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Microsoft says the next Xbox console "will be a very premium and high-end curated experience," and you can see "some of the thinking" in the Xbox Ally handheld
After a series of high-profile PR faceplants, Xbox is back to talking about its next console, and I'm already worried about how much this thing is gonna cost. This isn't the first confirmation we've had that Microsoft is indeed making another Xbox console, but after implementing considerable hardware and subscription price hikes that reportedly even impacted dev kits, it's good to have confirmation that a next-gen Xbox is even in the works at all. What isn't as encouraging, for me at least, is the marketing language Xbox is using at the highest level. Xbox president Sarah Bond recently sat down with Mashable (timestamped here) and re-confirmed that there's a new console in development while strongly suggesting it'll cost a whole lot of money. 2TB Xbox Series X will soon be $800 as Microsoft ups US console prices for the second time in 5 months, making a PS5 Pro look downright affordable The ROG Xbox Ally X offers an early glimpse into Xbox's plans for AI, but I'm starting to worry that we're all going to be priced out of ever trying them "This is their hardware" - Microsoft suggests charging $1,000 for the ROG Xbox Ally X was Asus' idea Responding to the suggestion that Xbox make a gaming console PC hybrid, Bond said: "I can tell you that you're right, that the next-gen console is gonna be a very premium, very high-end, curated experience. You're starting to see some of the thinking that we have in [the Xbox ROG Ally handheld], but I don't want to give it all away." It's a good time to remind y'all that the Xbox ROG Ally X, the most premium of the Microsoft-branded handheld family, costs $1000. Whether it was Asus or Xbox that decided on that price tag, Bond loosely comparing Microsoft's strategy with the next Xbox home console to the dearly expensive handheld line, not to mention her implicit agreement with Mashable that a gaming PC console hybrid is a good idea, is telling. And what it's telling me is that this freakin' console is gonna be at least $1000, isn't it? I mean, we already have an $800 Xbox and a $1000 Xbox handheld, and with upward-trending manufacturing costs and general economic instability, it's not hard to conjure up images of the higher end Xbox in a family of new consoles being $1000 or more. The optimist in me wants to believe things will balance out on the consumer side at some point, hopefully before the next generation of Sony and Microsoft consoles, but the realist in me is prepping for new hardware in the quadruple digits. Let's not think about that and just admire this list of upcoming Xbox Series X games we drew up.
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I 3D printed my family a board game for Christmas, here's how it went
Share Share by: Copy link Facebook X Whatsapp Pinterest Flipboard Share this article 0 Join the conversation Share Share by: Copy link Facebook X Whatsapp Pinterest Flipboard Share this article Share by: Copy link Facebook X Whatsapp Pinterest Flipboard Copy link Facebook X Whatsapp Pinterest Flipboard Share this article 0 Join the conversation Join the conversation Add us as a preferred source on Google With a cost of living crisis that refuses to die, finding presents that won't make our bank balances yelp in horror is… well, it can be hard. This is why I've been trying to make more gifts myself recently; nothing says "I love you" like an ill-advised project you've poured blood, sweat, and tears into, especially if you're lucky enough to have access to gear like 3D printers. Because I test these for work, and because my in-laws love the best board games as much as I do, I settled on a thoroughly silly idea. Can you see where this is going yet? My family adores Catan, and it just so happens that there are numerous free files that allow you to create a fully 3D version of its board (this community is a gem, I swear). "Perfect!" I thought. "I'll print the tiles off, paint them, and away we go. How hard can it be?" Oh, the sweet summer child I was. With a proverbial spring in my step, I downloaded the files and set about crafting my 3D printed board game. And yes, it was bloody tricky. But you know what? It's been some of the most fun I've had all year. This is my go-to 3D printer recommendation for beginners who want to print awesome nerd sh** "Dare you to turn this into a working console" - Lego's latest Creator 3-in-1 build is begging to join my functioning retro handheld collection The 6 best family board games for 2025, chosen and reviewed by experts DIY printing (Image credit: Benjamin Abbott)Want to give this a try yourself? I used the Elegoo Centauri Carbon (available from Amazon), which is a fantastic printer for beginners and more