale. The Ghost of Yotei Gold is sold out everywhere except Target and GameStop, but you can still get the PS Direct-exclusive Ghost of Yotei Black DualSense. The God of War 20th Anniversary DualSense is back in stock at all retailers except for PS Direct. PlayStation Direct also has the Death Stranding 2: On the Beach edition and last year's Fortnite Limited Edition in stock. Limited Edition DualSense Controllers: After selling out of select editions from the Chroma and Deep Earth Collections, Walmart has restocked all of the standard DualSense colors. Walmart is offering an additional $1 discount for most models compared to other retailers. Amazon's stock situation is more chaotic, as the retailer is sold out of numerous models at the time of writing on December 3. DualSense Edge PS5 Controller (Midnight Black) DualSense Edge PS5 Controller (White)
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Konami dev responds to Hideo Kojima's thoughts on AI, claiming that Silent Hill f contains "the kind of bold choices AI would never be able to make"
Hideo Kojima shared his thoughts on generative AI in video game development recently in an interview – one that Motoi Okamoto, Silent Hill series producer at Konami, has now responded to with his own opinion on the matter. Kojima stated that he thinks "of AI as more of a friend," but one he'd only let "handle the tedious tasks" of development "that would lower cost and cut down on time" – not one that he'd allow to take over the creative process of production. Since then, Okamoto has left a reply to the interview with Kojima in an online post (as translated by Automaton), explaining why he doesn't believe AI could manage a game like Silent Hill f. "In that sense, it would be quite difficult for AI to replace works that take a significant departure from the original path of the series, like Silent Hill f," explains Okamoto. "AI may be able to put together a project for a sequel that takes place in the Silent Hill universe, but things like changing the story's setting to Japan or getting Ryukishi07 on board as a writer are the kind of bold choices AI would never be able to make," he adds. Hideo Kojima thinks "of AI as more of a friend," but one he'd only let "handle the tedious tasks" of development "that would lower cost and cut down on time" Hideo Kojima says AI could "play a role" in helping ourselves "truly thrive in the 21st century," though he admits the technology devalues art: "Games and art are no longer considered special" "I think this is the future that games are holding for us": Nier Automata's Yoko Taro thinks tech advancements like "AI's generative capabilities" will see game interactivity "evolve into fulfilling what the players want" His thoughts here make sense. After all, Silent Hill f really does depart from the "original path of the series," both in regards to its Japanese setting in the 1960s as well as its subject material. Having Ryukishi07 work as a writer on the new horror game is also certainly a factor – there's a level of depth to the developer's creativity and choice-making that AI simply cannot replicate, and it's evident to see even as a fan on the outside myself. Kojima and Okamoto aren't the only figures within the gaming industry to discuss the rising technology – generative AI, that is – with legendary Final Fantasy composer Nobuo Uematsu recently describing how he's "never used AI and probably never will" as it's not rewarding. Arc Raiders lead Patrick Söderlund also spoke on the matter, stating that games "can't be built by an AI" and "I hope they never can." It seems then that most of the industry is in agreement – AI can probably be used as a tool for more "mechanical" things, but generative AI is incapable of harboring the necessary human touch, so to speak, that creative processes like game development ultimately require. While you're here, be sure to take a look at our Silent Hill f review, as well as our guide to Silent Hill f's endings if you've already started on the new horror release.
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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.
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Andre Revilla
2026-03-17
More Game Pass additions for March include Disco Elysium and Resident Evil 7
Microsoft has revealed the second wave of Game Pass additions for March. Disco Elysium and Resident Evil 7: Biohazard headline the 12-title batch, and several games previously exclusive to the Ultimate tier are also expanding to Premium. DreamWorks Gabby's Dollhouse: Ready to Party kicks off the wave on March 17. South of Midnight, the action-adventure from Xbox studio Compulsion Games, and The Alters both arrive on March 18 on the Premium tier after being Ultimate-only. The Alters, from Frostpunk studio 11 Bit Studios, strands you on a hostile planet where your survival plan involves creating alternate versions of yourself based on different life choices and putting them to work. Disco Elysium arrives on March 19 across all tiers. ZA/UM's detective RPG casts you as an amnesiac cop tasked with solving a murder, though the game is just as happy to let you become "an absolute disaster of a human being." Like a Dragon: Infinite Wealth, from the series formerly known as Yakuza, hits on March 24. Action packed roguelite Absolum, which we loved, follows on March 25, marking its Xbox debut. Roman city-builder Nova Roma arrives March 26 as a day-one Game Pass release, and survival game The Long Dark joins on March 30. First-person survival epic Resident Evil 7: Biohazard arrives on March 31. Barbie Horse Trails and 2025 Game of the Year Clair Obscur: Expedition 33 both land on April 2, with Clair Obscur coming to the Premium tier after launching as a day-one Game Pass Ultimate title. Final Fantasy IV rounds out the wave on April 7. Peppa Pig World Adventures and Mad Streets leave Game Pass on March 31.
