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Read about the latest Gaming news and announcements. The official blog of Activision, publishers of Call of Duty, Sekiro, Crash Bandicoot, Skylanders, and more.

Switch 2 pub backs off Game Key Cards after leaking lower-cost cartridge options

The Switch 2’s data-free, download-enabling Game Key Cards have proved controversial with players who worry about long-term ownership and access issues to their purchases. But they’ve remained popular with publishers that want to save production costs on a boxed Switch 2 game release, since Game Key Cards don’t include any of the expensive flash memory found on a standard Switch 2 cartridge.

Now, though, at least one publisher has publicly suggested that Nintendo is offering cheaper Switch 2 cartridge options with smaller storage capacities, lowering production costs in a way that could make full cartridge releases more viable for many games on the console.

Earlier this week, R-Type Dimensions III publisher Inin Games explained to customers that it couldn’t switch from Game Key Cards to a “full physical cartridge” for the retail version of the Switch 2 game without “significantly rais[ing] manufacturing costs.” Those additional costs would “force us to increase the retail price by at least €15 [about $20],” Inin Games wrote at the time.

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Riot Games is making an anti-cheat change that could be rough on older PCs

At this point, most competitive online multiplayer games on the PC come with some kind of kernel-level anti-cheat software. As we’ve written before, this is software that runs with more elevated privileges than most other apps and games you run on your PC, allowing it to load in earlier and detect advanced methods of cheating. More recently, anti-cheat software has started to require more Windows security features like Secure Boot, a TPM 2.0 module, and virtualization-based memory integrity protection.

Riot Games, best known for titles like Valorant and League of Legends and the Vanguard anti-cheat software, has often been one of the earliest to implement new anti-cheat requirements. There’s already a long list of checks that systems need to clear before they’ll be allowed to play Riot’s games online, and now the studio is announcing a new one: a BIOS update requirement that will be imposed on “certain players” following Riot’s discovery of a UEFI bug that could allow especially dedicated and motivated cheaters to circumvent certain memory protections.

In short, the bug affects the input-output memory management unit (IOMMU) “on some UEFI-based motherboards from multiple vendors.” One feature of the IOMMU is to protect system memory from direct access during boot by external hardware devices, which otherwise might manipulate the contents of your PC’s memory in ways that could enable cheating.

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We asked four AI coding agents to rebuild Minesweeper—the results were explosive

The idea of using AI to help with computer programming has become a contentious issue. On the one hand, coding agents can make horrific mistakes that require a lot of inefficient human oversight to fix, leading many developers to lose trust in the concept altogether. On the other hand, some coders insist that AI coding agents can be powerful tools and that frontier models are quickly getting better at coding in ways that overcome some of the common problems of the past.

To see how effective these modern AI coding tools are becoming, we decided to test four major models with a simple task: recreating the classic Windows game Minesweeper. Since it’s relatively easy for pattern-matching systems like LLMs to play off of existing code to re-create famous games, we added in one novelty curveball as well.

Our straightforward prompt:

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RAM and SSD prices are still climbing—here’s our best advice for PC builders

The first few months of 2025 were full of graphics card reviews where we generally came away impressed with performance and completely at a loss on availability and pricing. The testing in these reviews is useful regardless, but when it came to extra buying advice, the best we could do was to compare Nvidia’s imaginary pricing to AMD’s imaginary pricing and wait for availability to improve.

Now, as the year winds down, we’re facing price spikes for memory and storage that are unlike anything I’ve seen in two decades of pricing out PC parts. Pricing for most RAM kits has increased dramatically since this summer, driven by overwhelming demand for these parts in AI data centers. Depending on what you’re building, it’s now very possible that the memory could be the single most expensive component you buy; things are even worse now than they were the last time we compared prices a few weeks ago.

