First Person Shooters (Games)

Doom Composer Bobby Prince Has Died (engadget.com) 21

Video game composer and sound designer Bobby Prince has died at age 81 following an illness. Developer id software shared the news. Engadget reports: Prince was perhaps best known for his pioneering work on the Doom series. The Library of Congress inducted his soundtrack for the original game into the National Recording Registry just last month. "Despite the limitations of the 1993-era sound card drivers, Prince composed the perfect riff-shredding accompaniment for the game's demon-slaying journey to hell and back," the Library of Congress stated.

"Taking advantage of his knowledge of MIDI, Prince even worked to ensure that the sound effects he created could cut through the music by assigning them to different MIDI frequencies." Prince also worked on games such as Wolfenstein 3D, Rise of the Triad and Duke Nukem 3D. In 2006, the Game Audio Network Guild honored Prince with a lifetime achievement award.

Open Source

Epic Games Announces Lore Open-Source Version Control System (phoronix.com) 35

Epic Games has released Lore, an MIT-licensed version control system written in Rust and designed specifically for "games and entertainment purposes with large file sizes," reports Phoronix. From the report: While there is Git LFS for large file storage with Git, Epic Games has crated Lore as a version control system designed entirely around the large file needs of modern game development as well as multimedia/entertainment purposes. Lore is designed to be fast and efficient for large files including binary files, and be easy-to-use including for 3D artists and more.

The Lore documentation elaborates more on its differences and motivation for development compared to Git: "No existing system was designed for the combination of constraints that large game and entertainment projects require: arbitrary content types, multi-axis scale, multi-tenant safety, and a fully open specification and license. [...] Lore is designed to combine what works in each (Git's content-addressed revision graph and centralized systems): a centralized server-of-record for durability, access control, and conflict resolution; content-addressed storage with fragment-level deduplication that is as effective on a multi-gigabyte binary as on a kilobyte of text; sparse, lazy working copies that materialize only what you need; free branching; and a fully open, publicly versioned specification and MIT license. Normal editing operations -- staging, committing, branching, diffing -- never require a network round trip."
You can learn more at Lore.org. All the code is available on GitHub.
EU

Stop Killing Games Fails To Secure EU Law Despite 1.3 Million Signatures (dexerto.com) 106

The European Commission has declined (PDF) to propose a law requiring publishers to keep discontinued video games playable, despite the Stop Killing Games initiative collecting nearly 1.3 million verified signatures. Instead, it plans to develop a voluntary industry code covering end-of-life transparency and preservation. Dextero reports: The Commission's full communication said a legal obligation to keep games playable, as requested by the initiative, "would not be proportionate." It cited concerns about intellectual property rights, confidential business information, publisher costs, and potential cybersecurity or safety risks once games are no longer supported. The code of conduct could include more transparent storefront labeling about possible game discontinuation, along with more partnerships between publishers and cultural heritage institutions to preserve games. However, it would not legally require publishers to provide offline patches, private server tools, or other methods for players to continue accessing games after official support ends. The Commission also argued that existing EU consumer law already provides some safeguards, including requirements around transparency, contract duration, termination conditions, and possible refunds if a shutdown conflicts with the agreement or a consumer's reasonable expectations.

[...] Despite the setback, Stop Killing Games has said it is not ending its push for legislation. In a response posted after the Commission's decision, the official Stop Killing Games account said the outcome was "not unexpected" and claimed the campaign had already prepared for the result. The group said it is now pushing for members of the European Parliament to amend Stop Killing Games into the Digital Fairness Act instead. "We can move on without the Commission and their non-decision," the group said, referencing earlier comments from Accursed Farms creator Ross Scott.

First Person Shooters (Games)

Blizzard Sues To Take Down Another Private World of Warcraft Server, Project Ascension (aftermath.site) 32

"Blizzard Entertainment is continuing its crusade against private World of Warcraft servers," reports the gaming news site Aftermath: The company filed a new lawsuit on Friday in a California court against the makers of Project Ascension, alleging copyright infringement, Digital Millennium Copyright Act violations, and other claims. Blizzard Entertainment claims that Project Ascension is a "lucrative way to exploit and profit from the popularity of the WoW game experience," according to the complaint, obtained by Aftermath. Blizzard Entertainment's lawyers say in the complaint that Project Ascension purports to have "over a million players." Lawyers write that the developers have "distributed (and are continuing to distribute) millions of pirated copies of Blizzard's copyrighted WoW game software."

