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The design of the video game controller as we’ve known it has largely remained the same for the last 20 years: a d-pad, two analog sticks, four face buttons, and four shoulder buttons. It persists from the first PlayStation’s DualShock, all the way through to the modern PS5’s DualSense, as well as various Xbox and Nintendo controllers. – Claire Jackson Read More
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Kotaku Staff
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I’m a fairly recent convert to PC gaming. In 2016, I spontaneously picked up a Steam Machine, Valve’s early attempt to fuse Steam with a more console-like experience. It was my first real introduction to the breadth of the Steam library and performance that outpaced my PS4. I was hooked, so I got my hands on a Dell PC, then soon after built my own computer. I sold off my Xbox One and a majority of my PS4 collection, holding on to my PS4 itself for the eventual release of Final Fantasy VII Remake, but otherwise shifted all of my gaming over to PC. Games ran better on PC, and there were more of them. Why would I spend time gaming on anything less? Why should I sacrifice any amount of performance when I should be striving for the absolute best that tech can offer?
As I head into 2024, however, I’m thinking that it’s time to game less on my Windows machines and more on my PS5, Switch, gaming-first devices like Steam Deck, and other consoles.
The inspiration for this change has little to do with exclusive titles on various platforms or the added comfort of gaming on a couch (I actually don’t have a couch and use the same monitor for my PS5 as I do my PC). The spark for this decision can be attributed to the Moog Grandmother synthesizer.
As a musician, I embraced computers and digital audio workstations for their near infinitude of musical outcomes. The ability to use software like Reason or VCV Rack meant that I could have tons of virtual instruments, many of which sound nearly indistinguishable to their physical counterparts. But what I lost in that process was the experience of spending focused time with a musical instrument. I instead adopted the role of a producer and tweaker, and was perpetually distracted by the ease of firing up a web browser and disappearing into the hole of the internet.
But since pivoting to musical instruments instead of using a computer, I’ve come to develop a more direct and intimate, distraction-free experience with music. It’s led me to wonder where else I can achieve that closeness. The first thing that came to mind was gaming.
In some ways switching from a PC to a console to game is merely trading one screen for another, but the more time I’ve spent with my PS5 the more I’m reminded of the benefits of a more isolated, focused gaming experience, like the kind I enjoyed for most of my life—even if I’m playing a game that could technically run better on my PC.
In gaming we’re so often bombarded with the need for “bigger, better, faster now.” Our framerates must now be 120hz, resolutions at least 1440p, and marketing materials tell us that we ought to be streaming, sharing, and creating content constantly. Overlays want us to constantly be chatting on Discord and other services. Consoles have been infected by this mandate too, but the PC is the king of making you feel like shit for not having a reliably stable framerate on the most graphically demanding games at absolutely all times. How can you even have fun if ray-tracing isn’t involved and set to the max?
My PS5, until now, has been like owning a car: I need one for work (or so I imagine. Like a couch, I don’t have one of those either). But after spontaneously buying Alan Wake II on PS5 after beating it on PC , I realized the benefits of closing myself off from the distraction of a web browser. I can’t Alt+Tab away to have the internet tell me whether or not I should be using performance or quality mode or to randomly chat in Discord. As I’m once again following the dark tale of Mr. Wake, I’m doing so in an environment exclusively made for gaming. And yes, I’m playing it at 30-frames-per-second, but the focused experience of shutting off the work machine and turning to the game machine I believe is resulting in a closer experience with this game, and I’m hoping it will in other areas.

Does this mean I’m done with PC gaming? No, absolutely not. I don’t personally own an Xbox, so I’lli use my Windows 11 machine to enjoy Microsoft’s offerings, and I’ve developed a love for emulation in the last couple of years. And given my job, I do need to stay connected to the world of PC gaming.
But in 2024, I’m going to try and go to my PlayStation first for gaming experiences, letting myself be immersed not because I’m chasing endless horsepower on the “ultimate” “FTW” platform of gaming, but because I’m making the choice to use a separate, unrelated machine from the one I use for all the clinical and boring parts of my life. Like my synthesizers, I want to recenter gaming as a focused, direct experience, and I think dedicated hardware is the key.
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Claire Jackson
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You’d expect a new Bethesda game would be the biggest RPG of the year, but nope. Instead, it was Baldur’s Gate 3, which officially launched earlier this year to rave reviews. We’ve written a lot about the game already on the site and you should check out those posts, too.
What I wanted to talk about here is how incredible it was to see a turn-based, PC-focused, Dungeons & Dragons game developed by an independent studio and released via early access explode like the latest Call of Duty or GTA.
Everyone I knew was playing it. Everyone online was sharing screenshots. Everyone was talking about all the people they were digitally fucking in the game.
It was wild to watch and a reminder successful games don’t always need flashy years-long marketing campaigns featuring big stars and Super Bowl ads. Instead, sometimes, you can just make a really good game that people want and you’ll sell millions of copies. And maybe end up inspiring a lot of erotic fan fiction.