experienced hobbyists alike, though the Anycubic Kobra 3 V2 Combo (which you can find here at Amazon) is another great option for those wanting to try multi-color prints. DIY printing (Image credit: Benjamin Abbott)Want to give this a try yourself? I used the Elegoo Centauri Carbon (available from Amazon), which is a fantastic printer for beginners and more experienced hobbyists alike, though the Anycubic Kobra 3 V2 Combo (which you can find here at Amazon) is another great option for those wanting to try multi-color prints. Want to give this a try yourself? I used the Elegoo Centauri Carbon (available from Amazon), which is a fantastic printer for beginners and more experienced hobbyists alike, though the Anycubic Kobra 3 V2 Combo (which you can find here at Amazon) is another great option for those wanting to try multi-color prints. After finding the most up-to-date version of the community-made files at Thingiverse (which collects user-submitted designs for free), I had to make an important decision. No, not questioning my sanity; rather, should I use resin or filament? If you're not familiar with 3D printing, there are two kinds of printers and materials you can use. Resin machines use a gloopy liquid to form incredibly high-detail models, and these are often used for miniatures in wargaming or the best tabletop RPGs. Meanwhile, filament printers rely on those classic reels of plastic that are melted into almost any shape you want (perfect for sturdier creations like terrain or cosplay, in other words). Because resin looks amazing but can be brittle, I opted for filament – these pieces would hopefully be getting a lot of use, so they needed to stand up to punishment. Happily, today's filament printers can also pump out some high-detail results as is, so opting for one of those would get us the best of both worlds. Next, I had to decide whether I was going to opt for a multi-color print or paint the pieces myself. While the former is very tempting and can provide stunning results (as I gushed about in my Anycubic Kobra 3 Combo review last year), I decided against it because it felt less cost-effective. I'd need to buy a lot of differently-colored reels to make it work, which somewhat defeated the point. And because I have an overabundance of miniature paints for Warhammer, I felt comfortable enough to try it myself. Yes, drastically underestimating how hard something is going to be is a weakness of mine. With all those decisions out of the way, I got to printing. Since my Elegoo Centauri Carbon review a while back, it's been my go-to machine – it's fast, reliable, and gives good results no matter what I throw its way. Fortunately, that was the case again here. While it took longer than I'd anticipated to get everything finished (there were a lot of pieces, so leave ample time if you're hoping to do something similar), I can't fault how it all turned out. As with so much 3D print-related shenanigans, good prep can help a lot; printing a test piece first to work out the kinks will save plenty of bother later, for example. That left me with the fun bit – painting and adding effects to it all. I decided to avoid painting the ground green despite the fact it'd be much faster because it can look quite… plasticky unless done well, so I opted to go full wargamer instead. When I'm putting together terrain, I usually slap down a basecoat of brown followed by drybrushing (AKA remove as much paint as possible from the brush before dusting it over the model, hitting only the highest points) with something lighter. I then go in with a couple of different flock colors to provide that mottled fauna effect. This proved really effective, particularly when the pieces were assembled together, and it properly brought the scene to life. A bit of snow effect for the mountains and gloss for the water, and we were away. Because I don't know when to stop, I decided to finish off this mad project with magnets. These would mean the pieces snapped together nicely, without the need for clips or any worry of them coming apart in play after being nudged. Funnily enough, this was the fiddliest bit and had me cursing my life decisions. What I was left with was a (hopefully) impressive tabletop array. I'll be just handing it over as you're reading this, so with any luck, it'll go down well. But even if it doesn't, the whole experience was one I'm so glad to have undertaken – it was an example of the frankly amazing things we can do now with the right tools. While I appreciate that I'm very, very fortunate to have access to this gear, the problem-solving I've had to use along the way will prove useful regardless of what I'm making. It's made me eager to try more ambitious projects in 2026… which I'll no doubt regret a few months from now. Want to try something new in 2026? Be sure to check out the best card games, or the best family board games.