They also allege that Project Ascension's servers are hosted on Russian "bulletproof" servers with Aeza Group, a company that was sanctioned in 2025 "for its role in supporting cybercriminal activity targeting victims in the United States and around the world," per a U.S. Department of Treasury press release... Project Ascension lets players combine pieces of World of Warcraft's different classes to build unique characters. It's free-to-play, but players can purchase in-game currency, Donation Points, to buy things in-game, such as cosmetics and experience boosts. Blizzard Entertainment's lawyers assert that Project Ascension has made "millions of dollars from the sale of Donation Points...."

Blizzard Entertainment successfully sued a popular World of Warcraft server called Turtle Wow last year. The project had been running since 2018, taking donations from players for the free-to-play server. Both sides announced in April 2026 that they'd reached a settlement after Blizzard Entertainment was awarded a permanent injunction to shut down Turtle WoW. The details of the settlement were not made public. Turtle WoW was shut down for good shortly after May 15; players gathered online to mourn the end of the server.

The Military

Pokemon Go Data Was Used To Help Train AI Systems Being Developed For Military Drones (dronexl.co) 44

Pokemon Go players' optional location scans reportedly helped train Niantic Spatial's visual positioning system, which uses camera imagery and 3D maps to navigate when GPS is unavailable or jammed. According to DroneXL, that technology is now being paired with Vantor's drone navigation software for military and intelligence use, raising questions about whether gamers understood that footage collected for in-game rewards could eventually support defense systems. From the report: The pipeline runs from a mobile game to the battlefield in three steps. Players scanned the physical world. Niantic Spatial turned those scans into a 3D map that lets a machine locate itself by sight when satellite signals fail. And in December 2025, Niantic Spatial announced a partnership with Vantor, the defense and intelligence firm formerly known as Maxar Intelligence, to fuse that ground-level system with Vantor's aerial navigation software for use in GPS-denied operations.

I have spent years covering how drones lose their way the moment an electronic warfare unit switches on a jammer, a problem that has spread from the battlefield into civilian airspace, from Ukrainian workshops cycling through navigation generations to American programs scrambling for alternatives. The unsettling part of this story is not the technology. It is where the training data came from, and whether the people who supplied it would have agreed had anyone explained the destination.
"Now as part of Scopely (the Saudi-owned company that acquired Niantic last year for $3.5 billion), Pokemon GO data is not shared with Niantic Spatial," a company spokesperson said in a statement to Kotaku. "AR Scans collected through Pokemon GO were submitted voluntarily by players who opted into the feature and were subject to the applicable Terms of Service and Privacy Policy at the time. The discontinuation of AR scanning and the end of data sharing with Niantic Spatial were part of the transition planning associated with Pokemon GO's move to Scopely."
Businesses

Xbox CEO Says Current Margins 'Cannot Continue' (engadget.com) 48

Xbox CEO Asha Sharma and Chief Content Officer Matt Booty told staff that Xbox's current economics "cannot continue," citing more than $20 billion in spending over five years, declining revenue outside Activision Blizzard King, console supply constraints tied to RAMaggedon, and an overextended studio portfolio. The memo stops short of announcing layoffs, but a Bloomberg report says substantial Xbox cuts are expected after Microsoft's fiscal year ends on June 30. Engadget reports: The takeaways are pretty grim. For starters, the simple math of Xbox's revenue isn't adding up to success. "Excluding Activision Blizzard King, over the past five years, we have spent over $20 billion on ongoing investments in our content, platform, and hardware subsidy, but our annual revenue has declined nearly half a billion during that time," the execs state. "Going forward, this cannot continue." They also acknowledge the impact of RAMaggedon: "We are currently unable to make as many consoles as players want to buy, and we need a new business model and partnerships for hardware as we remain committed to Helix." (Helix, in this case, is Project Helix, the codename for Xbox's new console.)

Then there's the kicker, a renewed admission that Xbox still can't support the many studios it acquired in the late 2010s in an effort to grow its first-party game ambitions. "We have found ourselves over extended as we executed on changing strategies in a landscape of more readily available content," the pair said, noting elsewhere that with so many good games, not to mention the plethora of other forms of entertainment available, "Going forward, our competition is attention."