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Devindra Hardawar
2026-03-17
Gamers are right to be disgusted by NVIDIA's DLSS 5
You can sum up the gamer response to NVIDIA's DLSS 5 announcement with the ever-relevant Fallout 4 meme: "Everyone disliked that." Across social media and Reddit last night, I couldn't find anyone who's genuinely positive about the potential for DLSS 5, which uses AI to add "photorealistic" lighting and materials to in-game models and environments. Instead, it's mostly complaints about the feature being another avenue for AI slop. And you know what? I agree. It's not unusual to see gamers being reflexively angry about new technology on the internet, especially when it's being pitched by NVIDIA as the “biggest breakthrough in computer graphics” since its RTX 20-series GPUs arrived in 2018 with real-time ray tracing. There was plenty of suspicion around DLSS's original AI upscaling model, as well as the "fake" frames generated by later iterations. But the few demos we've seen of DLSS 5 basically look like "yassified" AI filters for popular games. Leon and Grace from Resident Evil: Requiem have more distinct facial and hair detail, but they look a bit too slick. There are more wrinkles on an old woman in Hogwarts Legacy. And the face, hair and clothing from a Starfield character gain an uncanny sheen. None of the demos have the immediate impact of the Star Wars real-time ray tracing short ILMxLab produced with NVIDIA seven years ago. That demonstration showed us glorious reflections and lighting effects we'd never seen before in real-time. The DLSS 5 demos, on the other hand, don't look much different from the AI filters that make you look more presentable for Zoom calls. There's no genuine excitement for DLSS 5, just NVIDIA telling us that it's groundbreaking. There's also plenty of concern about DLSS 5 straying from an artist's original intent, as well as a potential homogenization of game visuals if every developer starts using the feature. NVIDIA claims developers will have "detailed controls for intensity, color grading and masking," which will help DLSS 5 stay in line with a game's aesthetic. But we don't have any direct developer experience with the feature yet — some artists may want far more control than NVIDIA wants to give. The difference between DLSS 5 and earlier versions NVIDIA's upscaling is like the difference between generative AI and more traditional machine learning models. NVIDIA relied on the latter to make low-resolution textures and models appear sharper, and later to insert generated frames to smooth out gameplay and raise your fps count. As Wirecutter and former Polygon editor Arthuer Gies points out, you could argue those features were in service of delivering what developers originally intended. But DLSS 5's neural model applies its concept of "photorealism" on top of what games are rendering -- it's like watching a Pixar movie that let OpenAI's Sora do a final visual pass. Part of the negative response towards DLSS 5 may stem from a widespread anti-gen AI sentiment, but that doesn’t devalue the criticisms either. Similar to AI generated text, images and video, there’s a dehumanizing aspect about DLSS 5. It can erase the work of human artists (despite how much control NVIDIA claims they have), and it also feels like a calculated attempt to appeal to gamers who just want shinier graphics. NVIDIA showed off how generative AI could be used to create dialog and voices for NPCs last year at CES, but that was also widely disliked (and I called it a genuine nightmare). Of course, I can’t fully judge DLSS 5 until I see it in action beyond a short demo. But I think the visceral disgust is an important indicator that many gamers aren’t onboard with the AI-powered future NVIDIA is trying to sell us. And perhaps the idea of chasing “photorealism” may be a bit of a fool’s errand. It may be appropriate for some games, but as Nintendo and indie PC devs have shown, you can also make some of the best games of all time without striving for realism. Tears of the Kingdom could use a better framerate and higher resolution textures, but it certainly doesn’t need DLSS 5.
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Kris Holt
2026-03-17
A PlayStation Portal update is adding a 1080p High Quality mode
Sony is rolling out a firmware update for its PlayStation Portal handheld that introduces a new quality option for both Remote Play and Cloud Streaming. Choosing the 1080p High Quality mode means that you’ll be able to stream games at a higher bitrate compared with the 1080p Standard option. You can switch to this mode by going to Quick Menu > Max Resolution and picking 1080p High Quality while you’re playing a game. You’ll need to restart your game session for the change to take effect. Naturally, 1080p High Quality will use more data than the other resolution options. Sony says that more than half of all Portal users are now PlayStation Plus Premium subscribers, meaning they can use the Cloud Streaming option on the device. With that in mind, the company is making some Cloud Streaming changes as part of this firmware update. The company says it has refined the search screen — from now on, whenever you open this up, the on screen keyboard will pop up immediately. That’s a nice little quality-of-life update that streamlines things a bit. When you pick the “stream" option on pages for game bundles (i.e. for any title that includes multiple games), you’ll be able to select a specific game to jump into. There are notification changes too. If you receive a game invite while playing a supported title, you’ll now see a clear notification on your screen. Trophy notifications should now display properly too, with the trophy name and image showing up. Unlocking a platinum trophy will cause an animated notification to appear.
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Anna Washenko
2026-03-16
Sony's enhanced PSSR upscaling arrives on PS5 Pro today
Sony's upgraded PlayStation Spectral Super Resolution (PSSR) tech is rolling out as part of the PlayStation 5 Pro system update that's available today. The company had teased last month that this update was in the works. These improvements should be a better reflection of why you might pay a premium price for the more powerful console if you value peak image quality in gaming. For a very surface-level definition, PSSR is Sony's upscaling tech. It uses an AI library for a pixel-by-pixel analysis to display a game with better visuals even while running at a lower resolution. Today's update revamped the algorithm and neural networked in use, which in practice means that "image reconstruction is more precise, motion stability is improved, and developers have greater flexibility to balance performance and fidelity on PS5 Pro," according to the latest blog post from the company. For those who want more technical definition, you'll likely be familiar with the folks at Digital Foundry, who have a more detailed analysis with comparisons between the old and new upscaling on four titles. The improved PSSR is only available for supported games, but several familiar Sony partners are already on board. PS5 Pro owners can enable the enhanced PSSR image quality for all supported titles via a toggle in the Screen and Video settings menu. The following games are joining Resident Evil Requiem in offering the better upscaling experience: Silent Hill 2 Silent Hill f Dragon Age: The Veilguard Control Alan Wake 2 Senua’s Saga: Hellblade II Final Fantasy VII Rebirth Nioh 3 Rise of the Ronin Monster Hunter Wilds Dragon’s Dogma 2