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  • PS5 Surpasses 65.5 Million Units Shipped

    Sony has announced its financial results for the second quarter of its 2024 fiscal year, covering the period from July to September, along with an update on PlayStation 5 (PS5) shipments. According to Sony's financial statements, the company shipped 3.8 million PS5 units to retailers this quarter, bringing the console’s lifetime shipments to 65.5 million units. In comparison, Nintendo shipped 2.62 million Switch units during the same period. Sony also reported 77.7 million software units sold during the quarter, with 5.3 million of these being first-party titles. Digital downloads accounted for 70% of all software sales. Revenue from Sony’s Game & Network Services division, which includes PlayStation and PlayStation Network, reached 117.4 billion yen—a 12% year-over-year increase. This growth was driven by higher sales of third-party games, downloadable content, and increased revenue from PlayStation Network, particularly from PlayStation Plus. The division’s operating income rose to 89.9 billion yen, marking a significant 184% year-over-year increase, largely due to improved hardware profitability and the aforementioned revenue streams. For the full fiscal year, Sony has raised its forecast, projecting sales of 170 billion yen (an upward revision of 4%) and operating income of 35 billion yen (an 8% increase). Sony also reported that PlayStation Network had 116 million monthly active users during the quarter, showing year-over-year growth from 107 million, though numbers remained stable compared to the previous quarter. The company did not release specific figures for PlayStation Plus subscribers. On a broader level, Sony’s overall sales and operating income increased year-over-year. For historical context, Sega’s previous quarterly financials were released in August, and other major gaming companies—including Koei Tecmo, Capcom, Electronic Arts, Ubisoft, Microsoft, Konami, Marvelous, Nintendo, Bandai Namco, Take-Two, Krafton, Warner Bros. Discovery, and Sega—have recently reported their own financial updates as well.

  • EVA's Voice Actor From Metal Gear Solid 3 Finally Revealed After Two Decades

    Suzetta Minet—a name instantly recognizable to fans of Metal Gear Solid 3 —was credited as the voice of EVA, one of the game’s most memorable characters. But fans who dug deeper into Suzetta Minet's identity found out that it was a pseudonym. For nearly two decades, the mystery surrounding this alias has fueled speculation and fan theories. Finally, with the release of Metal Gear Solid Legacy Series Part 3 , Konami revealed the truth: the voice behind EVA was none other than Jodi Benson, the iconic Disney voice actor best known for bringing Ariel to life in The Little Mermaid . That’s right—Jodi Benson, the beloved voice behind Ariel and numerous Disney characters, was secretly EVA’s voice in Metal Gear Solid 3  all along. This revelation in the latest Metal Gear Solid Legacy  installment put an end to years of mystery and speculation. So, why did Benson choose a fake name? At the time, her career was deeply tied to family-friendly roles at Disney, and Metal Gear Solid 3, with its mature themes, was a distinct departure from that image. In an era when actors were more cautious about mixing such diverse genres, Benson’s director, Kris Zimmerman Salter, advised her to use an alias to protect her reputation. “Most of my projects were family- or children-oriented,” Benson explains, “and Kris suggested that we use a different name to keep things separate.” Over the years, clues about her involvement surfaced occasionally, with Benson even hinting at it herself. Yet many fans overlooked these subtle nods—until now. With this long-awaited confirmation, we expect that Benson will receive full credit in Metal Gear Solid Delta , the upcoming remake of Metal Gear Solid 3 . In related news, David Hayter, the voice of Snake, recently hinted at having recorded new lines, suggesting that fans may hear fresh dialogue in Metal Gear Solid Delta .