Any big 2023 video game surprises we missed? What unexpected developments got you all excited this year?
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Zack Zwiezen
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This story is part of our new Future of Gaming series, a three-site look at gaming’s most pioneering technologies, players, and makers.
Time will tell if those “PS5 Pro” rumors have any truth behind them. But until then, discussion about a hypothetical PS5 upgrade is a good opportunity to flesh out what we’d even want from such a machine in the first place.
So we turned to you, dear readers, to discover what would compel you to spend another couple-hundred bucks on an upgrade to Sony’s current console.
As suspected, the desire for an upgrade to the PS5 isn’t universal. Many of you said there was no need for one, regardless of whatever bells and whistles it might offer. Meanwhile, others made it clear that if such a thing were to exist, then it ought to deliver very clear performance standards. Other desires drifted into the “probably never gonna happen” category, especially those concerning backwards compatibility for games that pre-date the PS4.
Let’s dig into what you had to say about a possible “PS5 Pro.”
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Claire Jackson
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We bet you’d forgotten about sort-of-Intellivision’s disastrous attempted console, the Amico. Revealed in 2020 as this super-cheap, super-exclusive, family-friendly gaming machine, replete with exclusive $8 games, the following years saw the business go through clusterfuck after clusterfuck. And yet it seems it’s still somehow not dead. There’s an attempt to rejuvenate interest in the wholly undesirable project by releasing an app for your telephones. Not one telephone, no. You need at least two. Oh, and wait until you see the prices. Let us take you through the whole sorry tale.
The Amico, much like the also-disastrous but at least briefly extant Ouya, is an Android-driven console that was hoping to surf on people’s nostalgia for the late ‘70s Mattel home gaming device. Its initial fundraising effort saw it raise an astonishing $11.5 million. But since then, it’s been one colossal mess after another.
A year after the initial announcement, the Amico’s intended price had increased by 50%, its game prices were up to $20 and no longer exclusive. In the meantime, Intellivision’s former CEO, Tommy Tallarico—who bought the rights to the name Intellivision and its games in 2018—had been very online in increasingly unhelpful ways, including following a range of white supremacists on Twitter.
This non-releasing of a console reached what appeared its nadir in October 2021, when the company tried selling NFTs (remember them?) alongside physical RFIDs of games that didn’t exist for a console that didn’t exist. By this point, those game prices had increased from the proposed $8 to $150 for eight. And you couldn’t play them.
Jump almost a year onward to June 2022 and everything got a whole lot worse. In February, GI.biz reported that the shambling zombie corpse of the once-loved Intellivision brand was in big financial trouble, saying it was going to struggle to make it to July. In June, emails were sent out to those who had pre-ordered the ethereal machine and were increasingly frustrated about the lack of news: in this it was revealed that another attempt at fundraising had gone (not unexpectedly) disastrously, falling short of an attempted $5 million by $4,940,000.
This came with “significant” job losses, attempts to hawk the IP elsewhere, and remarks about how they were struggling to keep up with an “influx” of refund requests.
Read More: Intellivision Is Selling NFT Games For A Console That Ain’t Even Out Yet
Since then, both Intellivision and Tallarico have been much more quiet. Neither’s X accounts have updated since April 2022—for the latter, that’s likely an advantage, but for the former it’s not a great look. The official website for the “console” has had one news update since October 2021, which happened in May this year. This took the form of a screed from new CEO, Phil Adam, which instead of saying, “Here’s why we haven’t released the console we pretended to unbox last year,” rather opted for meandering nonsense about being “in the business of creating a living room experience that brings people of various ages together in group play…”
The post went on to claim the imminent announcement of a “string of new partnerships,” once again suggesting they were just about to—any time now—start licensing out the IP. No further information on that has appeared.
Extraordinarily, the post about having still failed to ship a hardware console went on to say, “We cannot solely be dependent on a traditional hardware console business model.” And then as if that weren’t enough, these incredible words appeared:
We want to assure our fans that shipping a console remains a part of our product strategy.
For “fans” one can presumably read, “the few people who haven’t demanded a refund.” It’s hard to imagine anyone among them who wasn’t thrilled to read that getting the thing they’d paid for would remain “part of” the company’s plans.
It’s in this post that Adam first reveals the intention to “bring the Amico experience to other hardware platforms, starting with mobile devices.”
“Amico Home,” he said, “will dramatically reduce the hardware footprint needed to enjoy Amico games.” No shit! Putting out Android games on Android phones sure doesn’t require a whole other console, although does perhaps somewhat fall short on the promise of its bespoke controllers and family-focused living room euphoria. (Although that footprint isn’t as reduced as you might think…)
“Those who supported Intellivision early on,” he said, “helped set the foundation for all that we have been able to achieve.” Sadly he didn’t find room to list exactly what those achievements might be.
And now we can bring things entirely back to where we started, and an update on the Amico’s fundraising page that appeared on Tuesday, November 22. (Thanks Brandon Sheffield!) Not shared on the official site, nor on social media, Phil Adam brings the news that the mobile app he promised was arriving in “the coming weeks” some six months ago is finally here! Sort of! In beta!
