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CD Projekt RED’s Project Sirius Recruits Destiny 2: The Final Shape Narrative Lead
NewsCD Projekt REDpcProject Siriusps4ps5the molasses floodThe WitcherXbox OneXbox Series SXbox Series X
The Molasses Flood-developed multiplayer spin-off to The Witcher could be making significant steps forward after its 2023 reboot.
Show full content

It’s been a while since Project Sirius, a multiplayer-focused spin-off to The Witcher series, has had any substantial updates. That may change in the near future as Kwan Perng has joined CD Projekt RED’s Boston team, serving as lead writer on the project. He’s best known for his work on the critically acclaimed Destiny 2 expansion, The Final Shape, and Guild Wars 2’s End of Dragons.

“It will be some time before I can talk about the project,” he said on LinkedIn, “but in the meantime, I’ve been immersing myself in the dark and eclectic universe of The Witcher. It’s humbling to get the opportunity to tell stories in this world and in the company of such talented developers.”

Perng’s hiring could indicate significant steps forward for the project, which has seemingly been in limbo since its announcement. Developed by The Molasses Flood, a reboot in 2023 led to lay-offs for 29 employees – nearly half of the total team.

At the time, CD Projekt RED said the team’s composition changed to match the project, though not so much on the former’s side. Perhaps this is a sign of the Boston studio taking a more active role (while The Molasses Flood is more tertiary). How this will affect other upcoming projects, including Project Orion, aka Cyberpunk 2, remains to be seen.

Either way, we’ve yet to see any gameplay or details on Project Sirius. It was announced as an “innovative take on The Witcher universe” with “unforgettable tale for existing Witcher fans and new audiences.” It will have spent nearly four years in development by November this year, but judging from Perng’s post, we may have to wait longer for a reveal. As always, stay tuned for updates as they arrive.

https://gamingbolt.com/?p=644018
Extensions
CD Projekt RED’s Project Sirius Recruits Destiny 2: The Final Shape Narrative Lead
NewsCD Projekt REDpcProject Siriusps4ps5the molasses floodThe WitcherXbox OneXbox Series SXbox Series X
The Molasses Flood-developed multiplayer spin-off to The Witcher could be making significant steps forward after its 2023 reboot.
Show full content

It’s been a while since Project Sirius, a multiplayer-focused spin-off to The Witcher series, has had any substantial updates. That may change in the near future as Kwan Perng has joined CD Projekt RED’s Boston team, serving as lead writer on the project. He’s best known for his work on the critically acclaimed Destiny 2 expansion, The Final Shape, and Guild Wars 2’s End of Dragons.

“It will be some time before I can talk about the project,” he said on LinkedIn, “but in the meantime, I’ve been immersing myself in the dark and eclectic universe of The Witcher. It’s humbling to get the opportunity to tell stories in this world and in the company of such talented developers.”

Perng’s hiring could indicate significant steps forward for the project, which has seemingly been in limbo since its announcement. Developed by The Molasses Flood, a reboot in 2023 led to lay-offs for 29 employees – nearly half of the total team.

At the time, CD Projekt RED said the team’s composition changed to match the project, though not so much on the former’s side. Perhaps this is a sign of the Boston studio taking a more active role (while The Molasses Flood is more tertiary). How this will affect other upcoming projects, including Project Orion, aka Cyberpunk 2, remains to be seen.

Either way, we’ve yet to see any gameplay or details on Project Sirius. It was announced as an “innovative take on The Witcher universe” with “unforgettable tale for existing Witcher fans and new audiences.” It will have spent nearly four years in development by November this year, but judging from Perng’s post, we may have to wait longer for a reveal. As always, stay tuned for updates as they arrive.

https://gamingbolt.com/?p=644018
Extensions
CD Projekt RED’s Project Sirius Recruits Destiny 2: The Final Shape Narrative Lead
NewsCD Projekt REDpcProject Siriusps4ps5the molasses floodThe WitcherXbox OneXbox Series SXbox Series X
The Molasses Flood-developed multiplayer spin-off to The Witcher could be making significant steps forward after its 2023 reboot.
Show full content

It’s been a while since Project Sirius, a multiplayer-focused spin-off to The Witcher series, has had any substantial updates. That may change in the near future as Kwan Perng has joined CD Projekt RED’s Boston team, serving as lead writer on the project. He’s best known for his work on the critically acclaimed Destiny 2 expansion, The Final Shape, and Guild Wars 2’s End of Dragons.

“It will be some time before I can talk about the project,” he said on LinkedIn, “but in the meantime, I’ve been immersing myself in the dark and eclectic universe of The Witcher. It’s humbling to get the opportunity to tell stories in this world and in the company of such talented developers.”

Perng’s hiring could indicate significant steps forward for the project, which has seemingly been in limbo since its announcement. Developed by The Molasses Flood, a reboot in 2023 led to lay-offs for 29 employees – nearly half of the total team.

At the time, CD Projekt RED said the team’s composition changed to match the project, though not so much on the former’s side. Perhaps this is a sign of the Boston studio taking a more active role (while The Molasses Flood is more tertiary). How this will affect other upcoming projects, including Project Orion, aka Cyberpunk 2, remains to be seen.

Either way, we’ve yet to see any gameplay or details on Project Sirius. It was announced as an “innovative take on The Witcher universe” with “unforgettable tale for existing Witcher fans and new audiences.” It will have spent nearly four years in development by November this year, but judging from Perng’s post, we may have to wait longer for a reveal. As always, stay tuned for updates as they arrive.

https://gamingbolt.com/?p=644018
Extensions
PlayStation Plus Essential Price Increase Starts on May 20th for New Subscribers
Newsplaystation plusplaystation plus essentialsony
You'll have to pay $10.99 monthly or $27.99 quarterly, but current subscribers in specific regions will remain unaffected.
Show full content

Not too long after it raised prices for the PS5 and PS5 Pro, Sony has announced a hike for PlayStation Plus Essential. Starting on May 20th, it will cost $10.99/ €9.99 / £7.99 monthly, up from $9.99 / £6.99 / €8.99. Subscribing for three months at a time will cost $27.99 USD / €27.99 / £21.99, up from $24.99 / £19.99 / €24.99.

The hike applies to new subscribers only, barring those in India and Turkey. However, if you change your subscription or it lapses, then be prepared to pay the increased rate. As far as strategies to current subscribers locked in, this would certainly be one of the more unorthodox.

PlayStation Plus Extra and Premium remain unchanged, though you would have to think that Sony is contemplating the game. It is interesting how XBOX (recently rebranded from Xbox) hiked Game Pass prices across the board last year before recently announcing a decrease to the Ultimate and PC tiers. Granted, that’s with the caveat that future Call of Duty titles will skip the service, but still.

Perhaps PlayStation Plus Essential’s price increase is due to being the most popular tier, and Sony wants to capitalise on that growth without appearing to go overboard. Either way, stay tuned for any potential changes to other tiers in the coming months.

Starting May 20, PlayStation Plus prices for new customers will increase in select regions. Due to ongoing market conditions, prices will start at $10.99 USD / €9.99 EUR / £7.99 GBP for 1-month subscriptions and $27.99 USD / €27.99 EUR / £21.99 GBP for 3-month subscriptions.…

— PlayStation (@PlayStation) May 18, 2026
https://gamingbolt.com/?p=644015
Extensions
PlayStation Plus Essential Price Increase Starts on May 20th for New Subscribers
Newsplaystation plusplaystation plus essentialsony
You'll have to pay $10.99 monthly or $27.99 quarterly, but current subscribers in specific regions will remain unaffected.
Show full content

Not too long after it raised prices for the PS5 and PS5 Pro, Sony has announced a hike for PlayStation Plus Essential. Starting on May 20th, it will cost $10.99/ €9.99 / £7.99 monthly, up from $9.99 / £6.99 / €8.99. Subscribing for three months at a time will cost $27.99 USD / €27.99 / £21.99, up from $24.99 / £19.99 / €24.99.

The hike applies to new subscribers only, barring those in India and Turkey. However, if you change your subscription or it lapses, then be prepared to pay the increased rate. As far as strategies to current subscribers locked in, this would certainly be one of the more unorthodox.

PlayStation Plus Extra and Premium remain unchanged, though you would have to think that Sony is contemplating the game. It is interesting how XBOX (recently rebranded from Xbox) hiked Game Pass prices across the board last year before recently announcing a decrease to the Ultimate and PC tiers. Granted, that’s with the caveat that future Call of Duty titles will skip the service, but still.

