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15 years later, infamous Konami producer shocked to discover his 3DS Frogger revival is now a collectible in the high-priced retro market: "Every price for everything gets ruined"
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! Extremely online gamers of a certain age may recognize Tak Fujii as the "one million troops" guy from Konami's infamous E3 2010 press conference. But Ninety-Nine Nights 2 is not the only project he worked on at Konami. He also served as producer on Frogger 3D, a barely-remembered 3DS revival of the classic arcade game. Fujii recently learned that the Japanese version of this game is now an expensive collector's item, and he seems as distraught by the high prices as any modern retro collector. Fujii was tagged in a tweet showcasing a copy of Frogger 3D priced at ¥19,800 (roughly $125 USD) in a Japanese retro shop, as spotted by Time Extension. "holy now my title became collectible," Fujii says in response. "Why I don't have a copy in my hand????" North American versions of Frogger 3D are fairly common and inexpensive – with the notable exception of the edition that comes with a special 3DS case emblazoned with Frogger iconography – but that's not the case for the Japanese version. Numerous eBay listings for Japanese copies are set above $200, and while that doesn't necessarily mean collectors are willing to pay that amount, it does suggest this is an unusually rare and sought-after game. Street Fighter and Mega Man producer spends $500,000 on his own game to make sure players "don't feel dissatisfied" Historians recovered the source code for this never-before-seen NES shooter and finished the game themselves Meet the JRPG fan who spent $2,000 building a GameStop in his basement In response to one commenter who says that the retro game market was "ruined" in the wake of COVID, Fujii laments that "every price for everything gets ruined." (Spoken like someone who's tried to buy a stick of RAM in 2026.) To another fan who bought the game at its original release, Fujii says "I love you," adding "hope you didn't spent $150 for it." If you don't know who Fujii is, I want you to take 12 minutes and watch the, er, highlight reel of Konami's E3 2010 press conference. Fujii is the guy introducing Ninety-Nine Nights 2 and trying with very little success to hype up the crowd for the "extreeeeeeme hack and slash title." The whole conference is just shy of "Riiiiiidge Raaaacer" in terms of memorable E3 memes, and Fujii's energetically awkward stage presence is a big part of the reason why. His 2011 interview about this very Frogger game, where he asserted that "we don't crap around the Frogger," is almost as good. Clearly, he's in on the jokes, as he adds on Twitter that this is "one of the most extreeeeme frogger ever." And he knows that the retro market is "crazy" these days, as another commenter puts it. "not crazy as me," Fujii responds, "but yeah bro, it's insane." Don't miss any of the best 3DS games.
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CD Projekt Red welcomes new AI director, who joins The Witcher 4 studio "after 8 years of building memorable RPGs at BioWare" like Mass Effect 2 and 3
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 work on The Witcher 4 continues to press on, CD Projekt Red opens the door to new faces with plenty of experience under their belts – like Dorian Kieken, the studio's new AI director and a hardened BioWare veteran boasting credits on gems from the Mass Effect series. Kieken worked at BioWare for a solid eight years, as per his LinkedIn profile, starting as a producer on titles like Sonic Chronicles before moving on to act as development director and co-founder of the company's Montreal studio. He then undertook projects like Mass Effect 2 and Mass Effect 3 – DLC included. Since leaving the team in 2015, he's gone on to found his own AI startup: AI Redefined, also known by the acronym "AIR." Now, he's returning to game development, it seems – and he's not just going to any studio. Kieken is working with CD Projekt Red as the company's new AI director, as he reveals in an online post. "After eight years of building memorable RPGs at BioWare and eight years of building cutting-edge AI solutions at AI Redefined, it is finally time to bring all of that together in my new role at CDPR as AI Director," he writes. The Witcher 4 seems stronger than ever, as ex-Baldur's Gate 3 dev joins the team behind CD Projekt Red's new RPG: "Time to trade in my Baldur's Gate dice for some Polish steel" The Witcher 4 isn't just hiring Baldur's Gate 3 talent – CD Projekt Red is still expanding to "strengthen" its team, with various job openings for the RPG as well as Cyberpunk 2 The Witcher 4 and Cyberpunk 2 boss is skeptical AI can replace “industry