Leap to your non-Apple (for now) electronic telephone and you can now install Amico Home (Early Access) for Android. I just did, and let me tell you, this is one janky piece of crap. Before I could even click on one of the plain-text options, a screen called “TIPS AND TRIVIA – Cool things you might like to know” appeared to inform me that “Amico Home requires a separate controller per player to operate. Use mobile devices running the free Amico Controller app or real Amico controllers.” And then stayed there. Impossible to close.
Because, seriously, to use this you need another Android phone to act as a controller. I swear to God, I did this for you. And to be fair, it hooked the two phones together without even having to ask for permissions or run any setup. (Is that good? I’m really not sure.) However, I cannot tell you how stupid it feels to control the screen on one phone by moving a virtual analogue stick on another phone. Nor how unbelievably frustrating and fiddly those controls are.
According to the update page, a whopping two games are available to play right now, with an eye-watering two more due soon. Yes, that’s four games. Currently available are Astrosmash and Missile Command, which yes, you’re right, are original Intellivision games from 1981 and 1980 respectively, with reworked graphics that look like freeware from around 1998. And of course, both are free to play during this early beta perio… HAHAHA! I was joking! THEY’RE $15 EACH!
Sorry, but that was my limit. I’d take a photograph of how stupid it looked spread across two mobile phones on my desk, but I’m already using two mobile phones so don’t have a camera to hand.
Astonishingly, this increasingly embarrassing attempt to keep their nightmare alive has driven someone to the point of writing these words:
For many households that already have a family tablet, Amico HomeTM is an affordable way to enjoy family gaming entertainment. We are delighted to invite you to join the family gaming revolution today with Amico HomeTM!
This is, to be clear, bullshit. It’s not affordable to create a system where you need to have a tablet and a telephone in order to be able to play a port of a 40-year-old arcade game, and then charge fifteen bucks per game! If you’re a family with a tablet, I’ve good news for you: the Google Play Store has fifty squillion free games you can download and enjoy right now, and you don’t even need to use your toaster and fridge to control them.
(Those who bought into the NFT idiocy will be able to redeem those RFID chips against games for this clumsy app nonsense, you know, when those games are released.)
But there’s good news! According to this rambling update, “The release of Amico HomeTM [sic] puts us on a better footing to attract such investment or to eventually fund manufacturing from the proceeds of Amico HomeTM game sales.”
Oh my god, no. No it won’t. This bewilderingly idiotic two-phone system for playing four-decade-old games at $15 a pop, that isn’t being advertised anywhere outside of an update to the remaining marks who backed the project (who should get the games free anyway), isn’t going to make any money at all. This company has managed to make releasing Android games on Android phones into something unmanageably complicated, expensive and unpleasant. It’s going to be a disaster. As has every other aspect of this years-long debacle.
Oh, you can still “pre-order” an Amico! Incredibly, it’s—um—free to do so. Although when it definitely comes out, it’ll now be $290 with one controller (and presumably a bit empty space on top) or $340 with two. I wouldn’t!
We have, of course, reached out to Amico, and will be delighted to update when they get back to us.
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John Walker
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![The Last Of Us Part II Remastered Is Real, Out Next Year [Update: Full Details]](https://reportwire.org/wp-content/uploads/https://i.kinja-img.com/image/upload/c_fill,h_675,pg_1,q_80,w_1200/155c5ecd295db1e6d608b3951a4b71c7.jpg)
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Update 11/17/2023 7:55 p.m. ET: Naughty Dog’s officially confirmed the existence of The Last of Us Part II Remastered, releasing a barrage of information about the upcoming re-release of its 2020 PlayStation 4 game in a post on its website, complete with an announcement trailer.
Perhaps the most intriguing part of the remaster will be the new roguelike “No Return” mode, which sounds very involved. You choose a character and then try to survive in “randomized encounters”—it’s not clear if actual maps are randomized—and surviving lets you win meta-progression to enhance your character’s abilities, unlock cosmetics, and compete on global daily challenge leaderboards.
“Remastered” implies improved A/V aspects. The new release will indeed take advantage of the PlayStation 5’s enhanced capabilities, giving you the usual choice of a 4K “Fidelity” mode or a 1440p-upscaled-to-4K “Performance” mode that runs at 60fps. Whichever mode you choose, the game will look better in general thanks to variable refresh rate support, improved LoD settings, sharper textures, smoother animation rates, and so on. DualSense controller features like adaptive triggers will be leveraged, too.
As is its tendency, Naughty Dog is also going big on behind-the-scenes features, with a wild-sounding amount of commentary from various creatives, including voice actors, and several new “lost levels” that will let you play through areas that were cut from the original Part II release.
You can also expect an array of smaller additions, including a speedrun challenge mode, improved photo-taking functionality, bonus skins for various characters, and expanded guitar playing that will expand the sound possibilities and let you stage impromptu little concerts in different venues.