Perhaps PlayStation Plus Essential’s price increase is due to being the most popular tier, and Sony wants to capitalise on that growth without appearing to go overboard. Either way, stay tuned for any potential changes to other tiers in the coming months.

Starting May 20, PlayStation Plus prices for new customers will increase in select regions. Due to ongoing market conditions, prices will start at $10.99 USD / €9.99 EUR / £7.99 GBP for 1-month subscriptions and $27.99 USD / €27.99 EUR / £21.99 GBP for 3-month subscriptions.…

— PlayStation (@PlayStation) May 18, 2026
https://gamingbolt.com/?p=644015
Extensions
PlayStation Plus Essential Price Increase Starts on May 20th for New Subscribers
Newsplaystation plusplaystation plus essentialsony
You'll have to pay $10.99 monthly or $27.99 quarterly, but current subscribers in specific regions will remain unaffected.
Show full content

Not too long after it raised prices for the PS5 and PS5 Pro, Sony has announced a hike for PlayStation Plus Essential. Starting on May 20th, it will cost $10.99/ €9.99 / £7.99 monthly, up from $9.99 / £6.99 / €8.99. Subscribing for three months at a time will cost $27.99 USD / €27.99 / £21.99, up from $24.99 / £19.99 / €24.99.

The hike applies to new subscribers only, barring those in India and Turkey. However, if you change your subscription or it lapses, then be prepared to pay the increased rate. As far as strategies to current subscribers locked in, this would certainly be one of the more unorthodox.

PlayStation Plus Extra and Premium remain unchanged, though you would have to think that Sony is contemplating the game. It is interesting how XBOX (recently rebranded from Xbox) hiked Game Pass prices across the board last year before recently announcing a decrease to the Ultimate and PC tiers. Granted, that’s with the caveat that future Call of Duty titles will skip the service, but still.

Perhaps PlayStation Plus Essential’s price increase is due to being the most popular tier, and Sony wants to capitalise on that growth without appearing to go overboard. Either way, stay tuned for any potential changes to other tiers in the coming months.

Starting May 20, PlayStation Plus prices for new customers will increase in select regions. Due to ongoing market conditions, prices will start at $10.99 USD / €9.99 EUR / £7.99 GBP for 1-month subscriptions and $27.99 USD / €27.99 EUR / £21.99 GBP for 3-month subscriptions.…

— PlayStation (@PlayStation) May 18, 2026
https://gamingbolt.com/?p=644015
Extensions
LEGO Batman: Legacy of the Dark Knight Gets Rolling Midnight Console Launch
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5TT Gameswb gamesXbox Series SXbox Series X
Deluxe Edition owners on PC receive access on May 19th, 10 AM PT, while Standard Edition players must wait until the same time on May 22nd.
Show full content

TT Games’ LEGO Batman: Legacy of the Dark Knight is out later this week, but if you’re a Deluxe Edition owner, then early access will go live on May 19th at 10 AM PT. However, based on the global release map, that’s only for the PC version.

Console players will have a rolling midnight launch, which means the open-world title goes live at midnight local time, depending on your region. To make things even more confusing, those with the Deluxe Edition in Los Angeles, Honolulu, Denver and Chicago can start playing on May 18th at their corresponding times.

As for the Standard Edition, it’s available on May 22nd at 10 AM PT on PC, with console versions once again getting a rolling midnight launch. Once again, if you’re in the above-mentioned US cities, then you should gain access on May 21st.

Launching on Xbox Series X/S, PS5, and PC, LEGO Batman: Legacy of the Dark Knight is an original story based on the Caped Crusader’s extensive media history. You’ll see famous villains and scenes from movies, whether it’s the Joker ruining Gotham’s art museum to the beat of Prince’s “Partyman” from Tim Burton’s Batman or Bane doing his best Dark Knight Rises impression.

You can read our review of the title, which we scored nine out of ten, here. Alternatively, check out how Rocksteady and Warner Bros. Games Montreal were involved in the development.

INCOMING BATCOMPUTER TRANSMISSION: Global Early Access and Launch times are now available. #LEGOBatmanGame launches on console on a rolling midnight basis, and at 10am PT on PC.

USER INPUT REQUIRED: Have you secured your copy yet? Pre-order now: https://t.co/v2mGinpmns pic.twitter.com/b4oQc2LdaP

— LEGO® Batman™: Legacy of the Dark Knight (@LEGODCGame) May 17, 2026
https://gamingbolt.com/?p=644010
Extensions
LEGO Batman: Legacy of the Dark Knight Gets Rolling Midnight Console Launch
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5TT Gameswb gamesXbox Series SXbox Series X
Deluxe Edition owners on PC receive access on May 19th, 10 AM PT, while Standard Edition players must wait until the same time on May 22nd.
Show full content

TT Games’ LEGO Batman: Legacy of the Dark Knight is out later this week, but if you’re a Deluxe Edition owner, then early access will go live on May 19th at 10 AM PT. However, based on the global release map, that’s only for the PC version.

Console players will have a rolling midnight launch, which means the open-world title goes live at midnight local time, depending on your region. To make things even more confusing, those with the Deluxe Edition in Los Angeles, Honolulu, Denver and Chicago can start playing on May 18th at their corresponding times.

As for the Standard Edition, it’s available on May 22nd at 10 AM PT on PC, with console versions once again getting a rolling midnight launch. Once again, if you’re in the above-mentioned US cities, then you should gain access on May 21st.

Launching on Xbox Series X/S, PS5, and PC, LEGO Batman: Legacy of the Dark Knight is an original story based on the Caped Crusader’s extensive media history. You’ll see famous villains and scenes from movies, whether it’s the Joker ruining Gotham’s art museum to the beat of Prince’s “Partyman” from Tim Burton’s Batman or Bane doing his best Dark Knight Rises impression.

You can read our review of the title, which we scored nine out of ten, here. Alternatively, check out how Rocksteady and Warner Bros. Games Montreal were involved in the development.

INCOMING BATCOMPUTER TRANSMISSION: Global Early Access and Launch times are now available. #LEGOBatmanGame launches on console on a rolling midnight basis, and at 10am PT on PC.

USER INPUT REQUIRED: Have you secured your copy yet? Pre-order now: https://t.co/v2mGinpmns pic.twitter.com/b4oQc2LdaP

— LEGO® Batman™: Legacy of the Dark Knight (@LEGODCGame) May 17, 2026
https://gamingbolt.com/?p=644010
Extensions
LEGO Batman: Legacy of the Dark Knight Gets Rolling Midnight Console Launch
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5TT Gameswb gamesXbox Series SXbox Series X
Deluxe Edition owners on PC receive access on May 19th, 10 AM PT, while Standard Edition players must wait until the same time on May 22nd.
Show full content

TT Games’ LEGO Batman: Legacy of the Dark Knight is out later this week, but if you’re a Deluxe Edition owner, then early access will go live on May 19th at 10 AM PT. However, based on the global release map, that’s only for the PC version.

Console players will have a rolling midnight launch, which means the open-world title goes live at midnight local time, depending on your region. To make things even more confusing, those with the Deluxe Edition in Los Angeles, Honolulu, Denver and Chicago can start playing on May 18th at their corresponding times.

As for the Standard Edition, it’s available on May 22nd at 10 AM PT on PC, with console versions once again getting a rolling midnight launch. Once again, if you’re in the above-mentioned US cities, then you should gain access on May 21st.

Launching on Xbox Series X/S, PS5, and PC, LEGO Batman: Legacy of the Dark Knight is an original story based on the Caped Crusader’s extensive media history. You’ll see famous villains and scenes from movies, whether it’s the Joker ruining Gotham’s art museum to the beat of Prince’s “Partyman” from Tim Burton’s Batman or Bane doing his best Dark Knight Rises impression.

You can read our review of the title, which we scored nine out of ten, here. Alternatively, check out how Rocksteady and Warner Bros. Games Montreal were involved in the development.

INCOMING BATCOMPUTER TRANSMISSION: Global Early Access and Launch times are now available. #LEGOBatmanGame launches on console on a rolling midnight basis, and at 10am PT on PC.