The Almighty Buck

Valve Discontinues Physical Steam Gift Cards Due To Scammers (pcguide.com) 26

Valve is discontinuing physical Steam Gift Cards and says it will stop restocking them as retailers sell through remaining inventory. In a blog post, the company blamed persistent gift card scams as the reason, though Steam Digital Gift Cards will remain available and existing physical cards can still be redeemed. PC Guide reports: Valve says it has "responded to gift card scams over the years" -- but this doesn't stop scammers from adapting. The Steam creator has actively worked with retailers and law enforcement, among other precautions, to counteract scams, but says the issue can never be fully resolved. Steam Digital Gift Cards will continue to operate as normal.
XBox (Games)

Xbox Game Exclusivity Will Be Decided on a 'Case-by-Case' Basis, Microsoft Says (ign.com) 18

Microsoft executive Matt Booty says future Xbox exclusivity will be decided "case-by-case," with Gears of War: E-Day and Clockwork Revolution remaining Xbox console exclusives while major multiplayer, live-service, and previously promised PlayStation releases stay multiplatform. But IGN's Tom Phillips says Microsoft's announcement still leaves numerous questions unanswered, like "why just Gears and Clockwork Revolution?" and "how will this policy be enforced in future?" From the report: Last night's Xbox Showcase featured the return of games specifically earmarked as exclusives for Xbox consoles (though, of course, they'll still also be coming to PC). But why just Gears and Clockwork Revolution? And how will this policy be enforced in future? Microsoft's announcement left numerous questions unanswered. "We want a reason for people to get on board with Xbox, we want them to have a reason to buy an Xbox, we want them to have a reason to be an Xbox fan," Booty said. "At the same time, we want to reward all our players that have been with us for a long time -- we know that exclusives are important, and that's why we've got Gears coming in 2026 and Clockwork [Revolution] coming in 2027."

"We also want to be clear that our big multiplayer games and live-service games are going to continue to be multiplatform," he continued. "If we've promised something to players already, we're going to honor that promise. And then -- I think Asha said it -- we're going to make the right decision and not the fast decision. "We're going to keep thinking about this going forward," Booty continued, "and, I think you guys know already, our principle is when we announce the date, we announce the platforms. So, it's going to be case-by-case, but we're going to be clear, that when it's got a date, it's got a platform and you'll know what the choice is going to be."

Beyond those games already confirmed for PlayStation (such as the upcoming Halo: Campaign Evolved, and the PS5 version of Forza Horizon 6 due later this year), last night saw Microsoft make the call that other upcoming titles would still be coming to PS5 as well. While it had been assumed that State of Decay 3 would get a PS5 version, yesterday saw it made official. Hellblade threequel Senua was unveiled, and is getting a PS5 version. And, unsurprisingly, Spyro: A Realm Beyond is coming to Xbox, PS5 and Nintendo Switch 2.

Government

The Gamer-Rights Group Fighting to Make the Industry Stop Killing Games (Servers) (bbc.co.uk) 52

"Can a company take away something you've already paid for?" asks the BBC. "In the world of online video games, some already do." Publishers can decide to switch off a game's servers, often leaving it effectively unplayable. Stop Killing Games, a growing consumer rights campaign started by American YouTuber Ross Scott in 2024, is challenging that practice. In January, the group submitted a petition featuring nearly 1.3 million signatures to the European Commission, triggering a public hearing in the European Parliament in April. What began as an online campaign is now awaiting a decision from one of the EU's most powerful institutions...

Scott's campaign began following an announcement from the major studio Ubisoft, saying it would shut down the online-only racing game The Crew in 2024... Ubisoft has already defended its position in court. Responding to a proposed class-action lawsuit brought by two The Crew players in California, the studio argued that customers had purchased a licence to use the game, not unlimited ownership rights, and that players had been warned online services would not be available forever. The lawsuit was dismissed without prejudice in June 2025, after the plaintiffs voluntarily withdrew the case. The wider games industry has also pushed back against the campaign. Video Games Europe, which represents many of the industry's largest publishers, said shutting down online services "must be an option" when games are no longer commercially viable. It also warned that some of the campaign's proposals could make online-only games significantly more expensive to develop.

"In no way are we asking companies to keep servers running or services going, they can end it any time they want," said Scott. Instead, he and his fellow campaigners argue that when a game is shut down it should be done "responsibly", with publishers considering "end-of-life plans" such as updating the game to work offline or releasing software that allows players to continue running it.