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Kris Holt
2026-04-25
Vampire Crawlers, Peter Molyneux's return and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. If you're looking for something new to play this weekend, we've got a bunch of options for you. We've also got some interesting upcoming games to tell you about as well. In a press release announcing that Playdate Season 3 is coming later this year, Panic included a line that I've been thinking about a lot this week. "Panic is currently relieved and happy that people can make amazing games for Playdate with just 16 megabytes of RAM," it said, a nod toward the ongoing RAM crisis. The Playdate doesn't exactly have a lot of technical oomph, and I'm frequently delighted by what developers are able to do within its limitations. Restrictions foster creativity — many folks had to get pretty inventive on Twitter back when they only had 140 characters to play with. Here, Panic offered a welcome reminder that you don't necessarily need an ultra-powerful rig or console to have access to more great games than you'll ever actually be able to play. For instance, my favorite game of the year so far, Titanium Court, works on Macs that are capable of running macOS 11 (the 2020 version of the operating system) or later. On PC, you'll need a graphics card that's compatible with OpenGL or DirectX 9, the latter of which was released in 2002. For what it's worth, the game would also fit on a CD-ROM. There are tons of other great indie games new and old that'll run just fine on lower-powered machines. Bear that in mind the next time a current-gen console or other gaming system gets a price increase because of the RAM shortage. The DLSS 5 debacle aside, you probably don't need a 50-series NVIDIA GPU either. Maybe just pick up a Playdate instead. While many of the weapons, characters and enemies are the same, Vampire Crawlers is a fresh spin on Vampire Survivors. It's a turn-based roguelite deckbuilder. Instead of automatically firing whatever weapons you have at nearby enemies, you'll play cards to conquer the mob that you face in each fight. You can still modify and evolve your weapons and abilities. Each card has a casting cost, so you’ll need to consider which ones to play in a given moment and the order in which you do so. As such, it’s a slower-paced, more strategic take on the original game, albeit with a similar level of visual chaos should you put together a particularly powerful build. I've played a ton of Vampire Survivors and the Vampire Crawlers demo lured me in too. Its approach to turn-based battles is working for me. I've only played a little of the full game so far, but there's every chance I could lose days of my life to it. Vampire Crawlers — from Survivors creator Poncle and co-developer Nosebleed Interactive — is available now on Steam (for PC and Mac), Xbox for PC, Xbox Series X/S, PS5 and Nintendo Switch for $10. It's included with Game Pass Ultimate and PC Game Pass. Fable creator Peter Molyneux and his studio 22cans are back with another god game. In Masters of Albion, you can construct and modify settlements as a literal hand of god. You'll design buildings (which are immediately constructed and usable) and manage workers. You can also assume control of a human or animal in the world to take on quests and hunt for treasure. There's a tower defense element to this as well. You'll need to prepare your towns from nighttime attacks from various creatures. You can fend off these foes as the god or battle them on the ground as a hero. There's a lot going on here, but perhaps my favorite part is this apparent warning in the mature content description section of the Steam page: "Players are also able to use crude, adult hand gestures at will in the game." Yes, that means you can flip the bird while playing as the god hand. Yes, I am very mature. Masters of Albion is now available in early access on Steam. It typically costs $25, but there's a 10 percent discount until April 29. Snap & Grab caught our attention at last summer's edition of the Day of the Devs showcase. This is a cartoonish heist game in which you'll carry out your robberies in two parts. You play as Nifty, a famous fashion photographer. In the setup phase, you'll take advantage of your position to take snaps of loot, threats and opportunities and then use those to construct a plan. With the help of some henchman, you'll then try to execute the heist. The game’s developer No Goblin is taking an episodic approach to Snap & Grab as it's releasing the game in five parts over the course of this year. The first episode is available now on Steam (usually $8, though there's a 10 percent discount until May 1). Snow Day Software's follow-up to Indoor Kickball is Indoor Baseball. It's an arcade game in which you play baseball inside buildings, funnily enough. You'll play 1v1 matches against the CPU or a friend in local multiplayer. You can also dive into a 14-game season or check out the story mode, in which you'll try to play your way back onto your school's baseball team (and maybe do some chores to make up for smashing too many things at home). There are several different levels, each of which has a variety of ways for you to make a home run, from smashing a window to landing the ball in a toilet. It seems light and fun and as a burgeoning baseball guy, I dig the idea of this one. Indoor Baseball is available now on Steam, Xbox for PC, Xbox One, Xbox Series X/S, PS5 and Nintendo Switch. It costs $15. I love Another Crab's Treasure very much and so I'll always be interested in whatever Aggro Crab is up to. Given that the studio also co-developed the smash hit Peak (alongside Landfall), I imagine many other folks feel the same way. Crashout Crew is another multiplayer game from Aggro Crab. This one adopts the chaotic co-op formula of games like Overcooked. As a team of forklift drivers, you and your buds will work together to fill orders in warehouses while dealing with obstacles like blackouts, cacti, fire and bees. It's coming to Steam, Xbox on PC and Xbox Series X/S on May 28. It'll be available on Game Pass on day one. I'm very much here for slice-of-life games based around soccer (I still need to play Despelote!). Kick is another such title. This is a side-scrolling, anime-inspired