USER INPUT REQUIRED: Have you secured your copy yet? Pre-order now: https://t.co/v2mGinpmns pic.twitter.com/b4oQc2LdaP

— LEGO® Batman™: Legacy of the Dark Knight (@LEGODCGame) May 17, 2026
https://gamingbolt.com/?p=644010
Extensions
Saros Protagonist’s Actor Says He Found His Voice by Getting Mad While Stuck in Traffic
NewsHousemarqueps5Sarossony
Rahul Kohli told the story of how he had to rush to the other end of Los Angeles, and found himself trapped in a lot of traffic.
Show full content

With many praising actor Rahul Kohli’s performance as Saros protagonist Arjun Devraj, the actor has revealed in an interview on the PlayStation Blog that a traffic jam was integral in helping him find the right voice for the character. Kohli spoke about how, when he was needed to record voice lines for a Saros trailer, he had to make his way to the other side of Los Angeles, and found himself getting angry and “worked up” about getting stuck in traffic.

“I had to catch a flight, and Housemarque wouldn’t have access to me for six months,” he explains. “And they needed the trailer. And in order for me to make my flight, I had to record on the other side of town in LA crazy early. And I’m stuck in traffic. And I was so worked up and angry at seven, eight in the morning. We recorded the teaser trailer. And that voice that came out was angrier, more intense than anything we’d done or explored previously. And Greg and I were immediately like… ‘wait, that’s him. That’s who we’ve been looking for’… being angry and not being good enough to hide it… that was where Arjun was really born.”

Director of the Finding Carcosa documentary series that chronicles the development of Saros, Paul J. Vogel, adds his own opinion on the unpredictable nature of storytelling. He noted that moments like these tended to add more to Kohli’s work despite being “completely unglamorous.”

“Rahul’s anecdote about finding the true voice of Arjun is the perfect summary of how sometimes the creative nature of storytelling can be unpredictable,” said Vogel. “It’s funny because it is so completely unglamorous. Stuck in traffic, already late for a recording session, and up against the clock for a departing flight. It shows how a character can come alive from research, rehearsal, and collaboration with your director… but sometimes all it really takes is one very bad commute.”

Providing more details on his first day in for performance capture work, Kohli noted that “I hated it.” He went on to talk about the experience of wearing the motion capture suit and how it made him wish that he’d “gone to the gym.”

“It takes an hour or two before you stop feeling silly. That’s the strange thing,” he continued. “It starts tech-heavy – calibrating your fingers. And then once you’ve done that, it felt like an empty stage with actors and a director, and a script. Most actors are comfortable with doing a lot with very little. From day one in a rehearsal space, you are working without props, without stage furniture. Everything else, [the tech], has just gone.”

Ultimately, advice from fellow voice actor Troy Baker helped Kohli out in this regard. “He said it was the purest form of acting you’ll ever do. And he was right. I’m not playing to the camera… it’s about me and [the other actors].”

Saros is available on PS5 and has seen an incredibly positive reception. For more, check out our review. Also, take a look at why Housemarque made the title more approachable than its previous outing, Returnal.

https://gamingbolt.com/?p=644012
Extensions
Saros Protagonist’s Actor Says He Found His Voice by Getting Mad While Stuck in Traffic
NewsHousemarqueps5Sarossony
Rahul Kohli told the story of how he had to rush to the other end of Los Angeles, and found himself trapped in a lot of traffic.
Show full content

With many praising actor Rahul Kohli’s performance as Saros protagonist Arjun Devraj, the actor has revealed in an interview on the PlayStation Blog that a traffic jam was integral in helping him find the right voice for the character. Kohli spoke about how, when he was needed to record voice lines for a Saros trailer, he had to make his way to the other side of Los Angeles, and found himself getting angry and “worked up” about getting stuck in traffic.

“I had to catch a flight, and Housemarque wouldn’t have access to me for six months,” he explains. “And they needed the trailer. And in order for me to make my flight, I had to record on the other side of town in LA crazy early. And I’m stuck in traffic. And I was so worked up and angry at seven, eight in the morning. We recorded the teaser trailer. And that voice that came out was angrier, more intense than anything we’d done or explored previously. And Greg and I were immediately like… ‘wait, that’s him. That’s who we’ve been looking for’… being angry and not being good enough to hide it… that was where Arjun was really born.”

Director of the Finding Carcosa documentary series that chronicles the development of Saros, Paul J. Vogel, adds his own opinion on the unpredictable nature of storytelling. He noted that moments like these tended to add more to Kohli’s work despite being “completely unglamorous.”

“Rahul’s anecdote about finding the true voice of Arjun is the perfect summary of how sometimes the creative nature of storytelling can be unpredictable,” said Vogel. “It’s funny because it is so completely unglamorous. Stuck in traffic, already late for a recording session, and up against the clock for a departing flight. It shows how a character can come alive from research, rehearsal, and collaboration with your director… but sometimes all it really takes is one very bad commute.”

Providing more details on his first day in for performance capture work, Kohli noted that “I hated it.” He went on to talk about the experience of wearing the motion capture suit and how it made him wish that he’d “gone to the gym.”

“It takes an hour or two before you stop feeling silly. That’s the strange thing,” he continued. “It starts tech-heavy – calibrating your fingers. And then once you’ve done that, it felt like an empty stage with actors and a director, and a script. Most actors are comfortable with doing a lot with very little. From day one in a rehearsal space, you are working without props, without stage furniture. Everything else, [the tech], has just gone.”

Ultimately, advice from fellow voice actor Troy Baker helped Kohli out in this regard. “He said it was the purest form of acting you’ll ever do. And he was right. I’m not playing to the camera… it’s about me and [the other actors].”

Saros is available on PS5 and has seen an incredibly positive reception. For more, check out our review. Also, take a look at why Housemarque made the title more approachable than its previous outing, Returnal.

https://gamingbolt.com/?p=644012
Extensions
Saros Protagonist’s Actor Says He Found His Voice by Getting Mad While Stuck in Traffic
NewsHousemarqueps5Sarossony
Rahul Kohli told the story of how he had to rush to the other end of Los Angeles, and found himself trapped in a lot of traffic.
Show full content

With many praising actor Rahul Kohli’s performance as Saros protagonist Arjun Devraj, the actor has revealed in an interview on the PlayStation Blog that a traffic jam was integral in helping him find the right voice for the character. Kohli spoke about how, when he was needed to record voice lines for a Saros trailer, he had to make his way to the other side of Los Angeles, and found himself getting angry and “worked up” about getting stuck in traffic.

“I had to catch a flight, and Housemarque wouldn’t have access to me for six months,” he explains. “And they needed the trailer. And in order for me to make my flight, I had to record on the other side of town in LA crazy early. And I’m stuck in traffic. And I was so worked up and angry at seven, eight in the morning. We recorded the teaser trailer. And that voice that came out was angrier, more intense than anything we’d done or explored previously. And Greg and I were immediately like… ‘wait, that’s him. That’s who we’ve been looking for’… being angry and not being good enough to hide it… that was where Arjun was really born.”

Director of the Finding Carcosa documentary series that chronicles the development of Saros, Paul J. Vogel, adds his own opinion on the unpredictable nature of storytelling. He noted that moments like these tended to add more to Kohli’s work despite being “completely unglamorous.”

“Rahul’s anecdote about finding the true voice of Arjun is the perfect summary of how sometimes the creative nature of storytelling can be unpredictable,” said Vogel. “It’s funny because it is so completely unglamorous. Stuck in traffic, already late for a recording session, and up against the clock for a departing flight. It shows how a character can come alive from research, rehearsal, and collaboration with your director… but sometimes all it really takes is one very bad commute.”

Providing more details on his first day in for performance capture work, Kohli noted that “I hated it.” He went on to talk about the experience of wearing the motion capture suit and how it made him wish that he’d “gone to the gym.”

“It takes an hour or two before you stop feeling silly. That’s the strange thing,” he continued. “It starts tech-heavy – calibrating your fingers. And then once you’ve done that, it felt like an empty stage with actors and a director, and a script. Most actors are comfortable with doing a lot with very little. From day one in a rehearsal space, you are working without props, without stage furniture. Everything else, [the tech], has just gone.”

Ultimately, advice from fellow voice actor Troy Baker helped Kohli out in this regard. “He said it was the purest form of acting you’ll ever do. And he was right. I’m not playing to the camera… it’s about me and [the other actors].”

Saros is available on PS5 and has seen an incredibly positive reception. For more, check out our review. Also, take a look at why Housemarque made the title more approachable than its previous outing, Returnal.

https://gamingbolt.com/?p=644012
Extensions
LEGO Batman: Legacy of the Dark Knight Credits Include Rocksteady, WB Games Montreal Developers
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5Rocksteady StudiosTT GamesWarner Bros. Games Montrealwb gamesXbox Series SXbox Series X
About 24 developers from the Batman: Arkham City studio were credited on TT Games' open-world title, which launches on May 22nd.
Show full content

Reviews have gone live for LEGO Batman: Legacy of the Dark Knight, TT Games’ love letter to the Batman franchise, and thus far, the critical response has been very positive. Many praised the open-world, presentation and Arkham-style combat, but as it turns out, the latter may have involved the original team more than you thought.