Component Aug. 2025 price Nov. 2025 price Dec. 2025 price
Patriot Viper Venom 16GB (2 x 8GB) DDR-6000 $49 $110 $189
Western Digital WD Blue SN5000 500GB $45 $69 $102*
Silicon Power 16GB (2 x 8GB) DDR4-3200 $34 $89 $104
Western Digital WD Blue SN5000 1TB $64 $111 $135*
Team T-Force Vulcan 32GB DDR5-6000 $82 $310 $341
Western Digital WD Blue SN5000 2TB $115 $154 $190*
Western Digital WD Black SN7100 2TB $130 $175 $210
Team Delta RGB 64GB (2 x 32GB) DDR5-6400 $190 $700 $800

Some SSDs are getting to the point where they’re twice as expensive as they were this summer (for this comparison, I’ve swapped the newer WD Blue SN5100 pricing in for the SN5000, since the drive is both newer and slightly cheaper as of this writing). Some RAM kits, meanwhile, are around four times as expensive as they were in August. Yeesh.

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Microsoft takes down mod that recreated Halo 3 in Counter-Strike 2

Last month saw the release of Project Misriah, an ambitious modding project that tried to recreate the feel of Halo 3 inside Valve’s Counter-Strike 2. That project has now been taken down from the Steam Workshop, though, after drawing a DMCA complaint from Microsoft.

Modder Froddoyo introduced Project Misriah on November 16 as “a workshop collection of Halo ported maps and assets that aims to bring a Halo 3 multiplayer-like experience to Counter-Strike 2.” Far from just being inspired by Halo 3, the mod directly copied multiple sound effects, character models, maps, and even movement mechanics from Bungie and Microsoft’s popular series.

In the weeks since, Project Misriah drew a lot of praise from both Halo fans and those impressed by what modders could pull off with the Source 2 engine. But last Wednesday, modder Froddoyo shared a DMCA request from Microsoft citing the “unauthorized use of Halo game content in a [Steam] workshop not associated with Halo games.”

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Reminder: Donate to win swag in our annual Charity Drive sweepstakes

If you’ve been too busy floating in your new WoW house to take part in this year’s Ars Technica Charity Drive sweepstakes, don’t worry. You still have time to donate to a good cause and get a chance to win your share of over $4,000 worth of swag (no purchase necessary to win).

In the first two days or so of the drive, over 200 readers have contributed over $11,000 to either the Electronic Frontier Foundation or Child’s Play as part of the charity drive (Child’s Play has a roughly 60/40 donation lead at the moment). That’s still a long way off from 2020’s record haul of over $58,000, but there’s still plenty of time until the Charity Drive wraps up on Friday, January 2, 2026.

That doesn’t mean you should put your donation off, though. Do yourself and the charities involved a favor and give now while you’re thinking about it.

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Apple loses its appeal of a scathing contempt ruling in iOS payments case

Back in April, District Court Judge Yvonne Gonzalez Rogers delivered a scathing judgment finding that Apple was in “willful violation” of her 2021 injunction intended to open up iOS App Store payments. That contempt of court finding has now been almost entirely upheld by the Ninth Circuit Court of Appeals, a development that Epic Games’ Tim Sweeney tells Ars he hopes will “do a lot of good for developers and start to really change the App Store situation worldwide, I think.”

The ruling, signed by a panel of three appellate court judges, affirmed that Apple’s initial attempts to charge a 27 percent fee to iOS developers using outside payment options “had a prohibitive effect, in violation of the injunction.” Similarly, Apple’s restrictions on how those outside links had to be designed were overly broad; the appeals court suggests that Apple can only ensure that internal and external payment options are presented in a similar fashion.

The appeals court also agreed that Apple acted in “bad faith” by refusing to comply with the injunction, rejecting viable, compliant alternatives in internal discussions. And the appeals court was also not convinced by Apple’s process-focused arguments, saying the district court properly evaluated materials Apple argued were protected by attorney-client privilege.

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Jonathan Blow has spent the past decade designing 1,400 puzzles for you

Back in 2016, after six-and-a-half years spent working on puzzle-adventure opus The Witness, Jonathan Blow says he needed a break. He tells Ars that the project he started in The Witness’ wake was meant to serve as a quick proof of concept for a new engine and programming language he was working on. “It was supposed to be a short game,” that could be finished in “like a year and a half or two years,” he said.