  • Death Stranding Stealthily, Sneaks onto Xbox Series X & S

    Hideo Kojima's highly praised Death Stranding Director’s Cut  has now officially arrived on Xbox Series X|S, marking its first release on Microsoft consoles. Originally launched as a PlayStation exclusive, the game later became available on PC. In Death Stranding, players step into the role of Sam Bridges, a courier tasked with reconnecting isolated communities in a post-apocalyptic America. The game's eerie world is shaped by the "Death Stranding" event, which weakened the boundary between the living and the dead, resulting in encounters with supernatural entities. Players navigate challenging terrains, delivering supplies and establishing a communications network to bring hope to a fractured society. The Xbox Series X|S Director’s Cut  edition includes several upgrades, such as high frame rates, 4K Ultra HD visuals, and ultra-wide monitor support (available only for PC). Players also have access to an advanced photo mode for capturing the game’s stunning scenery. Additionally, the Xbox version supports Xbox Play Anywhere, allowing players to buy the game once and play it on both Windows PC and Xbox consoles. Previously, it was only accessible via the Windows Store. According to the Xbox Store, this edition is optimized for Xbox Series X|S, featuring Xbox achievements and cloud saves. It’s also currently discounted by up to 50%, lowering the price from £34.99 to £17.50. Death Stranding Director’s Cut  precedes the upcoming sequel, Death Stranding 2: On The Beach , which has been announced exclusively for the PS5. Published by 505 Games, Death Stranding Director’s Cut  is now available on PC and Xbox consoles.

  • Prince of Persia: The Lost Crown – PC Review

    The Year 2024 kicks off with an unexpected gem for PC gamers Prince of Persia: The Lost Crown. Crafted by the team behind the latest Rayman titles and the Prince of Persia Sands of Time trilogy, this Metroidvania takes inspiration from not only its predecessors but also games like Hollow Knight and Metroid Dread, delivering a satisfying gaming experience. The Tale of the Lost Crown In this spin-off, players step into the shoes of Sargon, one of the Immortals, on a mission to rescue the kidnapped Prince of Persia in the chaotic Mount Qaf. The narrative, filled with temporal oddities, occasionally leans into shonen battle anime clichés, enhancing the overall experience. Visuals and Performance While the somewhat cartoonish art style may not suit everyone, it remains clear and readable during action sequences. The game's multi-platform release, including the less powerful Nintendo Switch, affects graphics quality, particularly noticeable in cutscenes. Despite this, some machines offer a smooth 120 fps, elevating the overall gaming experience. Combat Mastery Prince of Persia: The Lost Crown shines in its combat system. Sargon's scimitar-wielding prowess allows for an array of combos, reminiscent of beat 'em all games. The game's ingenious use of a single melee attack button and a ranged attack results in dizzying combos and endless possibilities. Dodge and parry mechanics add depth, making combat both satisfying and challenging. Arsenal of Powers Beyond scimitars, players wield a bow, chakram, and supernatural Ahtras powers, adding versatility to combat and exploration. The game avoids gating improvements behind arbitrary doors, opting for meaningful gameplay mechanisms. Healing potions and Dark Souls-style campfires, without fast travel, maintain a sense of exploration without feeling tedious. Exploration and Challenges The palace environments are visually diverse, featuring traps, obstacles, and a varied bestiary. As players progress, they unlock new powers and weapons, introducing creative and unexpected gameplay elements. The expansive Mount Qaf dungeon boasts numerous biomes, unique traps, and secrets, offering 15 to 30 hours of gameplay depending on playstyle and difficulty. Boss Battles and Spectacle Bosses are numerous, well-balanced, and integral to mastering combat mechanics. The game's powers prove useful in both exploration and combat, encouraging creative approaches to challenging encounters. The sheer spectacle of boss battles, reminiscent of a shonen anime finale, adds a chaotic yet satisfying element to the game. The Verdict Prince of Persia: The Lost Crown offers a welcome surprise in the gaming landscape, delivering a satisfying Metroidvania experience with innovative elements. While the cartoonish art direction and clichéd story might not appeal to everyone, the game's exploration, combat, and acrobatics make it a must-play. With a fair playtime and a range of difficulty options, it's a game that caters to both casual and hardcore gamers alike. The Lost Crown successfully blends the best of the Metroidvania genre, offering a fun and engaging experience that's easy to learn but difficult to master. Final Score:

  • The Legend of Zelda: Tears of the Kingdom – Minetak Shrine Guide

    Mi netak Shrine (0394, 3484, 0068) i s located in the Deplian Badlands . It is a cave shrine  with a distinct entrance, marked by a Bokoblin-style structure , and guarded by enemies, making it a bit tricky to access. Finding the Shrine: Locate the Cave : Head to the Deplian Badlands , where you will find a large Bokoblin skull structure near the cave entrance. One of the guards patrolling this area is on horseback, making it possible to sneak by or avoid direct confrontation. Follow the Blupee : If you approach the area stealthily, you can spot a Blupee , a glowing blue creature. Following the Blupee will lead you directly to the cave entrance. Bokoblin-Decorated Cave : The entrance to the cave is decorated in the Bokoblin style, with materials and design reminiscent of their camps. Shrine Challenge: Rauru's Blessing Once inside, the Minetak Shrine  is a Rauru's Blessing  shrine, meaning there are no additional puzzles or combat challenges inside. The shrine appears as a reward for reaching the cave and bypassing the Bokoblin enemies outside. Shrine Rewards: Big Battery Upon completion, you will receive a Big Battery  as a reward. This item significantly increases the capacity of your Zonai energy devices, making it useful for extended use of Zonai machinery, such as vehicles or powered tools. The Minetak Shrine  provides an easy completion once accessed, but requires some stealth or combat skill to reach, rewarding players with a valuable Big Battery  to enhance their Zonai energy usage.

  • The Legend of Zelda: Tears of the Kingdom – Jojon Shrine Guide

    Jojon Shri ne (1205, 0315, 0028)  i s located within Crenel Peak Cave . This cave shrine has two entrances, with one being notably easier to access than the other. Finding the Shrine: To get to the Jojon Shrine , follow these directions: Easier Entrance : Head toward the Moor Garrison Ruins , which is situated southeast of Crenel Peak . Just north of these ruins, on the slope of Crenel Peak, you will find the entrance to Crenel Peak Cave . Alternate Entrance : If you want to challenge yourself, there is a more difficult entrance to the cave, but it’s recommended to use the easier route for a smoother experience. Shrine Challenge: Proving Grounds: Rotation The challenge in Jojon Shrine  is titled Proving Grounds: Rotation , where you'll face various enemies in a combat trial. Here’s what to expect: Combat Setup : Inside the shrine, you will be stripped of your inventory, forcing you to rely on the equipment provided to defeat enemies. The focus will be on using rotational movement and strategic positioning. Using weapons and shields : You'll have to utilize the weapons and shields available in the shrine, practicing your combat skills in a confined arena. Focus on strategy : The challenge will test your ability to manage multiple enemies and effectively use the combat mechanics available to you. Shrine Rewards: Magic Rod Upon successfully completing the challenge, you will be rewarded with a Magic Rod . This versatile weapon allows you to cast elemental spells, enhancing your combat options and providing a unique approach to battles. The Jojon Shrine  offers an engaging combat challenge while exploring the depths of Crenel Peak Cave , and the Magic Rod  serves as a fantastic reward that adds depth to your gameplay!

  • Ubisoft's Bold Strategy: New Assassin’s Creed Game Every Six Months for the Next Decade?

    Ubisoft has faced significant challenges recently, and its decision to delay Assassin’s Creed Shadows  is a clear sign that the company is re-evaluating its approach to game releases. Now, reports suggest Ubisoft plans to intensify its focus on the Assassin’s Creed  franchise, with potential plans to release a new entry every six months for years to come. According to insider Tom Henderson on the Xbox Two + One  podcast, Ubisoft has a “strong” lineup of games slated for release, covering major franchises like Ghost Recon , Far Cry , and Rayman . The plan also includes multiple Assassin’s Creed  titles, such as Assassin’s Creed Shadows , Hexe , and Invictus . Henderson shared that Ubisoft’s vision could involve launching a new Assassin’s Creed  every six months over the next ten years. “They’ve got Assassin’s Creed Shadows, Assassin’s Creed Invictus next year, Assassin’s Creed Hexe, a remake of Assassin’s Creed: Black Flag, and they plan to release a new Assassin’s Creed roughly every six months for the next ten years,” said Henderson. As with any rumor, this plan might not come to fruition. However, given Henderson’s strong track record, Ubisoft may be seriously considering this aggressive release strategy. If it moves forward, the franchise could see up to 20 new titles over the next decade. Originally, Assassin’s Creed Shadows  was set to launch on November 15, 2024. Following setbacks and lessons learned from the troubled release of Star Wars Outlaws , Ubisoft has pushed the release date to February 14, 2025.