According to VGC, Batman Arkham series studio Rocksteady is listed as a co-developer in the credits. About 24 individuals, including senior programmers, artists, a designer and a producer were involved, but that’s not all. Even Warner Bros. Games Montreal played a part. The studio is best known for Batman: Arkham Origins and, perhaps begrudgingly, Gotham Knights.

Of course, the overlap between the developers who worked on previous Batman Arkham games will require more in-depth analysis. But even if it’s things like open world design, Riddler Trophies, the feel of Free Flow combat, and much more, Rocksteady and WB Games Montreal would have been invaluable.

LEGO Batman: Legacy of the Dark Knight launches on May 22nd for Xbox Series X/S, PS5, and PC, with the Nintendo Switch 2 version coming sometime later. Check out our review for everything you need to know – we gave it a nine out of ten for its gameplay (even if it is pretty simplistic), presentation and sheer amount of side content.

https://gamingbolt.com/?p=644006
Extensions
LEGO Batman: Legacy of the Dark Knight Credits Include Rocksteady, WB Games Montreal Developers
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5Rocksteady StudiosTT GamesWarner Bros. Games Montrealwb gamesXbox Series SXbox Series X
About 24 developers from the Batman: Arkham City studio were credited on TT Games' open-world title, which launches on May 22nd.
Show full content

Reviews have gone live for LEGO Batman: Legacy of the Dark Knight, TT Games’ love letter to the Batman franchise, and thus far, the critical response has been very positive. Many praised the open-world, presentation and Arkham-style combat, but as it turns out, the latter may have involved the original team more than you thought.

According to VGC, Batman Arkham series studio Rocksteady is listed as a co-developer in the credits. About 24 individuals, including senior programmers, artists, a designer and a producer were involved, but that’s not all. Even Warner Bros. Games Montreal played a part. The studio is best known for Batman: Arkham Origins and, perhaps begrudgingly, Gotham Knights.

Of course, the overlap between the developers who worked on previous Batman Arkham games will require more in-depth analysis. But even if it’s things like open world design, Riddler Trophies, the feel of Free Flow combat, and much more, Rocksteady and WB Games Montreal would have been invaluable.

LEGO Batman: Legacy of the Dark Knight launches on May 22nd for Xbox Series X/S, PS5, and PC, with the Nintendo Switch 2 version coming sometime later. Check out our review for everything you need to know – we gave it a nine out of ten for its gameplay (even if it is pretty simplistic), presentation and sheer amount of side content.

https://gamingbolt.com/?p=644006
Extensions
LEGO Batman: Legacy of the Dark Knight Credits Include Rocksteady, WB Games Montreal Developers
NewsLEGO Batman: Legacy of the Dark Knightnintendo switch 2pcps5Rocksteady StudiosTT GamesWarner Bros. Games Montrealwb gamesXbox Series SXbox Series X
About 24 developers from the Batman: Arkham City studio were credited on TT Games' open-world title, which launches on May 22nd.
Show full content

Reviews have gone live for LEGO Batman: Legacy of the Dark Knight, TT Games’ love letter to the Batman franchise, and thus far, the critical response has been very positive. Many praised the open-world, presentation and Arkham-style combat, but as it turns out, the latter may have involved the original team more than you thought.

According to VGC, Batman Arkham series studio Rocksteady is listed as a co-developer in the credits. About 24 individuals, including senior programmers, artists, a designer and a producer were involved, but that’s not all. Even Warner Bros. Games Montreal played a part. The studio is best known for Batman: Arkham Origins and, perhaps begrudgingly, Gotham Knights.

Of course, the overlap between the developers who worked on previous Batman Arkham games will require more in-depth analysis. But even if it’s things like open world design, Riddler Trophies, the feel of Free Flow combat, and much more, Rocksteady and WB Games Montreal would have been invaluable.

LEGO Batman: Legacy of the Dark Knight launches on May 22nd for Xbox Series X/S, PS5, and PC, with the Nintendo Switch 2 version coming sometime later. Check out our review for everything you need to know – we gave it a nine out of ten for its gameplay (even if it is pretty simplistic), presentation and sheer amount of side content.

https://gamingbolt.com/?p=644006
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Subnautica 2 Developers Say Players Who Want to Kill Things Should “Go Play Sons of the Forest”
NewspcSubnautica 2Unknown WorldsXbox Series SXbox Series X
"We aren't a killing game," said a level designer for Subnautica 2 when asked by players if there were plans to add more combat.
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Unknown Worlds has been dealing with criticism regarding the inability in Subnautica 2 to kill some of its larger underwater fauna. The developers have taken to the game’s official Discord server to explain their reasoning. One level designer said that Subnautica 2 was meant to be a game where players didn’t hunt down the larger underwater creatures, and that they should play another survival crafting game if that’s what they want to do.

“We aren’t a killing game,” wrote the level designer. “Go play Sons of the Forest or something if you want to kill.”

The response has caught further criticism, with many Subnautica 2 fans taking to Reddit to discuss the developer’s response. “What’s the point of Early Access if you’re just going to not take criticism or feedback,” wrote one Reddit user.

Others, however, have pointed out that wanting feedback from players doesn’t necessarily mean that Unknown Worlds will change its core design philosophy for Subnautica 2. “‘We want your feedback” is not the same thing as ‘we will cave to every request you make’,” they wrote. “If everyone went to the Early Access and was like ‘we want it to be an FPS, but like set the game on Earth in the modern day’, would they be in the wrong to say ‘go play [Call of Duty] instead’?”

“Am I the only one who thinks the no-killing is fine?” asked another Reddit user.

It is worth noting that the previous two entries in the Subnautica franchise – Subnautica and Subnautica: Below Zero – have allowed players to kill the larger underwater creatures, dubbed the Leviathans. However, those games still made the process a challenging ordeal.

Interestingly, the community seems to have taken it upon itself to create a mod that allows players to engage the underwater fauna of Subnautica 2 in combat. One mod, named Killable Creatures, allows players to kill just about anything, from Hammerheads to Nibblers, and even larger creatures, like the Collector.

Subnautica 2‘s Early Access release, happening just last week, was met with near-instant success, with Unknown Worlds announcing that it had sold more than 2 million copies of the game in just 12 hours after its release. The studio has also confirmed that it has plenty of content in development for the survival game with a roadmap.

The first major update following the Early Access launch will revolve around quality of life features, with improvements planned for the Biomods system, Blight encounters, Wrecks gameplay, the PDA databank, and more. It will be followed up by another major update that will bring in co-op-centric improvements to HUD signals and the Base Builder tool.

In the future, Unknown Worlds wants to expand the in-game world with new biomes, creatures, resources, tools, vehicles, and the next chapter of the story it is trying to tell.

Subnautica 2 is currently only available on PC and Xbox Series X/S. For more details, take a look at our Early Access review, where, while we praised its state at launch, we also kept in mind that the game will likely see several improvements down the line.

https://gamingbolt.com/?p=644007
Extensions
Subnautica 2 Developers Say Players Who Want to Kill Things Should “Go Play Sons of the Forest”
NewspcSubnautica 2Unknown WorldsXbox Series SXbox Series X
"We aren't a killing game," said a level designer for Subnautica 2 when asked by players if there were plans to add more combat.
Show full content

Unknown Worlds has been dealing with criticism regarding the inability in Subnautica 2 to kill some of its larger underwater fauna. The developers have taken to the game’s official Discord server to explain their reasoning. One level designer said that Subnautica 2 was meant to be a game where players didn’t hunt down the larger underwater creatures, and that they should play another survival crafting game if that’s what they want to do.

“We aren’t a killing game,” wrote the level designer. “Go play Sons of the Forest or something if you want to kill.”

The response has caught further criticism, with many Subnautica 2 fans taking to Reddit to discuss the developer’s response. “What’s the point of Early Access if you’re just going to not take criticism or feedback,” wrote one Reddit user.