talent” and can’t imagine “reducing headcount" After 8 years of building memorable RPGs at BioWare and 8 years of building cutting-edge AI solutions at AI Redefined, it is finally time to bring all of that together in my rew role at CDPR as AI Director, responsible for the company’s AI vision and strategy. So excited! pic.twitter.com/J8emmtGEyEFebruary 8, 2026 After 8 years of building memorable RPGs at BioWare and 8 years of building cutting-edge AI solutions at AI Redefined, it is finally time to bring all of that together in my rew role at CDPR as AI Director, responsible for the company’s AI vision and strategy. So excited! pic.twitter.com/J8emmtGEyEFebruary 8, 2026 After 8 years of building memorable RPGs at BioWare and 8 years of building cutting-edge AI solutions at AI Redefined, it is finally time to bring all of that together in my rew role at CDPR as AI Director, responsible for the company’s AI vision and strategy. So excited! pic.twitter.com/J8emmtGEyEFebruary 8, 2026 The new AI lead then explains that he'll be "responsible for the company's AI vision and strategy," and is "so excited" to be there. It's pretty cool, honestly, especially as it's not the first instance of CD Projekt Red welcoming knowledgeable devs recently. Two months ago, former Baldur's Gate 3 developer Felix Pedulla joined CD Projekt Red as the team's newest senior cinematic designer, with other positions opening shortly after. As for Kieken's AI startup, AI Redefined, he posted late last year that it had been "acquired by CM Labs."Fingers crossed that Kieken settles in nicely, and the next few years are just as bright for The Witcher masterminds as the past decade. The Witcher 4 will cost CD Projekt almost $800 million between development and marketing, estimates analyst who also predicts new The Witcher 3 DLC this year
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Kris Holt
2026-03-21
A retro Starship Troopers shooter, a video store sim and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. There are a whole bunch of neat new games out this week, as well as updates on some interesting upcoming projects. In case you missed it, the Steam Spring Sale is under way. There are lots of solid deals here, and my credit card is already screaming at me. I've picked up a bunch of games from my wishlist. For instance, at just $3, I couldn't resist snagging Teenage Mutant Ninja Turtles: Splintered Fate. Meanwhile, over on Bluesky, a prototype from developer Freya Holmér caught my eye. It's for a falling-block game, but instead of filling a container to create straight lines that disappear, it's based around a pivot point. As tetrominos join the mass, it rotates left or right by 90 degrees, adding a new dimension to a well-established format. I'm really hoping Holmér turns this into a full game, as it's a rad concept. Given all the bug slaughtering and the jingoistic satire, any Starship Troopers project is going to draw comparisons with Helldivers 2. Fortunately, Starship Troopers: Ultimate Bug War! is entirely its own thing. This is a retro first-person shooter from Auroch Digital (the studio behind Warhammer 40,000: Boltgun) and publisher Dotemu. The framing of the game is quite meta: it's based on the experiences of Major Samantha Dietz, who was on the frontlines against the bugs, and it's effectively being used as a military recruitment tool. Starship Troopers: Ultimate Bug War! is a blast. I thoroughly enjoyed my time with it. Not that I needed one, but it gave me an excuse to watch Paul Verhoeven's original film again since the game (while having an original story) hits some of the same beats. The tone is spot on. The writing in the cutscenes, in which Casper Van Dien reprises his role as Johnny Rico from the movies, is funny. You can't tell me that it isn't a thrill to blow up a giant bug with a tactical nuke. Plus, I was tickled by the consequences of "accidentally" shooting a fellow soldier in the training base and all hell breaking loose. Alas, the pacing feels off — there's a bit too much space between objectives in some levels — and it's a little one-note. Still, it only takes around four or five hours to beat, particularly if you don't care about hunting for secrets. Starship Troopers: Ultimate Bug War! is out now on Steam, PS5, Xbox Series X/S and Nintendo Switch 2. It'll usually cost $25, but there's a 20 percent discount until March 24. Retro Rewind is a solid name for a video store rental sim. You'll manage a store in the early '90s — the heyday of VHS — by doing everything from decorating the place, filling shelves with tapes and buying bootleg films to hiring staff, making recommendations to customers and collecting late fees. My first job was behind the counter of a convenience store that had a small movie rental section, so I've got a tiny bit of experience