  • Square Enix Embraces Multi-Platform Simultaneous Releases with Fantasian: Neo Dimension

    Square Enix is shifting to launch its games simultaneously across all platforms, starting with Fantasian: Neo Dimension  as the first project to follow this approach. In an interview with 4gamer.net , Square Enix producer Naoki Yoshida discussed which platform might host the largest player base for Fantasian: Neo Dimension. He expects the Switch to be the most popular choice, noting the game’s portability and ease of play. For instance, Yoshida explained that players can progress through the story on the go, such as while commuting on a train, storing encounters in separate dimensions and saving combat for when they’re back home. He added that devices like the Steam Deck will also be well-suited for this style of play. Yoshida also shared that Square Enix is aiming to attract a younger audience, with hopes that the game will resonate on the Switch. However, he encouraged fans to try Fantasian: Neo Dimension  on other platforms as well. Square Enix plans to release an Xbox Series X|S version of Fantasian: Neo Dimension  at the same time as the other platforms, signaling the start of a broader commitment to multi-platform simultaneous launches for future games. When asked about classic games he’d like to see reimagined or re-released, Yoshida, a fan of Yasumi Matsuno’s work, expressed interest in making Vagrant Story  and Final Fantasy Tactics  available on modern platforms so new generations can experience them. While Yoshida isn’t personally drawn to remakes or remasters, he feels it’s important to preserve classic games so they can endure over time.

  • Star Citizen Producer Dies

    Rupert Easterbrook, a highly respected figure in the games industry with a career spanning 40 years, has passed away. Best known for his role as producer on Star Citizen , Easterbrook began his journey in gaming as an associate producer at EA back in 1987. The news was shared by veteran game developer Jane Whittaker, known for her work on the Atari Jaguar’s Alien vs. Predator. In a LinkedIn post, Whittaker wrote, “It is with the deepest sadness that I can confirm the passing of video game industry veteran Rupert Easterbrook. Rupert passed away suddenly, and I have been asked to share funeral arrangements when they are available.” Whittaker paid further tribute on Twitter, stating, “Deeply saddened to share the passing of Rupert Easterbrook, producer of Star Citizen  and Populous , Powermonger  producer at EA, and founder of EA Europe. Condolences to his family and friends.” Easterbrook's career highlights include founding EA's UK branch and holding senior production roles at companies like Sony, SEGA, and Take-Two Interactive. Recently, he joined Luminaries Entertainment after leaving Star Citizen , where he contributed to multiple unannounced projects—one of which has now reached the prototype stage. Although not widely recognized by gaming fans, Easterbrook’s influence has been monumental, particularly during gaming’s rise in the 3D era. His contributions helped shape many beloved games throughout the 90s and early 2000s. As a legacy, Star Citizen , one of Easterbrook’s final projects, continues its development, with its single-player campaign, Squadron 42 , anticipated for release in 2026.

  • Sony Shuts Down Firewalk and Neon Koi Studios Following Concord's Disappointing Launch

    Sony is closing Firewalk Studios, the developer of the PlayStation title Concord , which went offline last month following a difficult launch. PlayStation’s Head of Studios, Hermen Hulst, informed staff that Firewalk Studios, along with the mobile-focused Neon Koi studio, will be shut down, impacting approximately 210 employees, according to Bloomberg. “We have spent considerable time these past few months exploring all our options,” said Hulst. “After much thought, we have determined the best path forward is to permanently sunset the game and close the studio. I want to thank all of Firewalk for their craftsmanship, creative spirit, and dedication.” Hulst noted that Concord  did not meet Sony’s performance expectations and stated that the company would “take the lessons learned from Concord  and continue to advance our live-service capabilities to drive future growth in this area.” Concord , which launched on August 23rd for PS5 and PC, struggled with low sales and player engagement, leading Sony to take it offline by September 6th. Sales estimates were under 25,000, with a peak of only 697 concurrent players on Steam, even lower than The Lord of the Rings: Gollum  at launch. Neon Koi, originally known as Savage Game Studios before Sony’s acquisition in 2022, was working on an unannounced AAA live-service mobile action game. Despite Hulst affirming that mobile remains a growth priority for Sony, the game will no longer move forward. “With this re-focused approach, Neon Koi will close, and its mobile action game will not be moving forward,” Hulst said. “Both decisions were given serious thought, and ultimately, we feel they are the right ones to strengthen the organization.” Some affected employees may find roles within Sony’s other studios, while others will join the many game industry professionals facing layoffs in recent years.