game from solo developer nospacelost and publisher Shoreline Games, in which you dribble a ball as you make your way to school. There are 23 levels with people to dodge and obstacles to overcome. You'll need to avoid damaging anything as you try to pull off tricks by kicking the ball at the correct angle, all while making sure you get to class on time (you can switch off the timer for a more relaxed experience). It looks pretty, and it never hurts a game's prospects to have a pup accompanying the main character. No release date for Kick has been announced. It's coming to Steam at some point. Elfie: A Sand Plan is a cozy sandcastle building game from Pressed Elephant and Sol's Atelier. There are more than 180 levels in which you'll build sand sculptures to match what Elfie, a small elephant, has in mind. There are three difficulty levels too. It looks cute and I adore elephants (oops, I just started fostering another one), so I'm interested in checking it out. Elfie: A Sand Plan is coming to Steam for PC and Mac on May 12. It'll cost $7, and there'll be a 10 percent launch discount. It took the team at Realmsoft 14 years to bring Clockwork Ambrosia to fruition and if this latest trailer is any indication, that long development cycle could have well been worthwhile. This is a side-scrolling action platformer in which you can customize half a dozen weapons using more than 150 modifiers. You play as an airship engineer who tries to survive on a steampunk island full of aggressive robots and creatures following a crash. I really dig the art direction here, which features lush hand-drawn pixel art and lovely animations. Realmsoft made the game using a custom engine the team built from scratch. I'm looking forward to checking out Clockwork Ambrosia. It's coming to Steam on May 12.
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Kris Holt
2026-04-23
Titanium Court mashes together genres and cultural references to tell a strange, funny tale
I would love to tell you everything about my favorite game of the year so far. But that would be doing a great disservice to Titanium Court. I'm not even sure I could explain it all, anyway. Titanium Court is a run-based game with elements of permanent progression, so it's technically a roguelite. However, you cannot really break Titanium Court like you can with Balatro. There are multiple ways to win a run, but you have to play by the rules. Gradually learning what those are — and how the game suddenly changes them — is a big part of what makes this so effective. I can at least break down the core gameplay loop for you. There are two stages to each battle in every run aka a "war." The first is a match-three segment (think Candy Crush Saga), in which you gather resources by lining up wheat fields, rivers, hills and forests. At the same time, you're setting up the terrain and positioning your own tile (the titular court) for the second stage. For instance, water will stop foot soldiers entirely, so you can position yourself behind a barricade of rivers to block them. But you'll need to be careful, since a chain reaction of matches can wipe out your carefully constructed defense. At the same time, you'll be moving around enemy strongholds. You can line up three or more matching enemy bases to eliminate them, but you don't gain any resources from those. Plus, you can only make a limited number of moves in this phase. So that makes for an interesting risk-reward conundrum. A timeline shows you which enemies will attack and when so you can plan accordingly. The second phase is where the tower defense element really takes hold. You'll use what you've collected to recruit soldiers to attack enemies or defend your base, add workers that will gather more resources and maybe deliver magic attacks. You can trade at shops and markets as long as you haven't wiped them from the grid, since they're bonded to terrain tiles. When you're ready to fight, you hit a play button and the battle takes place automatically. Nothing’s as simple as it might seem at first, because this is a game that will mess with you. I was scolded for trying to buy my way to victory by trading too much, with the game calling that approach "boring" and closing the shop's doors for the round. Perfectly fair. I chuckled the first time that happened. When I thought I was being clever by using the introspective power of self-reflection (you'll see) to win a boss fight, I was swiftly shut down. Between wars, you'll explore the titular court as its newly anointed queen, trying to figure out what on Earth is going on and, ultimately, how to get home. Here, Titanium Court morphs into a blend of old-school adventure game and bizarre visual novel. This is where much of the magic lies, and where you gradually learn about the story and even how to play the game. Developer AP Thomson's writing is smart and funny. I lost count of the number of jokes I've laughed out loud at. His narrative takes you in startlingly unexpected directions. It feels like a grand performance and Thomson is the master of ceremonies. It’s a confidently authored experience that offers further evidence as to why absolutely no one needs a generative AI game platform that seeks to “kill the scripted RPG.” Titanium Court won the prestigious Seumas McNally Grand Prize at the Independent Games Festival Awards earlier this year and it's not hard to see why. Thomson and his collaborators have cooked up something really special here. It's a game with dragons and ballet, baseball and bike races, shower thoughts and wormholes. There are road signs in a world in which faeries believe cars are a figment of your imagination. It references Catan, the Civilization series, Jenga and A Midsummer Night's Dream. It skewers capitalism and social inequality. I'll let you discover the details of the job system, which completely upends how you play the game, yourself. I haven't been this engrossed by a game since Ball x Pit. It surprises and delights at almost every turn. Titanium Court is certainly not going to be for everyone (there's so much reading!) and I’m going to stop here before I tell you too much about it. You can get a taste by checking out a Steam demo that’s available for PC and Mac. The full game arrived today. It usually costs $15, but it's 20 percent off until May 7.