Others, however, have pointed out that wanting feedback from players doesn’t necessarily mean that Unknown Worlds will change its core design philosophy for Subnautica 2. “‘We want your feedback” is not the same thing as ‘we will cave to every request you make’,” they wrote. “If everyone went to the Early Access and was like ‘we want it to be an FPS, but like set the game on Earth in the modern day’, would they be in the wrong to say ‘go play [Call of Duty] instead’?”

“Am I the only one who thinks the no-killing is fine?” asked another Reddit user.

It is worth noting that the previous two entries in the Subnautica franchise – Subnautica and Subnautica: Below Zero – have allowed players to kill the larger underwater creatures, dubbed the Leviathans. However, those games still made the process a challenging ordeal.

Interestingly, the community seems to have taken it upon itself to create a mod that allows players to engage the underwater fauna of Subnautica 2 in combat. One mod, named Killable Creatures, allows players to kill just about anything, from Hammerheads to Nibblers, and even larger creatures, like the Collector.

Subnautica 2‘s Early Access release, happening just last week, was met with near-instant success, with Unknown Worlds announcing that it had sold more than 2 million copies of the game in just 12 hours after its release. The studio has also confirmed that it has plenty of content in development for the survival game with a roadmap.

The first major update following the Early Access launch will revolve around quality of life features, with improvements planned for the Biomods system, Blight encounters, Wrecks gameplay, the PDA databank, and more. It will be followed up by another major update that will bring in co-op-centric improvements to HUD signals and the Base Builder tool.

In the future, Unknown Worlds wants to expand the in-game world with new biomes, creatures, resources, tools, vehicles, and the next chapter of the story it is trying to tell.

Subnautica 2 is currently only available on PC and Xbox Series X/S. For more details, take a look at our Early Access review, where, while we praised its state at launch, we also kept in mind that the game will likely see several improvements down the line.

https://gamingbolt.com/?p=644007
Extensions
Subnautica 2 Developers Say Players Who Want to Kill Things Should “Go Play Sons of the Forest”
NewspcSubnautica 2Unknown WorldsXbox Series SXbox Series X
"We aren't a killing game," said a level designer for Subnautica 2 when asked by players if there were plans to add more combat.
Show full content

Unknown Worlds has been dealing with criticism regarding the inability in Subnautica 2 to kill some of its larger underwater fauna. The developers have taken to the game’s official Discord server to explain their reasoning. One level designer said that Subnautica 2 was meant to be a game where players didn’t hunt down the larger underwater creatures, and that they should play another survival crafting game if that’s what they want to do.

“We aren’t a killing game,” wrote the level designer. “Go play Sons of the Forest or something if you want to kill.”

The response has caught further criticism, with many Subnautica 2 fans taking to Reddit to discuss the developer’s response. “What’s the point of Early Access if you’re just going to not take criticism or feedback,” wrote one Reddit user.

Others, however, have pointed out that wanting feedback from players doesn’t necessarily mean that Unknown Worlds will change its core design philosophy for Subnautica 2. “‘We want your feedback” is not the same thing as ‘we will cave to every request you make’,” they wrote. “If everyone went to the Early Access and was like ‘we want it to be an FPS, but like set the game on Earth in the modern day’, would they be in the wrong to say ‘go play [Call of Duty] instead’?”

“Am I the only one who thinks the no-killing is fine?” asked another Reddit user.

It is worth noting that the previous two entries in the Subnautica franchise – Subnautica and Subnautica: Below Zero – have allowed players to kill the larger underwater creatures, dubbed the Leviathans. However, those games still made the process a challenging ordeal.

Interestingly, the community seems to have taken it upon itself to create a mod that allows players to engage the underwater fauna of Subnautica 2 in combat. One mod, named Killable Creatures, allows players to kill just about anything, from Hammerheads to Nibblers, and even larger creatures, like the Collector.

Subnautica 2‘s Early Access release, happening just last week, was met with near-instant success, with Unknown Worlds announcing that it had sold more than 2 million copies of the game in just 12 hours after its release. The studio has also confirmed that it has plenty of content in development for the survival game with a roadmap.

The first major update following the Early Access launch will revolve around quality of life features, with improvements planned for the Biomods system, Blight encounters, Wrecks gameplay, the PDA databank, and more. It will be followed up by another major update that will bring in co-op-centric improvements to HUD signals and the Base Builder tool.

In the future, Unknown Worlds wants to expand the in-game world with new biomes, creatures, resources, tools, vehicles, and the next chapter of the story it is trying to tell.

Subnautica 2 is currently only available on PC and Xbox Series X/S. For more details, take a look at our Early Access review, where, while we praised its state at launch, we also kept in mind that the game will likely see several improvements down the line.

https://gamingbolt.com/?p=644007
Extensions
Exodus Deep Dive Confirmed for June 6th, Following the Future Games Show Summer Showcase
Newsarchetype entertainmentExodusFuture Games Show Summer Showcasepcps5wizards of the coastXbox Series SXbox Series X
The showcase returns with over 40 announcements for indie and triple-A titles, hosted by Alix Wilton Regan and Troy Baker.
Show full content

After weeks of gameplay teasers spanning the in-game galaxy, Archetype’s promised deep dive for Exodus has finally been confirmed for June 6th.

What time? Well, good news – it immediately follows the Future Games Show Summer Showcase set for the same day at noon PT. Alix Wilton Regan, Lara Croft’s voice actor in Tomb Raider: Legacy of Atlantis, and the ever-affable Troy Baker will be on hand as hosts, as the showcase promises over 40 title announcements. Triple-A, indie – you name it, along with (hopefully) everything else in between.

Of course, beyond the deep dive, there’s also FGS Live From Los Angeles taking place from the Summer Games Fest campus. It promises even more “world premieres and exclusive trailers.”

With Exodus out in 2027, this will finally be the opportunity for Archetype Entertainment to lay out everything players need to know, from examples of the time dilation mechanic to how your decisions can ripple throughout the universe. Thus far, we’ve seen protagonist Jun Aslan using various abilities to reshape terrain, whether it’s to cross gaps or construct cover to battle against Ghosts and other foes.

We also saw Persepolis, Jun’s home city, and the various sights and sounds that bring it to life. How much will it change based on his actions? Time (in the most literal sense) will tell, so stay tuned.

https://gamingbolt.com/?p=644002
Extensions
Exodus Deep Dive Confirmed for June 6th, Following the Future Games Show Summer Showcase
Newsarchetype entertainmentExodusFuture Games Show Summer Showcasepcps5wizards of the coastXbox Series SXbox Series X
The showcase returns with over 40 announcements for indie and triple-A titles, hosted by Alix Wilton Regan and Troy Baker.
Show full content

After weeks of gameplay teasers spanning the in-game galaxy, Archetype’s promised deep dive for Exodus has finally been confirmed for June 6th.

What time? Well, good news – it immediately follows the Future Games Show Summer Showcase set for the same day at noon PT. Alix Wilton Regan, Lara Croft’s voice actor in Tomb Raider: Legacy of Atlantis, and the ever-affable Troy Baker will be on hand as hosts, as the showcase promises over 40 title announcements. Triple-A, indie – you name it, along with (hopefully) everything else in between.

Of course, beyond the deep dive, there’s also FGS Live From Los Angeles taking place from the Summer Games Fest campus. It promises even more “world premieres and exclusive trailers.”

With Exodus out in 2027, this will finally be the opportunity for Archetype Entertainment to lay out everything players need to know, from examples of the time dilation mechanic to how your decisions can ripple throughout the universe. Thus far, we’ve seen protagonist Jun Aslan using various abilities to reshape terrain, whether it’s to cross gaps or construct cover to battle against Ghosts and other foes.

We also saw Persepolis, Jun’s home city, and the various sights and sounds that bring it to life. How much will it change based on his actions? Time (in the most literal sense) will tell, so stay tuned.

https://gamingbolt.com/?p=644002
Extensions
Exodus Deep Dive Confirmed for June 6th, Following the Future Games Show Summer Showcase
Newsarchetype entertainmentExodusFuture Games Show Summer Showcasepcps5wizards of the coastXbox Series SXbox Series X
The showcase returns with over 40 announcements for indie and triple-A titles, hosted by Alix Wilton Regan and Troy Baker.
Show full content

After weeks of gameplay teasers spanning the in-game galaxy, Archetype’s promised deep dive for Exodus has finally been confirmed for June 6th.

What time? Well, good news – it immediately follows the Future Games Show Summer Showcase set for the same day at noon PT. Alix Wilton Regan, Lara Croft’s voice actor in Tomb Raider: Legacy of Atlantis, and the ever-affable Troy Baker will be on hand as hosts, as the showcase promises over 40 title announcements. Triple-A, indie – you name it, along with (hopefully) everything else in between.