with calling up customers who have overdue films. That part of the job wasn't exactly fun, but like the idea of running an entire rental store, an experience that's sadly almost extinct. Retro Rewind - Video Store Simulator is available on Steam (normally $20, with a 20 percent discount until March 24). You can try it out by playing a demo. In Their Shoes looks like an intriguing spin on the visual novel. From We Are Muesli, this is billed as a mumblecore narrative vein, indicating that it's influenced by films from that subgenre (such as the works of the Duplass brothers, Lynn Shelton and, especially in the early part of her career, Greta Gerwig). Through a few dozen interactive scenes, it follows the intertwined lives and intimate moments of seven people in Milan. Each of these dialogue-focused segments lasts around five minutes. There are timed choices and you can arrange the scenes into a timeline. You can pick up In Their Shoes on Steam now. The full price is $13, but there's a 25 percent discount until March 31. For this week's dog game, here is World's Goodest Pup. It's another pooch-based roguelike deckbuilder. This time around, you'll be trying to succeed in the realm of competitive dog shows. After selecting a dog from among three breeds, you'll start building a deck of accessories, tricks and poses and combine them in strategic ways to be most effective in competitions and challenges, which are procedurally generated. This is a cozy game first and foremost, though. You can spoil puppers in a pet resort that you'll build and treat them with a visit to a dog spa. Cute. World's Goodest Pup  — from Pandamander — is out on Steam (normally $7, with 10 percent off until March 26). You can try it out via a demo. The release trailer for Bonnie Bear Saves Frogtime made me chuckle, so I had to include it. The latest project from Bonte Avond (the team behind Once Upon A Jester) is a comedy adventure game. As Bonnie Bear, a bear in a frog onesie, you set out to defeat a local bully in a tactical frog-battling game called Frogtime. As with many real-life trading card games, you'll buy and collect frogs to build a strong army. Most importantly, it seems to be a game about the power of community, friendship and self-worth. Bonnie Bear Saves Frogtime is out now on Steam and Nintendo Switch for $17. Gunbrella studio Doinksoft is back with another game that has a fantastic name. It's a roguelite, side-scrolling action platformer with shoot-em'-up elements. And it's called Dark Scrolls. It's such a good title that I'm almost mad I didn't think of it first. There'll be nine heroes to choose from, including a pup named Biscuit and a rat with a saxophone. The game features procedurally generated runs with branching paths, and there's multiplayer support for two-player online co-op. I'm into the Master System-era art style and the utter chaos shown in the trailer. The Devolver Digital-published Dark Scrolls (still not over that name) is coming to Steam and Switch later this year. If you think about it, Scrabble is already a roguelike strategy game. Beyond Words takes that a bit further, with tiles that shift and explode, and boards that change up the rules. Much like in Balatro, you'll be modifying, destroying and duplicating tiles as you seek powerful synergies and massive score multipliers. There are more than 300 modifiers and abilities, along with boss battles and optional time-based challenge boards. What makes Beyond Words particularly interesting is that it's from Steve Ellis and Dr David Doak — who made their names at Rare and Free Radical Design with the likes of GoldenEye 007, Perfect Dark and TimeSplitters — and their small team at MindFuel Games. PQube is the publisher of Beyond Words, which will hit Steam, PlayStation 5, Xbox Series X/S and Nintendo Switch on April 9. A demo is available on Steam now. We've learned about a bunch of upcoming music rhythm games lately, and here's another one from Guitar Hero, Rock Band and DJ Hero veterans. Echo Foundry Interactive seems to be hoping that the community-driven focus will help Sound System stand out. When it goes into early access on Steam (October 16, $25), Sound System will have local multiplayer support. Echo Foundry Interactive plans to add online multiplayer with co-op and competitive modes. Players will be able to create charts for any song they like too. We've had a dog game (or two) and a frog game. Now it's time to wrap things up with a cat game. In Cat Me If You Can — great title, again — the Earth has frozen and lost its color. Only cats remain. By time-travelling and taking photos of them, you'll gradually restore color to the world. It's a hidden cat puzzle game from Cosmic Stag Games that's coming to PC, Switch and Xbox in the summer. You'll be able to check out a demo on Steam on April 8.