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Matt Tate
2026-04-23
Five Annapurna Interactive games get Switch 2 releases
If you’re a Switch 2 owner itching for something new to play and you happen to be partial to an Annapurna Interactive game, then boy is it your lucky day. The prolific indie publisher has announced that five of its titles are coming to Switch 2, three in the form of next-gen upgrades and two for the first time on Nintendo platforms. The magnificent Sayonara Wild Hearts and Lorelei and the Laser Eyes are available starting today, complete with 120Hz and 4K upgrades for Nintendo’s latest console. First-time buyers can grab Sayonara Wild Hearts for $13, while 2024’s Lorelei and the Laser Eyes costs $25. The upgrades are free if you already own either game on Switch, and Sayonara Wild Hearts also adds the previously unavailable Remix Arcade mode for the first time. This speeds up gameplay and removes loading as you chase high scores. Next month, May 28, cyberpunk cat adventure Stray is also getting the Switch 2 treatment, sporting improved 4K visuals, a frame rate boost and, fittingly given its feline focus, mouse controls. The Switch 2 port will be available to purchase digitally from the eShop for $30, but it’s not clear if this will also be a free upgrade for those who bought Stray on Switch. Katamari creator Keita Takahashi’s charmingly weird puzzle-adventure To a T skipped Nintendo consoles when it launched last year, so it’s nice to see that one coming to Switch 2 on June 11 (digital-only, $20). A few weeks later on June 23, cozy narrative game Wanderstop arrives on both Switch and Switch 2. It’ll cost $25 on the eShop, with no word on a physical version. Annapurna Interactive released a lot of its games on Switch, and that trend happily looks set to continue throughout the Switch 2 generation. The musical turn-based RPG People of Note came to Nintendo’s latest console at launch earlier this month, with stylish adventure game Mixtape also arriving on Switch 2 on May 7.
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Lawrence Bonk
2026-04-23
Ubisoft has finally dropped a trailer for that Assassin's Creed: Black Flag remake
Ubisoft has finally given us some real details about Assassin's Creed: Black Flag Resynced, after confirming the remake earlier this year. It's set to release on July 9 for PC, PS5 and Xbox Series X/S. There's a trailer and it looks absolutely gorgeous, with graphics resembling recent entries like Assassin's Creed Shadows. This is a real-deal remake, and not a port. This version seems to feature a fair amount of new content, but still stars protagonist Edward Kenway. There's a new weather system and an upgraded underwater exploration system. Combat has been refined to closer match new entries and, thankfully, the stealth mechanics have been updated. Getting spotted doesn't always end the mission, like the original. The remake even has new crew members, including a cat, that accompany you during the exploration segments. Here's one interesting tidbit. The trailer only shows scenes set in the Caribbean during the 1700s, and none of the modern day segments. This tracks with rumors that the remake would scrap the Montreal bits entirely. We'll have to wait and play the game to see if this ends up being true. The original Assassin's Creed: Black Flag is considered one of the most beloved entries in the franchise. Here's hoping the remake does it justice. We're still waiting on news regarding the next mainline entry in the franchise. Ubisoft is currently developing it under the name Codename Hexe and it's being described as "a unique, darker, narrative-driven Assassin's Creed experience set during a pivotal moment in history."