Pre-orders open December 5. If you’d like to spend more money, a pricier The Last of Us Part II Remastered W.L.F. Edition will come in a SteelBook case and include four enamel pins, a clothing patch, and physical versions of 47 trading cards from inside the game. And in nice news for existing PS4 Part II owners, you can upgrade to the digital version of Remastered for $10.
Original story continues below.
The existence of The Last of Us Part II Remastered has leaked via a PlayStation Store listing that was spotted by fans online. A trailer has also leaked, which includes a release date of January 19, 2024.
On November 17, a reputed listing for the yet-to-be-confirmed remaster was leaked online. The new remastered The Last of Us sequel will seemingly feature “native PS5 enhancements,” including a “a host of graphical improvements” and faster loading times.
The store listing also mentions “No Return” which is described as a “roguelike survival mode experience.” Here’s the full description of that apparent new mode:
Survive as long as you can in each run, as you choose your path through a series of randomized encounters. Play as a host of different unlockable characters, some never-before playable in The Last of Us franchise, each with unique gameplay traits. The variety of challenges feature different foes and memorable locations from throughout Part II, all culminating in tense boss battles.
This remastered edition of The Last of Us Part II will also feature “Lost Levels” that will let players explore “early-development versions” of levels not seen in the main game. Some other interesting tidbits from the store listing include:
This new remaster will seemingly be exclusive to PS5 and launches on January 19, 2024. The leaked trailer and store listing didn’t make mention of a PC port.
This leak seemingly confirms rumors and reports from earlier this year about a The Last of Us Part II remaster or PS5 upgrade. Back in July 2023, Last of Us composer Gustavo Santaolalla suggested during an interview that an upgraded port of some kind was in the works.
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Zack Zwiezen
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Baldur’s Gate 3 already has one special edition, in the form of its Collector’s Edition. We even unboxed it here at Kotaku, and it’s got a lot of cool knickknacks that pay tribute to its tabletop roots. Of course that was expensive, solely for PC and PlayStation 5 players, and didn’t include a physical copy of the game itself. But Baldur’s Gate 3 is coming to Xbox next month, so Larian Studios is taking the opportunity to release a new, Deluxe Edition for all three platforms. And given what comes in the box, I think it’s pretty darn affordable.
The studio announced the Deluxe Edition, which includes physical game media on PC, PlayStation 5, or Xbox Series X/S. Oddly enough, because video game boxes are magic beyond our feeble comprehension, each version contains a different number of discs. Xbox Series X/S includes three, PlayStation 5 has two, and if you have a disc drive on your PC in 2023, that version only has one. Unlike the console versions, the PC edition doesn’t require the disc to play, and comes with a digital key. The DVD is just there to give you a custom installer.
Beyond the game itself, the Deluxe Edition includes 32 stickers, two patches, a world map, a gorgeous poster of a mind flayer, and a three-disc soundtrack, all in a box made to look like a book. The wild part is all of this comes in a $79.99 package, which is only $10 more than the base game.
So if you want something to display on your shelf and a disc to put in your console, this is a pretty great way to buy one of 2023’s best games. Unfortunately, it won’t arrive until Q1 2024, so if you want some instant gratification you’re maybe better off just buying the game on PlayStation Store or Steam, or waiting until the Xbox version launches in December. Larian has confirmed it will announce the release date of the Xbox Series X/S version at The Game Awards on December 7.
Baldur’s Gate 3 has become quite the cultural phenomenon since it launched in August, and with the Xbox version imminent, it’s about to ride another wave of people playing it for the first time. Larian has been updating the game frequently, with some patches fixing and tweaking over a thousand different variables. Some changes have addressed game-breaking issues, others simply shaved a cat after the community got upset when Larian gave it hair. You know, very normal stuff.
For more on Baldur’s Gate 3, check out our interview with the team at Larian about its approach to directing sex scenes.
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Kenneth Shepard
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![PS5 Slim Disc Drive Comes With Bizarre Online Requirements [Update]](https://reportwire.org/wp-content/uploads/https://i.kinja-img.com/image/upload/c_fill,h_675,pg_1,q_80,w_1200/33cc344d5c9aedb308480bad5b7555eb.jpg)
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Sony’s forthcoming smaller PlayStation 5 will make the disc drive swappable, allowing owners to remove or connect it as they wish. However, a new leak of the upcoming slim redesign points to an internet connection being required for the Blu-Ray player’s initial setup, igniting fears it will one day become an obsolete solution for playing old PS5 discs.
The surprise requirement was discovered through a new leak of the PS5 slim’s box as retailers begin stocking the console for its November launch. Shared with Call of Duty news account CharlieIntel, the images show a disclaimer on the box that reads, “Internet connection required to pair Disc Drive and PS5 console upon setup.”
As the requirement began circulating online, it struck some as unusual and pernicious. “Uhhhh…if this is the case, that is highly concerning and very strange,” tweeted Digital Foundry’s John Linneman. “Hardware connectivity shouldn’t be determined by a server that may not always be available.”