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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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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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Jackson Chen
2026-03-15
Arc Raiders replaced some of its AI-generated voice lines, using professional actors instead
In an unexpected twist, humans have taken some jobs back from AI. Embark Studios' CEO Patrick Söderlund recently told GamesIndustry.biz that the studio "re-recorded" some of the AI-generated voice lines in Arc Raiders with human voices, only after its successful launch in October. "There is a quality difference," Söderlund told GamesIndustry.biz. "A real professional actor is better than AI; that's just how it is." With Arc Raiders' player count peaking at nearly half a million users on Steam, the game's breakout success was still marred by its use of text-to-speech AI. While there was no generative AI used for the visuals of the extraction shooter, Embark Studios paid its actors for approval to license their voices for text-to-speech AI, according to Söderlund. Even though Söderlund said that the text-to-speech AI was reserved for lines "that aren't as essential to the immersion of the experience," many players weren't happy with this creative decision. Responding to the criticism, Embark Studios is seemingly reversing course and relying more on its voice actors. Söderlund said that the studio pays its voice actors for their time in the recording booth and will "continue to bring many of them back as we carry on updating the game." However, it's important to note that Söderlund told GamesIndustry.biz that "some" of the AI-generated lines were replaced by voice actors, which could indicate that the studio isn't looking to completely ditch its text-to-speech AI anytime soon.
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Kris Holt
2026-03-14
Ball x Pit on mobile, Piece by Piece x2 and other new indie games worth checking out
Welcome to our latest roundup of what's going on in the indie game space. A bunch of intriguing games arrived this week, including a mobile port of one of the most absorbing things I’ve played in years and two completely different titles with the same name. Let’s get things started with a look at a few projects that were featured in the latest edition of the Future Games Show. Hyperwired (from SidralGames and publisher SelectaPlay) is a 2D roguelike shooter with an interesting resource-management twist. To recharge your weapons and systems, you have to plug a cable that trails behind your spaceship into a socket. While you're plugged in, your movement is restricted by the length of the tether, but you gain more firepower. There are a whole bunch of upgrades and bullet modifiers to play around with here, including a slow-motion system you can activate at almost any time. Hyperwired is slated to hit Steam, PS4, PS5, Xbox One, Xbox Series X/S and Nintendo Switch this summer. In Clean Up Earth, you and other players can work together to restore polluted environments. You can play solo if you like, but on the larger maps you'll need to team up with others to handle large bits of junk. One particularly neat aspect of Clean Up Earth is that in-game actions will automatically trigger micro-donations from developer Magic Pockets and its partners to environmental organizations. Clean Up Earth is coming to Steam, Epic Games Store, PS5, and Xbox Series X/S on April 2. A Nintendo Switch 2 version is on the way in the future. There's a demo available on Steam as well. Mr. Magpie’s Harmless Card Game is a minesweeper-style riff on the likes of Inscryption and Buckshot Roulette. As with some other roguelike deckbuilders, you're trapped in a creepy situation and the only way to escape alive is to gamble and earn enough money in time to meet quotas. To do that, you'll need to twist the odds in your favor by building multipliers and synergies. You can boost your deck with powerful cards you can buy from a shop. However, there are dangerous JERRY cards on the board that could spell doom if you flip them over. You can use hints and strategies to try to figure out where those cards are and avoid them. There's no release date as yet for Mr. Magpie’s Harmless Card Game, which is from Giant Light Studios. However, you can request access to a playtest on Steam. A press release described Herdles as "Spyro meets Breath of the Wild, with a dog." I'm immediately sold. Playing as a magical version of creative director Christian Hübel’s own dog, Snoopy, you'll "restore balance to a fracturing world" in this open-world platformer. On your journey, you'll rescue Herdles, or corrupted creatures. Doing so will unlock new powers, such as being able to glide, bust through walls and swim up waterfalls. There's no combat or death in this game, which seems to be largely