Of course, beyond the deep dive, there’s also FGS Live From Los Angeles taking place from the Summer Games Fest campus. It promises even more “world premieres and exclusive trailers.”

With Exodus out in 2027, this will finally be the opportunity for Archetype Entertainment to lay out everything players need to know, from examples of the time dilation mechanic to how your decisions can ripple throughout the universe. Thus far, we’ve seen protagonist Jun Aslan using various abilities to reshape terrain, whether it’s to cross gaps or construct cover to battle against Ghosts and other foes.

We also saw Persepolis, Jun’s home city, and the various sights and sounds that bring it to life. How much will it change based on his actions? Time (in the most literal sense) will tell, so stay tuned.

https://gamingbolt.com/?p=644002
Extensions
The Super Mario Galaxy Movie Has Reportedly Made Almost $1 Billion in Worldwide Box Office
NewsilluminationNintendoThe Super Mario Galaxy MovieUniversal Pictures
Of the $964 million it has made, around $418 million was made in the domestic box office, and around $545 million was made internationally.
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Less than a month after reports revealed that The Super Mario Galaxy Movie had made $756 million at the global box office, the latest figures by Box Office Mojo have revealed that it is now approaching the $1 billion mark. The website has reported that, as of this week, the film has made $418,6619,015 in the domestic box office, and $545,529,000 in the international box office. These combine to make up $964 million at the worldwide box office.

It is worth noting that Box Office Mojo’s reports are estimated gross revenue, and neither Universal Pictures nor Nintendo has made any official announcement regarding The Super Mario Galaxy Movie‘s worldwide box office performance. The film is reported as having been produced on a budget of $110 million, which means that, with these latest numbers, it has made back more than 8 times its production budget so far.

Whether or not The Super Mario Galaxy Movie will go on to break the $1 billion barrier remains to be seen. According to Box Office Mojo’s own database, the film currently sits at the 66th rank when compared to all-time high box office performances. The number 1 spot is still held by 2009’s Avatar, which made almost $3 billion, followed by Avengers: Endgame in second place with $2.79 billion, and Avatar: The Way of Water in third with $2.3 billion.

Mario creator Shigeru Miyamoto had previously spoken about Nintendo’s recent push to adapt more of its properties into films, and said that the decision was made in order to further boost the life of its older IPs.

“Ultimately, what people remember are the IPs,” said Miyamoto. “Games become obsolete when new versions come out. But that’s incredibly sad. We started video production partly because of that sadness—seeing our creations become playable only on Virtual Console.”

As for what Nintendo or production house Illumination might have in store for the future, at least for the time being, there doesn’t seem to be any grand plan. In an interview from last month, Miyamoto, alongside Illumination CEO Chris Meledandri, revealed that character cameos like Fox McCloud were added in because they were fun, and not because there are plans to do a Super Smash Bros. Movie down the line.

“Right off the bat, I’ll say that unlike something like Super Smash Bros., I don’t think you’ll have a situation [where] all Nintendo characters would be joining,” he said. “As you know, my rule is that Pikmin can appear in any [Nintendo] series.”

“We have plenty of characters to create a movie, and yet we wanted to add a little bit of spice, a little bit of secret cameos here and there. And you’ll see that there’s one secret character that plays a big role,” he continued. “So I think there might be introductions of characters like this potentially in the future, something like that.”

“When you use the term universe, it conjures up for me this idea that there’s a group of really smart people in a room with charts up on a wall and they’re planning the next 10 years of how all the characters might be weaving in and out of movies. Our process is actually very different from that,” he explained.

https://gamingbolt.com/?p=644003
Extensions
The Super Mario Galaxy Movie Has Reportedly Made Almost $1 Billion in Worldwide Box Office
NewsilluminationNintendoThe Super Mario Galaxy MovieUniversal Pictures
Of the $964 million it has made, around $418 million was made in the domestic box office, and around $545 million was made internationally.
Show full content

Less than a month after reports revealed that The Super Mario Galaxy Movie had made $756 million at the global box office, the latest figures by Box Office Mojo have revealed that it is now approaching the $1 billion mark. The website has reported that, as of this week, the film has made $418,6619,015 in the domestic box office, and $545,529,000 in the international box office. These combine to make up $964 million at the worldwide box office.

It is worth noting that Box Office Mojo’s reports are estimated gross revenue, and neither Universal Pictures nor Nintendo has made any official announcement regarding The Super Mario Galaxy Movie‘s worldwide box office performance. The film is reported as having been produced on a budget of $110 million, which means that, with these latest numbers, it has made back more than 8 times its production budget so far.

Whether or not The Super Mario Galaxy Movie will go on to break the $1 billion barrier remains to be seen. According to Box Office Mojo’s own database, the film currently sits at the 66th rank when compared to all-time high box office performances. The number 1 spot is still held by 2009’s Avatar, which made almost $3 billion, followed by Avengers: Endgame in second place with $2.79 billion, and Avatar: The Way of Water in third with $2.3 billion.

Mario creator Shigeru Miyamoto had previously spoken about Nintendo’s recent push to adapt more of its properties into films, and said that the decision was made in order to further boost the life of its older IPs.

“Ultimately, what people remember are the IPs,” said Miyamoto. “Games become obsolete when new versions come out. But that’s incredibly sad. We started video production partly because of that sadness—seeing our creations become playable only on Virtual Console.”

As for what Nintendo or production house Illumination might have in store for the future, at least for the time being, there doesn’t seem to be any grand plan. In an interview from last month, Miyamoto, alongside Illumination CEO Chris Meledandri, revealed that character cameos like Fox McCloud were added in because they were fun, and not because there are plans to do a Super Smash Bros. Movie down the line.

“Right off the bat, I’ll say that unlike something like Super Smash Bros., I don’t think you’ll have a situation [where] all Nintendo characters would be joining,” he said. “As you know, my rule is that Pikmin can appear in any [Nintendo] series.”

“We have plenty of characters to create a movie, and yet we wanted to add a little bit of spice, a little bit of secret cameos here and there. And you’ll see that there’s one secret character that plays a big role,” he continued. “So I think there might be introductions of characters like this potentially in the future, something like that.”

“When you use the term universe, it conjures up for me this idea that there’s a group of really smart people in a room with charts up on a wall and they’re planning the next 10 years of how all the characters might be weaving in and out of movies. Our process is actually very different from that,” he explained.

https://gamingbolt.com/?p=644003
Extensions
The Super Mario Galaxy Movie Has Reportedly Made Almost $1 Billion in Worldwide Box Office
NewsilluminationNintendoThe Super Mario Galaxy MovieUniversal Pictures
Of the $964 million it has made, around $418 million was made in the domestic box office, and around $545 million was made internationally.
Show full content

Less than a month after reports revealed that The Super Mario Galaxy Movie had made $756 million at the global box office, the latest figures by Box Office Mojo have revealed that it is now approaching the $1 billion mark. The website has reported that, as of this week, the film has made $418,6619,015 in the domestic box office, and $545,529,000 in the international box office. These combine to make up $964 million at the worldwide box office.

It is worth noting that Box Office Mojo’s reports are estimated gross revenue, and neither Universal Pictures nor Nintendo has made any official announcement regarding The Super Mario Galaxy Movie‘s worldwide box office performance. The film is reported as having been produced on a budget of $110 million, which means that, with these latest numbers, it has made back more than 8 times its production budget so far.

Whether or not The Super Mario Galaxy Movie will go on to break the $1 billion barrier remains to be seen. According to Box Office Mojo’s own database, the film currently sits at the 66th rank when compared to all-time high box office performances. The number 1 spot is still held by 2009’s Avatar, which made almost $3 billion, followed by Avengers: Endgame in second place with $2.79 billion, and Avatar: The Way of Water in third with $2.3 billion.

Mario creator Shigeru Miyamoto had previously spoken about Nintendo’s recent push to adapt more of its properties into films, and said that the decision was made in order to further boost the life of its older IPs.

“Ultimately, what people remember are the IPs,” said Miyamoto. “Games become obsolete when new versions come out. But that’s incredibly sad. We started video production partly because of that sadness—seeing our creations become playable only on Virtual Console.”

As for what Nintendo or production house Illumination might have in store for the future, at least for the time being, there doesn’t seem to be any grand plan. In an interview from last month, Miyamoto, alongside Illumination CEO Chris Meledandri, revealed that character cameos like Fox McCloud were added in because they were fun, and not because there are plans to do a Super Smash Bros. Movie down the line.