Two key points from the article:
  • "In March, French consumer group UFC-Que Choisir launched legal action against Ubisoft over the shutdown of The Crew, arguing that players were misled about the permanence of their purchase and that some of the company's contract terms were unfair."
  • "The European Commission must respond to the European Citizens' Initiative — the petition brought by the group — by 27 July."

Thanks to Alain Williams — Slashdot reader #2,972 — for sharing the article.


First Person Shooters (Games)

James Bond Videogame '007 First Light' Sells 3M Copies, Earns $150M (ign.com) 20

The new James Bond-themed videogame 007 First Light had a budget of 1.3 billion Danish krone — a little more than USD $202 million, reports IGN, citing a report from Denmark's public service broadcaster. "Denmark's TV 2 said that makes 007 First Light the most expensive entertainment product in the country's history" — and the game "still has some way to go before breaking even." 007 First Light is estimated to have sold 2.2 million copies, generating $150 million in revenue... [Saturday IGM reported sales had jumped to 3 million copies.] The only official sales data we have comes from developer IO Interactive, which said that 007 First Light had become the fastest-selling game in the company's history, shifting 1.5 million copies in its first 24 hours... The impressive sales milestone was achieved without the aid of the Nintendo Switch 2 version, which is due out this summer. The James Bond adventure is also the highest rated IOI game ever, with an 87 on Metacritic...

The developer has said it wants to make a trilogy of James Bond games.

Game-tracking company Alinea Analytics tweeted their estimates that 55.1% of sales were on PS5, 33.1% on Steam, and 11.8% on Xbox (Xbox console, Windows, and cloud combined).

And Polygon reports that new downloadable game content was announced Friday.
AI

2027's 'Tomb Raider' Remake: Unreal Engine 5 and AI-Assisted Assets 'Refined' By Humans (kotaku.com) 50

An official trailer dropped this week for Tomb Raider: Legacy of Atlantis. It's "a full-blown remake of the original 1996 Tomb Raider game," reports Kotaku, "rebuilt from the ground up using Unreal Engine 5." Developed by Flying Wild Hog (with assistance/guidance from longtime Tomb Raider studio Crystal Dynamics), "it will also make some changes to puzzles, combat, platforming..."

The game's Steam page acknowledges that AI-assisted tools were used during development "to support some early exploration and temporary development content," but that any AI-assisted assets were "either replaced or refined by humans in order to maintain the creative and artistic vision of the development team." In a statement to Eurogamer, Crystal Dynamics clarifies that they "leverage" AI tools "to help our teams iterate on ideas faster and more efficiently, while ensuring that all finished content in the final product is human-crafted." (But are they considering AI-assisted assets "refined" by humans as "human-crafted"?)

Polygon reports that "The early response to the news has been mixed to negative on the Tomb Raider subreddit, ranging from vague hopes that the generative-AI craze will simply go away to grim resignation that this is the future of game development." Beyond labor concerns, art theft worries, and environmental issues, the most straightforward reason AI art has been unpopular is that many players find it hideous. We'll find out for sure whether Tomb Raider: Legacy of Atlantis' use of AI is particularly blatant when it comes out in February 2027.
Its release date is February 12, 2027 on PS5, Xbox Series X/S, Switch 2, and PC.
Games

Valve Says Steam Machine 'Shipping This Summer' (tomshardware.com) 28

Valve says its long-awaited Steam Machine and Steam Frame are both "shipping this summer." The company is also expanding its Verified program beyond Steam Deck to cover the new hardware. "Steam Verified is a developer-focused program where game makers ensure that their titles are capable of running on the Deck (meaning they'll run fine under Linux), that the UI elements and text are readable at standard resolutions, and that sensible default graphics settings are used," notes Tom's Hardware. From the report: The news should ease the worries of many an expecting gamer, given today's constant worries about AI servers slurping every RAM and NAND chip on the face of the earth, as well as Valve's own statements about component scarcity delaying the release. Plus, the company always works on its own schedule, so much so that Valve Time is a term.

The release of the Machine has been taking flak, given that while Valve was initially hoping for an estimated $600 to $800 price -- in the ballpark of the higher-end consoles -- the rumored pricing is climbing around or over $1000. This fact is somewhat corroborated by a February statement from a Valve executive who, like most anyone in the world, stated the price revision was due to the AI-driven component shortage.