Now, after nine years of development—and his fair share of outspoken, controversial statements—Blow is finally approaching the finish line on that “short game.” He said Order of the Sinking Star—which was announced Thursday via a Game Awards trailer ahead of a planned 2026 release—now encompasses around 1,400 individual puzzles that could take completionists 400 to 500 hours to fully conquer.

Jonathan Blow, seen here probably thinking about puzzles. Credit: Thekla, Inc.

“I don’t know why I convinced myself it was going to be a small game,” Blow told me while demonstrating a preview build to Ars last week. “But once we start things, I just want to do the good version of the thing, right? I always make it as good as it can be.”

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Instead of fixing WoW’s new floating house exploit, Blizzard makes it official

Long-time World of Warcraft players have been waiting 21 years for the new in-game housing features that Blizzard officially announced last year and which launched in early access last week. Shortly after that launch, though, players quickly discovered a way to make their houses float high above the ground by exploiting an unintended, invisible UI glitch.

Now, Blizzard says that the overwhelming response to that accidental house hovering has been so strong that it’s pivoting to integrate it as an official part of the game.

“We were going to fix flying houses to bring them back to terra firma, but you all made such awesome stuff, so we made it possible with the base UI instead.” WoW principal designer Jesse Kurlancheek posted on social media Tuesday. Lead producer Kyle Hartline followed up on that announcement with some behind-the-scenes gossip: “Like no joke we had an ops channel about how to roll out the float fix but folks shared like 5 of the dopest houses and we all kinda immediately agreed this was way too cool to change,” he wrote.

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AMD’s next-gen “FSR Redstone” brings big gains, as long as you’re using a new GPU

Nvidia, AMD, and Intel have all made high-quality image upscaling a cornerstone feature of their new GPUs this decade. Upscaling technologies like Nvidia’s Deep Learning Super Sampling (DLSS), AMD’s FidelityFX Super Resolution (FSR), and Intel’s Xe Super Sampling (XeSS) are all ways to transform a lower-resolution source image into a higher-resolution image, delivering better-looking games without requiring as much graphics hardware as you’d need to render the higher-resolution image natively. Later additions have focused on improving ray-tracing performance and “frame generation” technologies that boost frame rates by creating new AI-generated frames to insert between natively rendered frames.

Generally speaking, Nvidia’s DLSS technologies have provided better image quality than AMD’s FSR, but they have only been available on newer Nvidia hardware—the GeForce RTX 20-series or newer for most features, with frame-generation features locked to the RTX 40- and 50-series. FSR’s results don’t look as good, but they have benefited from running on just about anything, including older GPUs, Nvidia GPUs, and even integrated Intel and AMD GPUs.

Today, AMD is trying to shift that dynamic with something called “FSR Redstone,” a collection of ray-tracing and frame-generation features all intended to boost AMD’s image quality while being relatively easy to implement for game developers who are already using FSR 3.1 or FSR 4.

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Win hardware, collectibles, and more in the 2025 Ars Technica Charity Drive

It’s once again that special time of year when we give you a chance to do well by doing good. That’s right—it’s the 2025 edition of our annual Charity Drive!

Every year since 2007, we’ve encouraged readers to give to Penny Arcade’s Child’s Play charity, which provides toys and games to kids being treated in hospitals around the world. In recent years, we’ve added the Electronic Frontier Foundation to our charity push, aiding in their efforts to defend Internet freedom. This year, as always, we’re providing some extra incentive for those donations by offering donors a chance to win pieces of our big pile of vendor-provided swag. We can’t keep it, and we don’t want it clogging up our offices, so it’s now yours to win.

This year’s swag pile is full of high-value geek goodies. We have over a dozen prizes valued at nearly $5,000 total, including gaming hardware and collectibles, apparel, and more. In 2023, Ars readers raised nearly $40,000 for charity, contributing to a total haul of more than $542,000 since 2007. We want to raise even more this year, and we can do it if readers dig deep.

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Please send help. I can’t stop playing these roguelikes.