“Right off the bat, I’ll say that unlike something like Super Smash Bros., I don’t think you’ll have a situation [where] all Nintendo characters would be joining,” he said. “As you know, my rule is that Pikmin can appear in any [Nintendo] series.”

“We have plenty of characters to create a movie, and yet we wanted to add a little bit of spice, a little bit of secret cameos here and there. And you’ll see that there’s one secret character that plays a big role,” he continued. “So I think there might be introductions of characters like this potentially in the future, something like that.”

“When you use the term universe, it conjures up for me this idea that there’s a group of really smart people in a room with charts up on a wall and they’re planning the next 10 years of how all the characters might be weaving in and out of movies. Our process is actually very different from that,” he explained.

https://gamingbolt.com/?p=644003
Extensions
Capcom Reports 93 Percent of its Sales Are Digital, PC Accounted for 32 Million Sales in FY26
Newscapcomnintendo switch 2pcpragmataps5Resident Evil RequiemXbox Series SXbox Series X
The company has revealed that, of its almost 60 million game sales throughout the year, consoles accounted for 22.76 million sales.
Show full content

Capcom revealed during its recent earnings report that, throughout the 2025 fiscal year ending on March 31st, it sold almost 60 million copies of its games. Along with beating its own forecasts by around 5 million copies, the company also revealed that most of these sales came from PC players, numbering at 32.17 million copies. Consoles, on the other hand, accounted for 22.76 million copies.

This has marked the third consecutive fiscal year for Capcom where PC has been making up for most of the company’s game sales. Along with this, the company also confirmed that 93 percent of its total sales were digital copies rather than physical.

Back in 2025, Capcom had announced that its PC user base was growing, leading to it accounting for a majority of its game sales. At the time, 60 percent of all digital game sales were attributed to the platforms.

“In the consumer sub segment, our main growth driver, we will bolster global expansion of catalog sales based on digital data analysis,” said the company during the previous year’s earnings report. “At the same time, we will consistently launch new titles and strengthen sales during their initial release period.”

“We have widened our sales regions in recent years thanks to greater adoption of digital sales on PC, which has enabled us to sell our games even in countries and regions where dedicated game consoles are not available.”

“Looking ahead, we’ll raise the level of sales volume in lower-performing countries and regions, specifically in emerging countries, by strengthening our brands globally through further enhancing the accuracy of our data analysis and marketing for each country and region.”

Moving forward, Capcom expects its core Digital Contents business to see steady growth over time, “driven by an increase in game content and expansion of the global gaming user base.” It noted that the business environment itself was also going through significant changes, giving Capcom more distribution platforms for its products. With this in mind, the company wants to continue to work its way towards 100 million sales over the course of a single fiscal year. To achieve this, Capcom also wants to make sure that it has appropriate pricing for its games in place.

“In order to achieve the long-term milestone of 100 units in annual sales in its core Digital Contents business, the company will strengthen long-term pricing measures and global sales, working to enhance its sales network that extends into over 240 countries and regions while improving localized marketing and its understanding of user needs,” it said in its forecast.

The company managed to see immense success with the release of Resident Evil Requiem this year, which Capcom said led to a boost in “net sales, operating profit, ordinary profit and net profit”, leading it to “outperform our previously announced forecast.”

During its earnings report, the company also made a note of wanting to “nurture” some of its older IPs, including Mega Man, Devil May Cry, and Ace Attorney, with “sequels, remakes, ports, etc.” An example of this nurturing was provided in the form of the Netflix adaptation of Devil May Cry, as well as other properties getting their own new amusement equipment and arcade operations.

https://gamingbolt.com/?p=644000
Extensions
Capcom Reports 93 Percent of its Sales Are Digital, PC Accounted for 32 Million Sales in FY26
Newscapcomnintendo switch 2pcpragmataps5Resident Evil RequiemXbox Series SXbox Series X
The company has revealed that, of its almost 60 million game sales throughout the year, consoles accounted for 22.76 million sales.
Show full content

Capcom revealed during its recent earnings report that, throughout the 2025 fiscal year ending on March 31st, it sold almost 60 million copies of its games. Along with beating its own forecasts by around 5 million copies, the company also revealed that most of these sales came from PC players, numbering at 32.17 million copies. Consoles, on the other hand, accounted for 22.76 million copies.

This has marked the third consecutive fiscal year for Capcom where PC has been making up for most of the company’s game sales. Along with this, the company also confirmed that 93 percent of its total sales were digital copies rather than physical.

Back in 2025, Capcom had announced that its PC user base was growing, leading to it accounting for a majority of its game sales. At the time, 60 percent of all digital game sales were attributed to the platforms.

“In the consumer sub segment, our main growth driver, we will bolster global expansion of catalog sales based on digital data analysis,” said the company during the previous year’s earnings report. “At the same time, we will consistently launch new titles and strengthen sales during their initial release period.”

“We have widened our sales regions in recent years thanks to greater adoption of digital sales on PC, which has enabled us to sell our games even in countries and regions where dedicated game consoles are not available.”

“Looking ahead, we’ll raise the level of sales volume in lower-performing countries and regions, specifically in emerging countries, by strengthening our brands globally through further enhancing the accuracy of our data analysis and marketing for each country and region.”

Moving forward, Capcom expects its core Digital Contents business to see steady growth over time, “driven by an increase in game content and expansion of the global gaming user base.” It noted that the business environment itself was also going through significant changes, giving Capcom more distribution platforms for its products. With this in mind, the company wants to continue to work its way towards 100 million sales over the course of a single fiscal year. To achieve this, Capcom also wants to make sure that it has appropriate pricing for its games in place.

“In order to achieve the long-term milestone of 100 units in annual sales in its core Digital Contents business, the company will strengthen long-term pricing measures and global sales, working to enhance its sales network that extends into over 240 countries and regions while improving localized marketing and its understanding of user needs,” it said in its forecast.

The company managed to see immense success with the release of Resident Evil Requiem this year, which Capcom said led to a boost in “net sales, operating profit, ordinary profit and net profit”, leading it to “outperform our previously announced forecast.”

During its earnings report, the company also made a note of wanting to “nurture” some of its older IPs, including Mega Man, Devil May Cry, and Ace Attorney, with “sequels, remakes, ports, etc.” An example of this nurturing was provided in the form of the Netflix adaptation of Devil May Cry, as well as other properties getting their own new amusement equipment and arcade operations.

https://gamingbolt.com/?p=644000
Extensions
Capcom Reports 93 Percent of its Sales Are Digital, PC Accounted for 32 Million Sales in FY26
Newscapcomnintendo switch 2pcpragmataps5Resident Evil RequiemXbox Series SXbox Series X
The company has revealed that, of its almost 60 million game sales throughout the year, consoles accounted for 22.76 million sales.
Show full content

Capcom revealed during its recent earnings report that, throughout the 2025 fiscal year ending on March 31st, it sold almost 60 million copies of its games. Along with beating its own forecasts by around 5 million copies, the company also revealed that most of these sales came from PC players, numbering at 32.17 million copies. Consoles, on the other hand, accounted for 22.76 million copies.

This has marked the third consecutive fiscal year for Capcom where PC has been making up for most of the company’s game sales. Along with this, the company also confirmed that 93 percent of its total sales were digital copies rather than physical.

Back in 2025, Capcom had announced that its PC user base was growing, leading to it accounting for a majority of its game sales. At the time, 60 percent of all digital game sales were attributed to the platforms.

“In the consumer sub segment, our main growth driver, we will bolster global expansion of catalog sales based on digital data analysis,” said the company during the previous year’s earnings report. “At the same time, we will consistently launch new titles and strengthen sales during their initial release period.”

“We have widened our sales regions in recent years thanks to greater adoption of digital sales on PC, which has enabled us to sell our games even in countries and regions where dedicated game consoles are not available.”

“Looking ahead, we’ll raise the level of sales volume in lower-performing countries and regions, specifically in emerging countries, by strengthening our brands globally through further enhancing the accuracy of our data analysis and marketing for each country and region.”

Moving forward, Capcom expects its core Digital Contents business to see steady growth over time, “driven by an increase in game content and expansion of the global gaming user base.” It noted that the business environment itself was also going through significant changes, giving Capcom more distribution platforms for its products. With this in mind, the company wants to continue to work its way towards 100 million sales over the course of a single fiscal year. To achieve this, Capcom also wants to make sure that it has appropriate pricing for its games in place.