United Kingdom

UK-Based Rockstar Games North Workers Formally Announce Union (aftermath.site) 30

Rockstar Games has a 2,000-employee studio in Scotland called Rockstar North. And Thursday its workers announced they'd formed a union, reports the gaming news site Aftermath: The union [part of the wider Independent Workers of Great Britain (IWGB) union] includes workers from Rockstar Games offices in Leeds, London, Edinburgh, Dundee, and Lincoln, the Rockstar Games Workers Union said in a YouTube video published on Thursday... Last year, Rockstar Games employees told Aftermath that the company's insistence on return-to-office policies was a problem for many workers.

Rockstar Games, for its part, claimed the policies were related to productivity and security concerns... The video posted Thursday outlines what happened over the past several months, starting with the firing of more than 30 Rockstar Games employees in October 2025 for what the company said was "discussing confidential information in a public forum," a Rockstar Games spokesperson said in a statement to Bloomberg in November. The union disagreed: It said at the time that the workers were gathered in a private Discord server with employees and union organizers — the beginnings of the union announced Thursday. The IWGB is working to fight the firings in court.

Workers and outside union supporters gathered globally after the employees were fired, in front of Rockstar Games' offices, to protest what the union called union busting by Rockstar Games... "We believe the [firings] were unlawful and retaliatory — connected to the workers' collective activity of organizing at Rockstar," IWGB Game Workers Union co-founder Austin Kelmore told Aftermath at the time. "This action by Rockstar came shortly after reaching 10 percent of eligible workers at Rockstar in the union...." [10% is the threshhold for legal recognition by the U.K. government.] The workers have received support from government officials; in December, UK Prime Minister Keir Starmer called the firings of the unionizing workers "a deeply concerning case."

First Person Shooters (Games)

'Call Of Duty: Warzone' Is Shutting Down On PS4 And Xbox One (kotaku.com) 9

Call Of Duty: Warzone is shutting down on PS4 and Xbox One later this year, reports Kotaku. As Call of Duty fully transitions to PS5 and Xbox Series X/S (and Switch 2), its popular battle royale spin-off, Warzone, is also ditching the old consoles. Later this year, Warzone will no longer be playable on PS4 or Xbox One...

Shortly after Modern Warfare 4 ( MW4) launches on October 23, it will be integrated with Warzone. But because MW4 is skipping PS4 and Xbox One, Activision is starting the process of shutting down Warzone on those older consoles... "Beginning June 4, the game will no longer be available for new downloads on those platforms," [Activision wrote on their blog], "though existing players can continue playing until Season 1 launches. Certain items, such as Call of Duty Points bundle purchases, will no longer be available on those platforms...."

Players who have properly linked their platform accounts to their Activision accounts will be able to keep all their progress and unlocks once they leap to PS5, Xbox Series X/S, or PC. Activision also confirmed on its support site that all past Call of Duty games will remain playable online on PS4 and Xbox One.

The upcoming Call of Duty: Modern Warfare 4 "will be set against a full-scale invasion of South Korea," according to the Washington Post. And they report that Infinity Ward will release the game October 23 "on all modern gaming platforms including, notably, the Nintendo Switch 2. (The blockbuster franchise has long skipped Nintendo consoles.)" The campaign introduces Private Park, a young Korean soldier thrown into combat for the first time, framed as a classic "zero-to-hero story" against the backdrop of global calamity. The franchise's most recognizable hero, Capt. John Price, also returns, this time as a rogue agent, picking up the story of the Modern Warfare timeline that began with 2019's reboot title... [T]he game features a fictional North Korean leader, rather than Kim Jong Un or his family. Infinity Ward said it consulted regional specialists, people who defected from the North and the studio's own Korean employees.

When asked whether the studio is braced for a diplomatic response from Pyongyang (familiar territory for the series), [Jack O'Hara, co-head of Infinity Ward] was dry about it. "We've had state responses to our games before. We'll find out what we all think about each other soon enough," he said...

Infinity Ward is making its most significant mechanical changes in years. The game will remove "bloom," the randomized bullet spread visual trick that game developers use to simulate gunfire chaos, while firing guns from the hip. Instead, bullets will exit the gun in the same direction as the visible recoil on screen, rewarding aim over chance... The studio is also introducing Kill Block, a multiplayer map that reconfigures itself between matches using a modular system of interchangeable sections, producing more than 500 possible layouts.