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Ian Carlos Campbell
2026-04-22
Ecco the Dolphin: Complete will combine remasters and a sequel into one package
Last year, Ecco the Dolphin creator Ed Annunizata teased plans to remaster the first two games in the series and create an entirely new sequel. Ecco the Dolphin: Complete, announced by Annunziata's studio A&R Atelier, appears to be the result of that work. The game doesn't have a release date yet, but A&R Atelier says it combines the planned remasters and third title into "the complete, definitive Ecco the Dolphin experience, created by the people who made the originals." Complete includes "all versions of Ecco the Dolphin and Ecco: The Tides of Time," according to the developer, alongside "a brand-new contemporary Ecco game." Besides graphical improvements, A&E Atelier says the game will introduce "built-in speedrunning support, achievements and leaderboards," and things like the ability to create custom courses from existing levels. And while A&R Atelier's announcement doesn't include footage of the new game or the platforms it'll release on, the official Ecco the Dolphin website has a countdown clock that could point to when more information will be released. Annunziata sued Sega to try and win the rights to the Ecco the Dolphin IP in 2013, the same year he failed to get The Big Blue, a spiritual sequel to Ecco the Dolphin, fully funded on Kickstarter. Sega and Annunziata ultimately settled their lawsuit in 2016, which may have laid the groundwork for Ecco the Dolphin: Complete to happen.
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Lawrence Bonk
2026-04-22
Vampire Survivors developer Poncle is opening more studios and has over 15 games in the works
Vampire Survivors developer Poncle has big plans for the future, according to an interview The Game Business conducted with the company's chief strategy officer Matteo Sapio. It's opening two new studios in Japan and Italy and has over 15 games in active development. That's a lot of action for a company primarily known for one franchise. Sapio says the company is developing three basic types of games. There are spinoffs to Vampire Survivors, like this week's deckbuilder Vampire Crawlers. Poncle is also making original IPs and says there are two games set in new universes coming down the pike. Finally, it's working on some roguelites with similar mechanics to Vampire Survivors, but using other IPs. We already know about one of these, a roguelite set in the Warhammer 40K universe called Warhammer Survivors. It's set to land on Steam sometime this year. To assist with these plans, Poncle has developed an engine that can turn pre-existing IPs into games that play like Vampire Survivors. If you're wondering if there are enough fans for multiple top-down roguelites with simple controls and bullet hell mechanics, let me point you to Halls of Torment, Deep Rock Galactic: Survivor and Soulstone Survivors, among many others. This has become a popular genre in recent years, likely due to the continued success of Vampire Survivors. To that end, the original game has surpassed 27 million players. Poncle has, however, paused all of its third-party publishing plans after releasing a couple of games last year. "It was a learning experience," Sapio said. "But we found that we weren’t able to give the right support." The company could revisit third-party publishing in the future. This is great news for Poncle and fans of the Vampire Survivors franchise, but there's always risk when a company tries to grow like this. Remember Embracer Group? It went on a massive buying spree beginning in 2019, before having to sell off and close a number of studios. However, this isn't a AAA game development studio. Poncle makes indie titles and the new studios will be lean operations, with "little teams of people." Sapio said this organizational structure will help keep the company "agile and flexible." I personally have high hopes for this endeavor. This is because the just-released spinoff Vampire Crawlers is so very good, which proves to me that Poncle isn't a one-trick pony. It plays like a mix of Slay the Spire with a first-person dungeon crawler like Etrian Odyssey, all while successfully capturing the vibe of Vampire Survivors. If Poncle can keep up this level of quality, gamers could be in for a long-term treat.