It’s not immediately clear if the internet connection requirement will truly be a one-time thing needed only the first time the console and disc drive are paired, or if it might be necessary every time the drive is taken off and reattached. One concern is that the requirement could make new PS5s unable to read discs at some point far in the future, if the servers utilized by Sony for the pairing are eventually taken offline. If so, it would be another big blow to video game preservation as the medium goes all-digital.
Read More: PS5 Slim Is A Lot Smaller Than We Thought
It’s possible that the requirement is just the company complying with an archaic bit of the Digital Millennium Copyright Act intended to prevent piracy. As pointed out by Lost in Cult CEO Jon Doyle and others, Section 1201 of the law makes it illegal to “circumvent a technological measure that effectively controls access to a copyrighted work.”
That includes optical drive firmware, and it’s long been a thorn in the side of right to repair advocates. As Wired reported back in 2020, the language has led a lot of older consoles to end up in landfills rather than get resold or re-gifted. Section 1201 was re-examined by the U.S. Copyright office in 2021. While some protections for repair were expanded, it stopped short of adding a full exemption.
According to Dealabs’ billbil-kun, the slimmer PS5 will officially release on November 8. While the standard model with the disc drive will be $500, the all-digital one will cost $450 with the stand-alone disc drive priced at $80. Sony has confirmed that once all current stock of launch PS5 consoles sells out, the slim models will be the only ones available.
Update 11/10/2023 4:31: PS5 slims are now out in the wild, including its detachable disc drive. So how exactly does the DRM work? Well in addition to needing to sync it to the console online first before it can be used, it apparently has to be reconnected to the internet everytime the PS5’s database is rebuilt, something players do from time to time to keep the system working well or because an update or reset demands it.
As the preservation account “Does it play” wrote, “In this scenario, once the service you need to connect to is gone, you can no longer use the disc drive.”
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Ethan Gach
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PlayStation 5 is ditching its integration with Twitter, the social media platform recently rebranded as “X” after Elon Musk bought it for $44 billion and then promptly crashed it into a brick wall like a dad coming home from a mid-life crisis bender in his brand-new Ferrari. Nintendo Switch will soon be the only gaming console you can still tweet from.
Sony announced the change in a new notification to PS5 users today. “As of November 13, 2023, interaction with X (formerly known as Twitter) will no longer function on PlayStation 5 and PlayStation 4 consoles,” the company wrote. “This includes the ability to view any content published on X on PS5/PS4, and the ability to post and view content, trophies, and other gameplay related activities on X directly from PS5/PS4 (or line an X account to do so).”
Twitter was one of three main social media platforms alongside Facebook and YouTube that the PS4 directly connected to when its new sharing feature first debuted back in 2013. There was an entirely new button on the DualShock 4 dedicated just to capturing images and quickly flinging them across the internet. The ease with which secrets, spoilers, exploits, glitches, and all kinds of other gameplay discoveries could be instantly shared completely changed how people played games and talked about them.

It won’t be impossible to keep sharing game moments to social media when Twitter integration ends later this month, but it’s another reminder that the current internet is dying. YouTube is a pain and Facebook is, well, Facebook. Neither facilitate the constantly updating wire service-like feed Twitter once embodied. The best way to get images of your PS5 and PS4 now is to have them automatically sync with Sony’s dedicated PlayStation app. From there you can repost them to one of Twitter’s many new clones, make a video on TikTok, or send them to your favorite Discord server.
Read More: PS4’s Share Button Was So Great Everyone Copied It
Microsoft bailed on Twitter back in April, shortly after Musk announced he would start charging companies to have access to the platform’s API, the tool needed to make two programs work together. The tech billionaire accused the trillion dollar tech company of stealing Twitter’s idea to train its AI products. In the months since, celebrities, brands, and average users have all continued to abandon the dying platform. It lost roughly 13 percent of its users from a year ago, half its ad revenue, and is now apparently worth over $20 billion less than what Musk originally paid for it.
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Ethan Gach
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At the start of the 1980s, video games were mostly relegated to coin-gobbling arcade machines, but their surging popularity prompted a Time Magazine cover story in January 1982 with a cringeworthy warning: “GRONK! FLASH! ZAP! Video Games are Blitzing the World!”
If this sounds like Big Boomer Energy, that’s because Baby Boomers were between 20 and 40 years old at the time and represented the dominant group of consumers. Media panic about gaming addiction depicted arcades as depraved places for lowlifes. Meanwhile, an oversaturation of at-home consoles and a parade of middling games led the entire American game industry to crash in 1983.
Nintendo pretty much single-handedly saved gaming with the NES (see on Amazon) back in 1985, and pop culture has never the same. Originally released in Japan as the Famicom (“Family Computer”), the NES is a redesign specifically tailored to western markets. Instead of a video game console, it was branded as an “Entertainment System” with a “Control Deck” that used “Game Paks.”
“It started with a phone call in 1981,” NES creator Masayuki Uemura told author and reporter Matt Alt in 2019, “President Yamauchi told me to make a video game system, one that could play games on cartridges. He always liked to call me after he’d had a few drinks, so I didn’t think much of it. I just said, ‘Sure thing, boss,’ and hung up. It wasn’t until the next morning when he came up to me, sober, and said, ‘That thing we talked about—you’re on it?’ that it hit me: He was serious.”