“In order to achieve the long-term milestone of 100 units in annual sales in its core Digital Contents business, the company will strengthen long-term pricing measures and global sales, working to enhance its sales network that extends into over 240 countries and regions while improving localized marketing and its understanding of user needs,” it said in its forecast.

The company managed to see immense success with the release of Resident Evil Requiem this year, which Capcom said led to a boost in “net sales, operating profit, ordinary profit and net profit”, leading it to “outperform our previously announced forecast.”

During its earnings report, the company also made a note of wanting to “nurture” some of its older IPs, including Mega Man, Devil May Cry, and Ace Attorney, with “sequels, remakes, ports, etc.” An example of this nurturing was provided in the form of the Netflix adaptation of Devil May Cry, as well as other properties getting their own new amusement equipment and arcade operations.

https://gamingbolt.com/?p=644000
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Directive 8020 Guide – All 10 Simms Recording Locations
Video Game TipsDirective 8020pcps5Supermassive GamesThe Dark Pictures: The Craven ManXbox Series SXbox Series X
Track down all of the Simms Recording collectibles to be discovered in Directive 8020 using this complete guide.
Show full content

There are several sets of secret collectibles in Directive 8020, one of which are the Simms Recordings that are scattered across episodes and areas. While not missable since you can always replay to get them, they do tend to be placed in out of the way locations.

This guide for Directive 8020 lists the locations of 10 of the Simms Recording secret collectibles by episode, checkpoint, and room.

Green Tea

Episode 1: Little Star

Crew Quarters

Quarters -> Monitoring Crew -> Side room on the left

Inside the room, look to the right of the entryway for a wall monitor with the video recording.

Patches

Episode 1: Little Star

Medical

Storage -> Lift lockdown -> Medical Reception

Proceed up the stairs for another monitor with a video recording.

Red Alert

Episode 2: Best Laid Plans

Ship Shape

Head up the right side stairs to find a wall monitor with a Simms recording.

Sweet Dreams

Episode 2: Best Laid Plans

Sleuth

Crew Complex -> Locker Room

Step into the locker room and find the wall monitor on the left side with a Simms recording.

Slingshot

Episode 3: The Sample

Gear Up

Hub -> Tool Storage

Inside the Tool Storage room, head left to find another monitor with a Simms recording.

Special Permission

Episode 3: The Sample

Search

Mess Lobby

Descend the stairs and hook left to find a wall monitor with yet another Simms recording.

Hostile Fire

Episode 5: Mr. Williams

Radio Silence

Bridge Ops -> Scan -> Storage

Before entering the Airlock, bear left and over the obstructions to power up Storage. Once inside, the monitor with the Simms recording should be on the far side wall of the room.

Field Agent

Episode 6: Hostile Takeover

Detour

Exec Office

Access the Exec Office and check the left side of the far wall for a wall monitor mounted in the corner.

Rabbit Hole

Episode 8: Come True

Redirect

Deck 2 Locker Room

While sneaking past the creature, power up the Deck 2 Locker Room and then access it to find a monitor on the left side.

At Peace

Episode 8: Come True

The Way Back

After powering up an alternate Server Control Panel for the second time, crouch and crawl through the organic obstructions to some server racks. Lower them to find the final wall monitor and its Simms recording in a room to the left.

Those are the locations of all 10 of the secret Simms Recording collectibles to be found in Directive 8020.

https://gamingbolt.com/?p=643997
Extensions
Directive 8020 Guide – All 10 Simms Recording Locations
Video Game TipsDirective 8020pcps5Supermassive GamesThe Dark Pictures: The Craven ManXbox Series SXbox Series X
Track down all of the Simms Recording collectibles to be discovered in Directive 8020 using this complete guide.
Show full content

There are several sets of secret collectibles in Directive 8020, one of which are the Simms Recordings that are scattered across episodes and areas. While not missable since you can always replay to get them, they do tend to be placed in out of the way locations.

This guide for Directive 8020 lists the locations of 10 of the Simms Recording secret collectibles by episode, checkpoint, and room.

Green Tea

Episode 1: Little Star

Crew Quarters

Quarters -> Monitoring Crew -> Side room on the left

Inside the room, look to the right of the entryway for a wall monitor with the video recording.

Patches

Episode 1: Little Star

Medical

Storage -> Lift lockdown -> Medical Reception

Proceed up the stairs for another monitor with a video recording.

Red Alert

Episode 2: Best Laid Plans

Ship Shape

Head up the right side stairs to find a wall monitor with a Simms recording.

Sweet Dreams

Episode 2: Best Laid Plans

Sleuth

Crew Complex -> Locker Room

Step into the locker room and find the wall monitor on the left side with a Simms recording.

Slingshot

Episode 3: The Sample

Gear Up

Hub -> Tool Storage

Inside the Tool Storage room, head left to find another monitor with a Simms recording.

Special Permission

Episode 3: The Sample

Search

Mess Lobby

Descend the stairs and hook left to find a wall monitor with yet another Simms recording.

Hostile Fire

Episode 5: Mr. Williams

Radio Silence

Bridge Ops -> Scan -> Storage

Before entering the Airlock, bear left and over the obstructions to power up Storage. Once inside, the monitor with the Simms recording should be on the far side wall of the room.

Field Agent

Episode 6: Hostile Takeover

Detour

Exec Office

Access the Exec Office and check the left side of the far wall for a wall monitor mounted in the corner.

Rabbit Hole

Episode 8: Come True

Redirect

Deck 2 Locker Room

While sneaking past the creature, power up the Deck 2 Locker Room and then access it to find a monitor on the left side.

At Peace

Episode 8: Come True

The Way Back

After powering up an alternate Server Control Panel for the second time, crouch and crawl through the organic obstructions to some server racks. Lower them to find the final wall monitor and its Simms recording in a room to the left.

Those are the locations of all 10 of the secret Simms Recording collectibles to be found in Directive 8020.

https://gamingbolt.com/?p=643997
Extensions
Directive 8020 Guide – All 10 Simms Recording Locations
Video Game TipsDirective 8020pcps5Supermassive GamesThe Dark Pictures: The Craven ManXbox Series SXbox Series X
Track down all of the Simms Recording collectibles to be discovered in Directive 8020 using this complete guide.
Show full content

There are several sets of secret collectibles in Directive 8020, one of which are the Simms Recordings that are scattered across episodes and areas. While not missable since you can always replay to get them, they do tend to be placed in out of the way locations.

This guide for Directive 8020 lists the locations of 10 of the Simms Recording secret collectibles by episode, checkpoint, and room.

Green Tea

Episode 1: Little Star

Crew Quarters

Quarters -> Monitoring Crew -> Side room on the left

Inside the room, look to the right of the entryway for a wall monitor with the video recording.

Patches

Episode 1: Little Star

Medical

Storage -> Lift lockdown -> Medical Reception

Proceed up the stairs for another monitor with a video recording.

Red Alert

Episode 2: Best Laid Plans

Ship Shape

Head up the right side stairs to find a wall monitor with a Simms recording.

Sweet Dreams

Episode 2: Best Laid Plans

Sleuth

Crew Complex -> Locker Room

Step into the locker room and find the wall monitor on the left side with a Simms recording.

Slingshot

Episode 3: The Sample

Gear Up

Hub -> Tool Storage

Inside the Tool Storage room, head left to find another monitor with a Simms recording.

Special Permission

Episode 3: The Sample

Search

Mess Lobby

Descend the stairs and hook left to find a wall monitor with yet another Simms recording.

Hostile Fire

Episode 5: Mr. Williams

Radio Silence

Bridge Ops -> Scan -> Storage

Before entering the Airlock, bear left and over the obstructions to power up Storage. Once inside, the monitor with the Simms recording should be on the far side wall of the room.

Field Agent

Episode 6: Hostile Takeover

Detour

Exec Office

Access the Exec Office and check the left side of the far wall for a wall monitor mounted in the corner.

Rabbit Hole

Episode 8: Come True

Redirect

Deck 2 Locker Room

While sneaking past the creature, power up the Deck 2 Locker Room and then access it to find a monitor on the left side.

At Peace

Episode 8: Come True

The Way Back

After powering up an alternate Server Control Panel for the second time, crouch and crawl through the organic obstructions to some server racks. Lower them to find the final wall monitor and its Simms recording in a room to the left.

Those are the locations of all 10 of the secret Simms Recording collectibles to be found in Directive 8020.

https://gamingbolt.com/?p=643997
Extensions