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Nathan Ingraham
2026-04-22
Control: Ultimate Edition is out for the iPhone and iPad
Control is one of my favorite adventure games of the last decade or so, a mind-bending trip through an ever-changing building where you get to use telekinesis to battle some pretty freaky enemies. It was a graphically-demanding game when it was released in 2019, but a lot can change in less than six years: Control: Ultimate Edition is now available on the iPhone and iPad for a mere $5, following its announcement last October. It’s a universal purchase, which means if you buy it it’ll work on the iPad, iPhone and Mac as well. Developer Remedy promises that it’s the full Control experience, with the DLC episodes included. Remedy rebuilt the UI and controls to make it work on touchscreen devices; the company says that it has tweaked aiming and the various puzzles to make them work better for the iPad and iPhone. But naturally, the game also works with controllers. If you’re serious about having the best experience with the game, finding a way to play with physical controls is probably a good idea. The game will run on iPhones with at least an A17 Pro chip. That includes the iPhone 15 Pro and Pro Max, as well all of the iPhone 16 and iPhone 17 series. Plenty of iPad models can run the game, as well — any iPad with an M-series chip or the A17 Pro will work. That means the current basic iPad, with its A16 processor, is left out of the fun. But any iPad Air or Pro from the last four years or so should be good to go. I tried a test version of Control when I reviewed the new iPad Air recently and, unsurprisingly, the tablet’s M4 chip was more than powerful enough to make for a smooth experience. My main gripe is that when sprinting, you have to hold down the L3 button the entire time you’re running rather than just click it once, which is how it works on other platforms. Otherwise it looks and plays smoothly, though I can’t vouch for how it’ll perform on hardware older than the M4 from 2024. Control marks the latest “AAA” title to hit the iPad and iPhone. Apple has aggressively courted developers for its platforms in recent years, and while most games don’t hit the Mac or iOS when they launch, more and more are showing up eventually. There are multiple recent Resident Evil titles for the iPad, and other games like Death Stranding and Assassin’s Creed Mirage have been ported recently as well. There are others on the Mac as well, including demanding titles like Cyberpunk 2077 and Lies of P. Apple’s platforms aren’t going to be an avid gamer’s first stop still, but having high-profile games to supplement the many indie titles available helps round out the options for Apple users.
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Sam Rutherford
2026-04-22
Yoshi and the Mysterious Book preview: A choose-your-own-adventure even adults can love
Yoshi's solo titles have always been a product of contrasts: lovingly crafted art styles belying somewhat thin gameplay meant to appeal to a younger audience. But after getting the chance to preview Yoshi and the Mysterious Book, it feels like Nintendo has created a cozy side-scroller that retains the accessibility of earlier titles while adding extra depth and replayability for gamers of all ages. As you'd expect from Nintendo's lovable green dino, Yoshi's moveset consists of familiar techniques like his signature ground pound, egg toss, extendable tongue and jumping flutter kicks, the latter of which now last longer than ever before. Seriously, if you get enough height, you can float across entire levels. However, one new mechanic is that Yoshi now also possesses a tail flick that allows him to toss certain enemies onto his back. Not only is this a nice twist after years of often being treated as a beast of burden by Mario and co., it also allows Yoshi to use whoever he's carrying to interact with other elements in the stage. By flicking a Crayzee Dayzee (one of the new flower characters) into his saddle, Yoshi can make plants bloom to earn stars and uncover secrets, for example. Instead of simply remixing the gorgeous textile-inspired visuals we saw in Yoshi's Woolly World and Yoshi's Crafted World, Nintendo opted for a treatment that looks like a children's bedtime story. The game looks hand-drawn, while also featuring a cell-shaded effect that adds extra depth and impact to characters and backgrounds. Animations have a sort of hitch (which I initially mistook for a bug) that gives them a stop-motion effect, as if you're seeing the pages of a flipbook whiz by instead of frames being refreshed on a digital display. But the biggest change in Yoshi and the Mysterious Book is that it's not a traditional side-scrolling format. In many ways, this title plays like a mix between an adventure game and a platformer. Instead of just running to the right as fast as possible, the game encourages you to explore, experiment, backtrack and see what kind of new hijinks Yoshi can discover. Don't do what I did and mindlessly run around and eat up every enemy you see, because there's a good chance they are more valuable alive instead of being turned into an egg. It's almost like Nintendo applied a similar approach to subverting expectations in Super Mario Bros. Wonder, but builds on that style of gameplay even more here. To really drive home the children's storybook conceit, Yoshi and the Mysterious Book gives you greater control over how you unlock and explore new levels. Instead of linearly moving from one stage to the next, you actually select stages by moving a magnifying glass over a new character, allowing you to learn who they are experientially. Collect enough stars from quests and you can decide where you'll go and who you'll meet next, while spending tokens found throughout each level allows you to reveal hints about how to find and complete specific objectives. Then, once you finish a stage, Mr E. (who is both the titular book and acts as the game's narrator), allows you to name each new character whatever you like. The one thing that may rub old-school sidescroller fans the wrong way though is that Yoshi doesn't take damage — for all intents and purposes, he's invincible. This is great for kids because they don't need to worry about running out of lives or looking for coins to heal. But after playing through a couple of chapters, I found that the game can still be quite challenging — the learning process is just a bit more forgiving. One objective required me to bounce off the heads of a series of Croakaokes (the chubby amphibians that make sounds when you jump on them) to the tune of "Mary had a little lamb" while trying to reach a high-up platform. If you play a note out of order or miss a jump, it's not game over, but you will need to start over from the bottom. And even without damage, enemies like Bunchabees will still chase you around and disrupt your adventuring if you try to ignore them. Yoshi's latest adventure might not be a super traditional side-scrolling platformer, but it offers a fresh take on the genre while also providing a new level of exploration and adventure for gamers of all ages. But I suppose the real test will be if it gets my own kid's seal of approval. Yoshi and the Mysterious Book is available for pre-order now for the Switch 2 before official sales begin on May 21 ($70 for a physical copy or $60 for a digital download).