Uemura, who had originally been poached from Sharp to develop light-gun technology for toys at Nintendo, then spent six months deconstructing and reverse-engineering rival consoles like the Atari 2600 and Magnavox to study the circuitry. The 8-bit Famicom he designed proved more powerful than its competitors, and the toy-like color scheme was hand-picked by a scarf that Nintendo President Yamauchi liked (the same red and white Mario wears on the cover of Super Mario Bros.). It helps that in 1984, Japanese legislators modified an act regulating entry to places like bars and casinos to include arcades out of concern that it impacted “public morals.” Younger Japanese had to resort to home consoles instead, so the Famicom came at the perfect time for it to boom.
To capitalize on the American market, however, required a totally different approach—one that would pay off big-time.
In a lecture at New York University in 2015, Uemura said the front-loading design of the NES was inspired by VCRs, a booming form of at-home entertainment in America at the time. The Game Pak cartridges are 5.25 x 4.75 x 0.75 inches, with a considerable amount of heft to them, and the simple, boxy grey design is nothing short of iconic. They slide into the front of the system, and then the user has to press the cartridge down so its brass-plated nickel connectors hit the cartridge slot’s connector pins. Frequent use actually wears down the pins, which can lead to a flawed connection.
For years, gamers propagated the myth that blowing in the Game Paks to clear out dust would solve this problem, which instead exacerbated it due to the moisture in their breath. Still, sliding the paks in, pressing them down, pressing them again, pulling them out, blowing in them, and repeating the process felt like a game unto itself.
The console’s most memorable and successful accessories was the NES Zapper, a light gun that launched alongside the console in America. “America loves guns,” Uemura said when talking about how Nintendo marketed the NES in the west. Most of us had the Super Mario Bros. / Duck Hunt dual cartridge and delighted in blasting ducks while that gleeful dog retrieved their bodies. For your typical millennial gamer, the Nintendo Entertainment System served as the primary gateway into a lifelong hobby that never let up. I have fond memories playing The Legend of Zelda with my grandmother. She would’ve loved Tears of the Kingdom.
Take one look at Nintendo’s biggest releases in the last couple years, and you can trace many of them all back to the NES: Super Mario, Zelda, Metroid, and Fire Emblem.
By 1990, Nintendo had seized more than 90 percent of the U.S. video game market, thanks in no small part to a rigid third-party licensing agreement that still serves as a major industry precedent. Game developers that wanted to publish games for the NES had to agree to an exclusive licensing deal that restricted them from porting games to other consoles. Nintendo also directly approved each game to ensure a certain standard of quality.
Konami, Capcom, Taito, and Namco all participated in this and remain prominent developers even today. Castlevania fan? Thank Nintendo and the NES for that. Even Square and Enix saw great success putting Final Fantasy and Dragon Quest on the NES. Now, 20 years after the companies merged into Square Enix, both franchises are still going strong.

Despite all its success and rapid sales over a few short years, the NES doesn’t even break the top 10 best-selling video game consoles of all time at roughly 62 million units to date — even the widely panned PlayStation Portable sold more over time — but Nintendo’s breakthrough home console remains arguably one of the most important pieces of tech ever created.
“When console games were popularized and presented to everyone, it felt like we were all exploring a new frontier of dreams together,” Masayuki Uemura told Used Games magazine in 2000. “Although some people may occasionally have wasted their money on a bad game here or there, both creators and players were obsessed with games then. I believe there’s still wonder to be found in that older generation of games.”
He was right. The NES Classic Edition — a dedicated emulator featuring 30 NES classics — rolled out from late 2016 into 2017 with many of the 2.3 million units selling out immediately. The 2018 relaunch saw similar demand.
The lasting legacy of the NES, however, lies with the Nintendo Switch which has sold more than 129 million units to date. With patents for what could be the successor to the Nintendo Switch, now’s as good a time as any to remember and appreciate what the Nintendo Entertainment System did for gaming 38 years ago.
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Corey Plante
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If you fired up your Xbox today, you might’ve seen something you didn’t expect: A darn full-screen advertisement for the latest Call of Duty game, Modern Warfare III. Though Microsoft has done this before with exclusives like Starfield, it’s already rubbing some gamers the wrong way.
Though 2023’s Modern Warfare III isn’t technically coming out in full form until November 10, those who want to get in on the campaign can do so right now by pre-ordering any edition of the game. So while that early access period might be enticing for those eager to follow the story of Task Force 141, it’s far from a universal desire, making the full-screen Call of Duty ad on Xbox’s start screen feel intrusive. The Modern Warfare III marketing blitz comes just weeks after Microsoft wrapped its acquisition of CoD’s publisher, Activision Blizzard.