Windows

Windows' Classic 3D Space Cadet Pinball Is Getting a Physical Re-Creation (arstechnica.com) 51

Hobbyist CNCDan is trying to build a real-world version of Windows' classic 3D Pinball for Windows -- Space Cadet, using 3D-printed flippers, bumpers, LEDs, slingshots, and a raised playfield modeled after the original virtual table. But in bringing the digital table into the real world, CNCDan has already run into several physical challenges the software never had to contend with... Ars Technica reports: After scaling and skewing the on-screen, perspective-shifted view of the Space Cadet playfield onto a 1-meter-tall table, he ended up with a rectangular playfield just 56 cm wide. That's on the smaller side for commercial pinball tables and maps to playfield bumpers that are just 53 mm wide -- way smaller than any prebuilt bumpers that are commercially available.

Once CNCDan dealt with issues with unreliable plastic microswitches for those tiny bumpers (Hall effect magnets seemed to help), he ran into a separate problem with the even smaller bumpers on the raised playfield. The wiring for those bumpers had to be arranged very carefully to avoid blocking a kickback return alley underneath, a positioning problem that the original designers of the virtual table didn't have to consider at all. CNCDan also ended up adding a physical mechanism to simulate the short delay 3D Space Cadet players may remember, when the ball dropped down a hole from the raised playfield back to the flippers below.

CNCDan says he's currently looking for artists to help him with a hand-drawn re-creation of the original Space Cadet playfield, which he doesn't want to use AI for. "I'm sure [AI] can do it, but I'd much rather give this job to a real human being," he said in the video.

Games

More Videogames Developers Consider Unionization - Some Spurred By Changes to Remote Work Policies (aftermath.site) 163

Developers for several top videogames have joined unions under the Communication Workers of America — including Call of Duty, Fallout, Overwatch, Diablo and World of Warcraft. Last month workers on the online game Magic: The Gathering Arena team announced their own CWA union.

The gaming news site Aftermath shares some interesting details: Owner Hasbro and Wizards of the Coast could have voluntarily agreed to the union, but instead the issue is going to an official vote with the National Labor Relations Board in June... [O]ne Arena developer shared on Bluesky that one of the reasons they were inspired to organize was because Wizards changed its remote work policy, requiring them to move across the country or to a more expensive state to remain employed. (Changes to remote work have been one of the big drivers of unionization and union action among video game developers.) If the union is successful, the company wouldn't be able to unilaterally change working conditions like remote work; it would have to negotiate with the union over the decision. There's no guarantee unionized employees would get what they want, but they'd have more of a say, and the opportunity to directly influence their work situation, than they would without a union.
XBox (Games)

Microsoft Hires Analyst With Influential Video Game Blog To Fix Xbox (engadget.com) 21

Microsoft has hired games analyst and investor Matthew Ball as Xbox's new chief strategy officer. With a long track record of analyzing the video game market and industry's biggest shifts, Ball's background could help Xbox rethink its hardware and console strategy at a moment when competition is tougher than ever. Engadget reports: Ball is a venture capitalist and tech industry consultant with a well-documented history of analyzing emerging digital economies and the video game market. He was most recently the CEO and founder of Epyllion, an advisory firm and digital production house that also runs a large-scale metaverse investment fund, and he publishes regular breakdowns of the industry's biggest players and trends, including an annual State of Gaming report. Ball is the author of The Metaverse, a book beloved by Tim Sweeney, Mark Zuckerberg, Karlie Kloss and, not awkwardly at all, former Xbox head Phil Spencer.
PlayStation (Games)

PlayStation Exclusives Aren't Coming To PC Anymore (theverge.com) 53

An anonymous reader quotes a report from The Verge: Sony reportedly won't release its major single-player PlayStation games on PC anymore. According to Bloomberg's Jason Schreier, Hermen Hulst, who heads up PlayStation's studios business, informed employees in a town hall on Monday about the change in strategy. Schreier had previously reported on the shift in March, saying that Sony scrapped plans to launch PC versions of last year's Ghost of Ytei and "other internally developed games." Online games will still come to multiple platforms following this change in strategy, Schreier reported at the time.