about solving puzzles, experimenting with physics-based abilities and exploring. It's said to have "deep accessibility and customization options" too. Fire Sword Studios and One More Journey are behind Herdles, which does not have a release window, though the Steam page is live. I took an earlier-than-usual lunch break on Thursday to check out the mobile version of Ball x Pit (from Kenny Sun and friends and publisher Devolver Digital) as soon as it was released. I adore this game. I'm happy it runs smoothly on my iPhone 16, because that should give me more reason to avoid doomscrolling. It's the same Ball x Pit. It's still fantastic. The touchscreen dual-stick controls work well enough, especially when the auto-fire option is enabled. Still, a mobile controller like OhSnap's MCON or the Backbone Pro works better for me. A bunch more people will be able to enjoy Ball x Pit now that it's on iOS and Android. You can play the first level for free and it costs $10 to unlock the full game. It's a pretty good week for folks who are into brick-breaking roguelites, because here's another one. ITER-8 (from fluckyMachine and publisher Fireshine Games) blends mining and tower defense. It's a bit like Dome Keeper. You're tasked with acquiring resources from an enormous monolith that's above your base. You'll need to drag these items back to your base so you can upgrade your character, ship, shield and weapon. There are relics to find and you can swap these for installations like lasers, barriers and cannons. There are also puzzle-based sections that sees your character leave their ship for some in-person mining and upgrade collecting, temporarily switching from 2D to 3D action. After a while, the monolith starts to thrum with an ominous sound. That means it's time to race back to base (with the help of a fast-travel system) to fend off waves of alien enemies. The two sides of ITER-8 work fairly well together and I've enjoyed my time with it so far. I actually find it pretty relaxing overall, though the tower-defense aspect could have been designed a bit more elegantly. Switching aim from one side of the base to the other doesn’t feel snappy enough. ITER-8 is available on Steam for $13. There's a 25 percent launch discount available until March 23. Piece by Piece is billed as a cozy repair shop game from Gamkat and publisher No More Robots. It looks cute! You can decorate your shop and make it homely by cleaning, keeping the log fire burning and making sure the cookie jar is full. Of course, you'll be fixing up heirlooms and antiques for customers too. It's out now on Steam for $12, with a 20 percent discount until March 25. Piece by Piece is a puzzle platformer in the most literal sense. You manipulate levels by moving puzzle pieces around. It's a great idea from Neon Polygons and I'm keen to check this one out on Steam. It typically costs $13, but there's a 15 percent discount until March 27. Wait a second here... Two games called Piece by Piece that were released in the same week? That's a heck of a coincidence. Thankfully, the teams behind both games saw the funny side. They've even created a bundle of both games so you can buy them both for an extra 10 percent off. Here's another puzzle-forward game, albeit one that's more of an adventure. In Rhell: Warped Worlds & Troubled Times, you'll discover and combine spells in creative ways to solve riddles in similar fashion to games like Baba Is You. There are said to be more than a million ways to combine the magical keywords. Since every spell works on any object in the game, there are more than 102 million possible configurations. Neat! Solo developer Alice Jarratt from SlugGlove spent three years making Rhell: Warped Worlds & Troubled Times and drew more than 10,000 frames of animation for it. The game is available on Steam for $15, with a 20 percent launch discount until March 26. A demo is available too. I've had Hoa on my wishlist for forever, so it's probably time for me to check out that puzzle platformer before the sequel arrives later this year. Hoa 2 (from Skrollcat Studio and publisher PM Studios) sticks with the hand-painted art of the original game but it’s a 3D game this time. It begins a long, long time after the end of Hoa, with the eponymous fairy returning to a world that's been transformed by time. But many of her old friends have passed away, so Hoa seeks a new purpose. Along with platforming and spatial puzzles, Hoa 2 features secrets and mini-games. It's coming to Steam, PS5, Xbox Series X/S and Nintendo Switch 2. I dig what I've seen of MotorSlice, which seems to have Mirror's Edge-style parkour action but in a much grittier-looking world. The developers also took inspiration from the Prince of Persia series and Shadow of the Colossus here — perhaps not too surprising in the latter case given that you'll be scaling huge bosses. This action adventure sees you on a