“Fight against the ultimate threat. Play the Campaign now,” the ad starts. Players are then given three options: “Buy Now,” “Get the Vault Edition Upgrade,” and “Exit.” While it’s not uncommon to see ads on consoles, a full-screen one that greets you the second you fire up your box is unusually aggressive.
“Don’t hit me with ads that take my whole screen when I paid $500 [for] your machine,” reads one post on X (formerly Twitter).
“This really is my push factor in building a proper PC,” reads one Reddit comment in reference to the ad. Though, as many were quick to respond, Windows (also owned by Microsoft) is far, far, far from an ad-free experience. Even after configuring much of the OS’s tendency to harass you with ads for Game Pass or Microsoft 365, it’s not uncommon to see other ads or unwanted pop-ups appear. The year of the Linux desktop can’t come soon enough.
It’s frustrating when a machine you spend hundreds of dollars on doesn’t feel like it’s totally under your control. But who knows, maybe a decade from now, people will get nostalgic over the CoD ad from 2023 that greeted them upon starting up their Xbox.
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Claire Jackson
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On the frontline of the console wars, it’s difficult to find perspective. Whether you’ve already chosen a side and are deep in the trenches, or you’re just trying to figure out if an Xbox Series X (see on Amazon) or PS5 (see on Amazon) makes a better Christmas gift this year, you’d be hard pressed to find a measured, bipartisan take on the internet. Instead, the seemingly endless battle between Microsoft and Sony is littered with fanboys using Starfield ass mods to “dunk” on each other and CEOs arguing over console exclusives and their perceived value.
I’m not a console warrior, nor am I a specs girl. I don’t care about framerates or ray tracing all that much; I’m not fussed about the power of processors. I grew up playing PlayStation until my high school boyfriend introduced me to Halo 2, then I bought an Xbox 360 so I could play Halo 3. I currently own a Series S and a PS5, both of which are jammed into a too-small entertainment console in my living room. But there is a distinct delineation between what kind of game I play on each device, and it’s worth discussing: I use my Series S for my competitive shooters, and my PS5 for almost everything else.
I spend a lot of time playing Overwatch 2 on my Series S, but I also use its rather small storage for Warzone, Apex Legends, and Halo Infinite. These are my core four shooters that I regularly rotate between—I never play those first three on my PS5, even with the console’s extra storage space making it a lot easier to keep (and update) huge games like Call of Duty. There are a few reasons why.
Read More: Call of Duty: Modern Warfare III Will Bring Back Every OG MWII Multiplayer Map
As I mentioned, I got an Xbox so I could play Halo 3, which means I cut my teeth in the FPS world using the heftier Xbox controllers. As such, my hands became molded to them, my fingers grew comfortable with their curves. Even with slight variations in their design since the 360 days (like the controversial d-pad change that removed the disc in the Xbox One controller, or the extra button added with the Series X/S model), Microsoft’s controller has felt ergonomically superior for years.
The setup of the triggers and the joysticks, the way it rumbles, even the sheer heft of its plastic has always made Xbox controllers a more comfortable fit when compared to PlayStation’s DualShock and DualSense, whose symmetrical joysticks give me hand cramps. The size of the PlayStation controllers’ triggers also baffle me, and have historically made my attempts to play anything like Fortnite or Call of Duty rather miserable.

Then there’s the social aspect—I find it a lot easier to invite people to parties and chirp enemy players on Xbox’s interface. As Twitch streamer Jynxzi often shows during his play sessions, it’s easy in games like Rainbow Six Siege and Overwatch 2 to find a player in your match, navigate to their profile, and send them a friend request or, in Jynxzi’s case, an unhinged voice memo. I use this feature often to reach out to players in Overwatch comp who aren’t talking and (mostly) politely request that they swap a character or heal more when playing as Moira. I don’t find those features as simple on PlayStation.
Of course, my Xbox preference would not exist were it not for Halo 3, the sole reason why I’m a shooter player in the first place. And Halo’s exclusivity to Xbox consoles is a large reason why those same consoles remain my preference for my daily competitive game session. When I have a few bad rounds in Overwatch, I can seamlessly swap to playing some lighthearted matches in Halo Infinite. Everything is right there, at my fingertips.
But aside from Starfield, an Xbox-exclusive RPG that sucked up a good chunk of my time before proving a bore, if there’s a narrative-focused game, I’m playing it on my PS5.

There’s two major reasons why the PS5 is my go-to console for big-budget campaigns: Sony (often exclusively) releases some of the best single player games, and the DualSense’s features make my gaming experience so much better.
The controller’s groundbreaking haptic feedback system does a lot of impressive stuff. It offers different firing modes based on how far down you pull the trigger in Ratchet & Clank: Rift Apart and adds an extra layer to Prowler Stash puzzles in Marvel’s Spider-Man 2 by requiring you to apply different pressure on each side. And it feels great when it’s not offering more depth and just, literally, vibing—like when I swing through New York City as Miles Morales or ward off scaries in Alan Wake II. Swiping on the touch pad at its center adds even more layers to a gaming experience, and there’s nothing that delights me more than when a phone call emanates from the built-in speaker. And because Sony knows how powerful its DualSense is, all of the studios working on first-party games make the most of it.