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Kris Holt
2026-04-21
Xbox cuts Game Pass prices but new Call of Duty games will no longer hit the service on day one
Xbox is cutting the prices of both Game Pass Ultimate and PC Game Pass, effective immediately, but there’s one big caveat. First, the good news: Game Pass Ultimate now costs $23 per month, down from $30. PC Game Pass will now run you $14 a month instead of $16.50. The Xbox team noted in a blog post that prices may vary by region. That’s a smart, much-needed decision. In a memo that leaked last week, new Microsoft Gaming CEO Asha Sharma expressed concern over the high price of Game Pass, stating that it “has become too expensive for players, so we need a better value equation. Long term, we will evolve Game Pass into a more flexible system which will take time to test and learn around." Sharma reiterated that publicly in a post on X. In October, Microsoft increased Game Pass Ultimate to $30 per month, which was a 50 percent price hike. It was the second time in 15 months that the company had jacked up the monthly fee, making it an unjustifiable expense for many. The price of a PC Game Pass subscription also rose by $4.50 per month, and now Microsoft is bringing that back down a bit too. “Our players cover a wide breadth of geographies, preferences, and tastes, so while there isn’t a single model that’s best for everyone, this change responds to a lot of feedback we’ve gotten so far,” the Xbox team wrote. “ We’ll continue to listen and learn.” There is one giant tradeoff here: new Call of Duty games will no longer be available on Game Pass Ultimate or PC Game Pass on day one. They’ll eventually hit those tiers about a year later, during the following holiday season. That means Call of Duty titles will be the only first-party Xbox games that don’t hit Game Pass on their release date. This, of course, is an attempt to generate more revenue from one of the biggest gaming franchises in the world. Call of Duty is a major reason why Microsoft shelled out $68.7 billion to buy Activision Blizzard a few years back. While Call of Duty fans on PlayStation still had to pay full price for the last few annual releases to play them as soon as possible, Xbox and PC players have been able to hop in to them via Game Pass. (There’s still no sign of Call of Duty on Switch or Switch 2 as yet!) There had been rumors that Microsoft would carve out Call of Duty from the current versions of Game Pass and give those tiers a price cut. Chatter suggests that the company may introduce yet another, higher-level Game Pass tier (or an add-on) that will include day-one Call of Duty games, but there’s no official word of that as yet.
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Anna Washenko
2026-04-20
Sony will require age checks in the UK and Ireland to access PlayStation communication features
Sony is adopting new age verification policies for PlayStation users in the UK and Ireland. The company isn't making this a blanket requirement, but steps to confirm age will be needed to access "communication, broadcasting, and certain in-game features" beginning in June 2026. That includes essentials for online and social gamers, such as joining a party, voice chatting, text messaging or using third-party chat programs such as Discord. Some in-game communication tools, like chats or sharing user-generated content, will also only be available after an age check is completed. Although the new requirements will not be enforced until summer, users are already being prompted to get the verification process squared away. Several states and countries began adopting this type of legislation in 2025, pushing restrictions as a way to protect children and teens from inappropriate content. It seems the trend will be continuing into this year, despite the concerns about privacy risks and new questions about whether these restrictive laws are even effective at their stated goals, but companies have still been moving to comply. Discord was one of the more notable gaming-centric services to begin age verification policies last year, although the company did walk back some of its initial plans at the start of 2026 in order to better protect users' personal data and their anonymity. Roblox also began requiring age checks and those results were not great.