  • The Battle to Preserve Video Games: Legal Setbacks Hinder Progress

    The task of preserving video games is not typically undertaken by major corporations but rather driven by dedicated community efforts relying on their own resources. For many preservationists, simply documenting and maintaining the legacy of digital media is a compelling reason to protect this part of history, especially as gaming is increasingly recognized as a form of art. However, safeguarding these games has become more challenging, particularly following recent decisions by authorities and industry groups. The Video Game History Foundation recently announced that the U.S. Copyright Office has denied a proposed exemption to the Digital Millennium Copyright Act (DMCA), which would have facilitated the preservation of video games. Over the past three years, the foundation, alongside the Software Preservation Network (SPN), has advocated for legalizing digital access to video games stored in libraries and large archives. Their proposal included a secure, in-person registration process to ensure only authorized individuals could access these materials. Despite this, companies represented by the DVD Copy Control Association and the Entertainment Software Association (ESA) opposed the proposal. Industry representatives argued that there was a "significant risk that preserved video games would be used for recreational purposes." They also claimed that broadening the exemption would give preservation groups excessive discretion over how to provide remote access, without sufficient safeguards to limit usage strictly to education or research. Additionally, they expressed concern that removing the restriction on physical premises could negatively impact the existing market for older video games. In response, the Video Game History Foundation expressed disappointment, noting that "around 87 percent of video games released in the United States before 2010 remain out of print." The foundation also criticized the ESA, accusing the gaming industry’s "absolutist position—which the ESA’s own members have declined to publicly endorse—of forcing researchers to seek extra-legal means to access the vast majority of out-of-print video games that are otherwise unavailable." Despite this setback, the foundation remains committed to its mission and called on industry members who care about video game preservation to join their efforts.

  • Geoff Keighley Explores the Possibility of Xbox's Gaming Strategy Evolution

    Geoff Keighley, the renowned figure in the gaming industry, recently took to Twitter Spaces to weigh in on the swirling rumors surrounding Microsoft's purported plan to shake up the exclusivity landscape for Xbox games. While Keighley admitted he wasn't privy to insider information, he delved into the speculation with his trademark insight. Suggesting that Xbox's leadership likely has the best interests of the gaming community at heart, he acknowledged that business realities often necessitate unexpected shifts, even if they seem at odds with a company's ethos. Dispelling notions of impending doom, Keighley speculated that Microsoft might be exploring new avenues, possibly testing the waters with multi-platform releases or timed exclusivity windows. Drawing parallels to Hollywood's distribution models, he hinted at a potential evolution in how games are marketed and consumed, especially with the rise of subscription services like Game Pass. Despite potential challenges in synchronizing release schedules, Keighley emphasized the opportunities such experiments afford game creators. He addressed concerns about funding, noting that while Xbox may be part of a trillion-dollar corporation, individual game budgets and profitability still undergo meticulous scrutiny. Intriguingly, Keighley pondered whether the notion of exclusivity is shifting from hardware sales to subscription drives, prompting a reevaluation of what constitutes the gaming platform itself. With the anticipation surrounding upcoming titles like Indiana Jones and the Great Circle, the prospect of Xbox's evolving strategy looms large in the minds of gamers and industry insiders alike. While uncertainties abound, Keighley hinted at an imminent reveal, teasing insights from Xbox's CEO Phil Spencer in the coming week.

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