It’s time to admit, before God and the good readers of Ars Technica, that I have a problem. I love roguelikes. Reader, I can’t get enough of them. If there’s even a whisper of a hot new roguelike on Steam, I’m there. You may call them arcane, repetitive, or maddeningly difficult; I call them heaven.

The second best part of video games is taking a puny little character and, over 100 hours, transforming that adventurer into a god of destruction. The best thing about video games is doing the same thing in under an hour. Beat a combat encounter, get an upgrade. Enter a new area, choose a new item. Put together a build and watch it sing.

If you die—immediately ending your ascent and returning you to the beginning of the game—you’ll often make a pit stop at a home base to unlock new goodies to help you on your next run. (Some people distiguish between roguelikes and “roguelites,” with the latter including permanent, between-run upgrades. For simplicity’s sake, I’ll use “roguelike” as an umbrella term).

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SteamOS vs. Windows on dedicated GPUs: It’s complicated, but Windows has an edge

I wrote a couple of weeks ago about my personal homebrew Steam Machine, a self-built desktop under my TV featuring an AMD Ryzen 7 8700G processor and a Radeon 780M integrated GPU. I wouldn’t recommend making your own version of this build, especially with RAM prices as they currently are, but there are all kinds of inexpensive mini PCs on Amazon with the same GPU, and they’ll all be pretty good at playing the kinds of games that already run well on the less-powerful Steam Deck.

But this kind of hardware is an imperfect proxy for the Steam Machine that Valve plans to launch sometime next year—that box will include a dedicated GPU with 8GB of dedicated video memory, presenting both benefits and possible pitfalls compared to a system with an integrated GPU.

As a last pre-Steam Machine follow-up to our coverage so far, we’ve run tests on several games we test regularly in our GPU reviews to get a sense of how current versions of SteamOS stack up to Windows running on the same hardware. What we’ve found so far is basically the inverse of what we found when comparing handhelds: Windows usually has an edge on SteamOS’s performance, and sometimes that gap is quite large. And SteamOS also exacerbates problems with 8GB GPUs, hitting apparent RAM limits in more games and at lower resolutions compared to Windows.

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Why won’t Steam Machine support HDMI 2.1? Digging in on the display standard drama.

When Valve announced its upcoming Steam Machine hardware last month, some eagle-eyed gamers may have been surprised to see that the official spec sheet lists support for HDMI 2.0 output, rather than the updated, higher-bandwidth HDMI 2.1 standard introduced in 2017. Now, Valve tells Ars that, while the hardware itself actually supports HDMI 2.1, the company is struggling to offer full support for that standard due to Linux drivers that are “still a work-in-progress on the software side.”

As we noted last year, the HDMI Forum (which manages the official specifications for HDMI standards) has officially blocked any open source implementation of HDMI 2.1. That means the open source AMD drivers used by SteamOS can’t fully implement certain features that are specific to the updated output standard.

“At this time an open source HDMI 2.1 implementation is not possible without running afoul of the HDMI Forum requirements,” AMD engineer Alex Deucher said at the time.

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SteamOS has problems with 8GB GPUs, but Valve is working on it

By Valve’s admission, its upcoming Steam Machine desktop isn’t swinging for the fences with its graphical performance. The specs promise decent 1080p-to-1440p performance in most games, with 4K occasionally reachable with assistance from FSR upscaling—about what you’d expect from a box with a modern midrange graphics card in it.

But there’s one spec that has caused some concern among Ars staffers and others with their eyes on the Steam Machine: The GPU comes with just 8GB of dedicated graphics RAM, an amount that is steadily becoming more of a bottleneck for midrange GPUs like AMD’s Radeon RX 7060 and 9060, or Nvidia’s GeForce RTX 4060 or 5060.

In our reviews of these GPUs, we’ve already run into some games where the RAM ceiling limits performance in Windows, especially at 1440p. But we’ve been doing more extensive testing of various GPUs with SteamOS, and we can confirm that in current betas, 8GB GPUs struggle even more on SteamOS than they do running the same games at the same settings in Windows 11.

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