Read More: How To Get More Out Of Your $200 PS5 DualSense Edge Controller
Those first-party titles are, by and large, some of the most polished modern gaming experiences you can get. Whether it’s God of War: Ragnarök or Horizon Forbidden West, Sony’s games are akin to Hollywood blockbusters or fine-tuned supercars—they’re written like ancient epics, acted by icons, and so often without the jankiness that can scar new releases. Whether or not that makes them demonstrably better than other games is not the conversation here, but it is undeniable that they feel like they’re worth $70, especially when you have all the power of the DualSense in your palms.
Of course, the PS5’s storage size is a key element—though I may not care about frames per second, I do love that I can have Skyrim, Star Wars Jedi: Survivor, Elden Ring, Spider-Man 2, and Alan Wake II stored on there and regularly updated without having to uninstall anything.
Without realizing it, I’ve trained myself to boot up my PS5 when I’m in the mood for a lengthy, relaxed night of gaming that involves scouring worlds for hard-to-find objects or taking on daunting bosses, or power up my Xbox Series S when I want to shoot shit and yell into my headset. The consoles have become intrinsically linked with those different play styles, to such an extreme that, when I tried to play last year’s Call of Duty Modern Warfare II on PS5, I almost immediately shut it off and swapped back to Warzone on my Series S instead.
If you have both consoles, when do you play each and why?
See the Xbox Series X on Amazon
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Alyssa Mercante
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The Wii U was certainly not the most successful console Nintendo’s ever released, and while some may fondly remember it in 2023, at least one person actually bought a brand new Wii U from a store as if it was 2013 all over again.
Launched in 2012, the Wii U was Nintendo’s follow up to its massively popular Wii console. While the Wii would go on to become one of the best-selling video game consoles of all time, things went much differently for the Wii U and its tablet controller. The console never came close to selling as well as the Wii, and by 2017 Nintendo had moved on to the Switch, which would go on to outstrip the Wii U’s lifetime sales in its first year. But we can now add one more Wii U sale to its total tally.
This odd stat comes from Mat Piscatella, executive director at Circana (formerly NPD) who posted on Twitter (X? Whatever) that one (1) new Wii U was sold in the United States in September. According to Piscatella, this is the first time a new Wii U has been sold in the U.S. since May 2022. Which is also very strange, now that I think about it.For those unaware, Circana tracks “individual store level sales data” to keep tabs on what people are buying and selling. They then sell that data to folks who care. What that also means is that this Wii U wasn’t a used one at GameStop or something like that. This was a “new,” sealed Wii U console that was finally sold a decade after launch.
How did this happen? We don’t know specifically, but as folks who have worked retail at big chains have explained in the comments below Piscatella’s tweet, this isn’t that uncommon. Speaking to some folks I know who have worked at stores like Walmart and Target, old shit can get buried in the back. Or maybe a Wii U had been sitting for the last decade on a store shelf in, like, Georgia or Montana and finally, after a decade, someone decided to buy it and play some Super Mario 3D World. I hope they enjoy it!
Also, Piscatella added that three new PS Vitas were purchased in November 2021. I’m glad these forgotten consoles, sealed up in boxes and buried in storerooms or lost inside decrepit Best Buys, are finding homes. Brings a tear to my eye.
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Zack Zwiezen
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Earlier this week, Sony officially revealed the smaller and sleeker PlayStation 5 “slim.” Sure, the console looks a hell of a lot thinner than its gargantuan predecessor, but the PS5 slim’s white void-ass production shot doesn’t do gamers any favors in guesstimating exactly how much space they’d save by purchasing the new console when it launches in November. Luckily, a helpful Reddit user made a mock side-by-side comparison of the PS5 and the PS5 slim to better illustrate just how small it is.
On Wednesday, Reddit user NatureCertain posted an image gallery to the r/PlayStation subreddit that uses 3D models to compare the two PS5 “slim” models to the original disc-playing PS5. Going off NatureCertain’s mock-up, both PS5 slim models are considerably smaller than the OG PS5. Here, take a look for yourself.

There are several more renders at the link.
Read More: Sony Raising Price Of All-Digital PS5 By $50
Prior to NatureCertain’s very helpful post, all prospective PS5 slim owners had to go off of on regarding the new console’s size was, Sony’s announcement blog post, which, toward its butt-end, divulged that the digital-only and disc drive versions are respectively 358 × 96 × 216mm and 358 × 80 × 216mm. But gamers are visual learners, Sony. Would it have been so hard to provide some sort of visual aid comparing the PS5 slim to the OG for scale?
One shortcoming of NatureCertain’s 3D mock-up is that it omitted a side-by-side comparison of the PS5 slim with its disc-less predecessor, as well as an image of the upcoming console with its vertical stand attached for scale. That reminds me: If you were wanting to prop your PS5 slim up in the cool and correct upright position, it’ll cost you another $30 because Sony is selling the vertical stand separately. Sheesh.
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Isaiah Colbert
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