mission to destroy every piece of machinery inside a ruined megastructure. MotorSlice is coming to Steam this spring. A demo for this game from Regular Studio and publisher Top Hat Studios is available now. Being a lifelong soccer fan is a curse that's punctuated with infrequent moments of the most intense joy you'll ever feel. Plus, every few years, I lose about a month of my life to the most recent version of Football Manager (I gave up on the last one after winning every possible trophy with Borussia Mönchengladbach for three seasons in a row). So, it's safe to say that a game focused on perhaps the least glamourous job in soccer is up my alley. Kitman — a job you might know of as "equipment manager" — is a sports management game with co-op for up to four people in which you take care of things behind the scenes of a soccer team. You'll clean locker rooms, polish boots, make sure players have the right uniforms and so on, while taking care of details on the fly on match days. There's a fun twist here in that you can secretly take on some of the manager's duties, such as scouting players and adjusting formations. Maybe that explains what's been happening with Tottenham Hotspur lately. Kitman, from Outlier, is coming to Steam later this year. In the meantime, you can sign up to take part in a playtest. If, like me, you adore Astro Bot, here's something to keep an eye on. Astrolander is a 2.5D platformer with lovely-looking 3D environments. As a robot named Feedback, you set out on a journey with a rocket-powered sidekick named Haptic (heh) to save bots known as the Most Valuable Programs, or MVPs. A second player can join in and help take control of Feedback. Astrolander is from 16-year-old Max Trest of Lost Cartridge Creations. The PlayStation team (including its then-head of indie games Shuhei Yoshida) tried Astrolander at an event a few years back and offered Trest the chance to bring his game to PS5. Astrolander is also coming to Steam. It's set to arrive later this year.
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Kris Holt
2026-03-12
Former Overwatch director Jeff Kaplan returns with a Western survival shooter
After spending many years as the public face of Overwatch, Jeff Kaplan stayed well out of the limelight after leaving Blizzard in 2021. Five years later, the former Blizzard vice president and Overwatch lead director is back with his own studio and a new game, which you might be able to play pretty soon. The Legend of California is billed as an open-world, action-survival shooter. It looks like a mix of Red Dead Redemption and Rust (Rust Dead Redemption, if you will). It's set during the gold rush era, but Kaplan says he and his team at Kintsugiyama were not aiming for historical accuracy. For one thing, this version of California is an island. Still, the developers wanted to make the game feel authentic to the time period. There are cowboys and prospectors, and you'll be able to go hunting, build mines and stables, craft tools and weapons, build out your homestead and raid hostile camps. There are "challenging" player vs. environment encounters (Kaplan says there are four difficulty tiers available to start with) and optional player vs. player battles. You'll be able to form a company with up to three other players and share progress, resources, buildings and other things with them. Kaplan says his 34-strong team hand-crafted the world, though there's a degree of randomization at play. A certain biome (say, the game's version of the Mojave Desert) might be the easiest, most beginner-friendly area of the game on one server, and the endgame, tier four section on another. The points of interest might pop up in unexpected spots too — an Alcatraz-inspired structure will appear in a Bay Area-style region in some world seeds, and in snowy mountains in others. The Legend of California is being published by Blizzard co-founder and former CEO Mike Morhaime's company Dreamhaven. It's slated to enter early access on Steam and the Epic Games Store later this year, with closed alpha playtests expected to start soon. Kaplan announced The Legend of California in unusual fashion. Not during a splashy showcase, but in a five-hour appearance on Lex Fridman's podcast. Kaplan discussed his life and career, including his work on World of Warcraft, the ill-fated Titan and, of course, Overwatch. In his first public appearance since stepping down as Overwatch director, Kaplan revealed his reasons for leaving Blizzard, where he spent 19 years and previously had no intention of leaving. Business pressures related to the Overwatch League and Overwatch 2 played a part in his departure, but the final straw came in 2020 during a meeting with Blizzard's then-chief financial officer. Kaplan says he was told that if Overwatch didn't reach certain revenue targets, the publisher would lay off 1,000 people and that would be on Kaplan's shoulders.