In recent years, Sony has released many of its biggest games on PC, including Spider-Man 2, Ghost of Tsushima, both The Last of Us games, Horizon Zero Dawn Remastered, and multiplayer titles like Helldivers 2 and Marathon. Two years ago, Hulst committed to releasing PlayStation's live-service games "day and date" on PC and PS5, but its single-player PC releases have been less consistent, with Hulst saying that the company takes a "more strategic approach."
In April, Microsoft's new Xbox chief Asha Sharma said the company is "reevaluating" exclusive games for the platform. "Players are frustrated," she wrote in a memo. "New feature drops on console have been less frequent. Our presence on PC isn't strong enough. Pricing is getting harder for people to keep up with. And core experiences like search, discovery, social, and personalization still feel too fragmented."

"The model that got us here won't be the one that takes us forward," the memo adds.
Patents

Nintendo Tries To Obtain Touchscreen-Specific Patent On Monster Capturing (gamesfray.com) 27

Nintendo is trying to secure a touchscreen-specific monster-catching patent that could be relevant to Palworld Mobile. Japan's patent office has initially rejected the application for lacking an inventive step over prior art, but the company could appeal or amend the claims. Games Fray reports: The Japan Patent Office (JPO) has now made a new monster-catching patent application by Nintendo public. Patent Application No. 2026-019762 covers monster-catching of the kind already asserted against the PC and console versions of Palworld and is from the same patent family as two of the three patents Nintendo is already asserting against Palworld, but with a touchscreen focus. Potential targets are the upcoming Palworld Mobile game and Tencent's Roco Kingdom: World, which is presently available only in China but likely to expand internationally. Nintendo filed the application this year with a request for a fast-tracked review. The JPO has indeed been quick, and the response is that Nintendo's application lacks an inventive step over the prior art.

Nintendo already amended the claims in February and can try to amend them again. It can try to persuade the examiner and potentially appeal the decision. But the initial rejection suggests that Nintendo will not obtain the desired touchscreen monster-catching patent quickly. The rejection was communicated on April 24, 2026. Nintendo could abandon the application now, but Nintendo being Nintendo, they are more likely to try to persuade the examiner to arrive at a different conclusion, even though the reasons for the rejection are strong. In many patent examination processes, the initial rejection is essentially just an invitation to present one's best arguments. Here, however, the rejection notice is so well-reasoned that it will be an uphill battle for Nintendo.
Nintendo's application would cover a touchscreen-controlled game in which a player moves through "a field in a virtual space," uses "a capture item for capturing a field character," and can summon "a battle character" to fight that creature. During combat, the game would display "a plurality of commands including at least an attack command and an item command," selected through "an operation input using the touch panel."

The key claim is that when the capture item is used "during a battle" or "in a non-battle state," the game performs "a capture success determination," and, if successful, "the field character is captured and set to a state owned by the player."
First Person Shooters (Games)

America's Library of Congress Officially Inducts... the Soundtrack for the Videogame 'Doom' (engadget.com) 19

America's Library of Congress "is preserving a little piece of Hell," jokes Engadget, "by inducting the soundtrack to the original Doom into the National Recording Registry." The album of demon-slaying tracks is joined by several other notable 2026 additions to the registry, like Weezer's self-titled debut album (colloquially known as "The Blue Album"), Taylor Swift's "1989," Beyonce's "Single Ladies (Put a Ring On It) and the original "Mambo No. 5."

"Doom" was created by Bobby Prince, a freelance composer who worked on lots of id Software games, and also scored Doom's '90s rival Duke Nukem 3D. The soundtrack draws clear inspiration from metal bands, but also touches on techno and ambient music throughout its track list, making for an eclectic soundscape for tearing through enemies. That it all fits together is also impressive in its own right: All of the music for Doom was written before the game had completed levels to play through, according to Prince.

The official announcement from the Library of Congress says Doom "brought a heavy metal energy to MS-DOS systems across the globe," while also pioneering first-person shooter videogames. "Key to Doom's popularity was the adrenaline-fueled soundtrack created by freelance video game music composer Bobby Prince. Prince, a lifelong musician and practicing lawyer, was fascinated by the MIDI technology that rose in prominence in the mid-1980s as a means for instrument control and composition... For "Doom," Prince took inspiration from a pile of CDs loaned by the game's chief designer, John Romero, including seminal works by Alice in Chains, Pantera and Metallica.

Despite the limitations of the 1993-era sound card drivers, Prince composed the perfect riff-shredding accompaniment for the game's demon-slaying journey to hell and back. Taking advantage of his knowledge of MIDI, Prince even worked to ensure that the sound effects he created could cut through the music by assigning them to different MIDI frequencies.

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