This is The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on video games and physical media, follow Jay Peters. The Stepback arrives in our subscribers’ inboxes on Sunday at 8AM ET. Opt in for The Stepbackhere.
As a kid, I relished trips to Best Buy, GameStop, and the nearby mall so that I could browse video games. I loved sifting through games and chatting with my friends at the store about upcoming releases. On the lucky days I actually got a new game from the store, I treasured reading through every page of the manual on the drive home. Over the years, I built up a collection of games that I was proud of.
That was a long time ago. Shortly after college, I sold my collection of older games and hardware because I wasn’t using them and wanted the money for other things. (Probably weekends out.) Starting with the Nintendo Switch in 2017, I started buying games digitally because it was easier to just download stuff, and I wouldn’t have to accumulate physical game cases. Now, I don’t own any physical games: My Switch, PlayStation, Xbox, and Steam libraries are all digital.
I’m not the only player who has moved to mostly digital games. Digital libraries are increasingly convenient, especially as console makers have made efforts to keep backwards compatibility across generations. Some players can’t play physical games at all, as PlayStation and Xbox launched the PS5 and Xbox Series consoles with all-digital console options that were cheaper than the versions with disc drives. On PC, digital libraries through platforms like Steam have been the reality for quite some time. Capcom, one of the biggest publishers around, reported that an astounding 93 percent of its game sales were for digital copies in its last fiscal year — a figure that it expects will rise to 95.4 percent over the fiscal year. Many of the most popular games are only available digitally, like Roblox and Fortnite.
For better or worse, video game players overwhelmingly buy and play digital games. But in the span of a week, two industry giants put nails in the coffin of physical games — or perhaps even poured concrete into the grave.
On June 24th, Rockstar Games finally put a price tag on Grand Theft Auto VI ahead of its scheduled November 19th release on PS5 and Xbox Series X / S: $79.99 for the base edition and $99.99 for the Ultimate Edition. The prices themselves weren’t too unexpected, as even Nintendo has dabbledwith $79.99 games for its biggest titles. But what was more shocking was something buried in Rockstar’s post: The physical version of the game won’t have a disc, instead containing a download code in the box.
The announcement was a worrying sign for physical games. Selling games as codes in a box isn’t a new concept, but GTA VI will be the biggest game to do it so far. Rockstar’s choice could push more publishers to do the same for their future titles. By making the game only available on digital storefronts, players can’t easily share it with a friend or sell the game when they’re done with it.
It’s also becoming increasingly clear you can’t rely on digital storefronts. Titles can get pulled for things like licensing or the store closing down. This may not be a problem for GTA VI, as Rockstar will almost certainly make sure the game is easily available on many digital platforms for the foreseeable future, especially if it wants to give the game the same kind of legs as the 13-year-old GTA V. But with digital storefronts, you also have to hope that you aren’t locked out of your account, even by mistake, and lose access to your games. (In 2023, some PlayStation users were unexpectedly banned through no fault of their own, though Sony eventually restored access to their accounts.)
Speaking of PlayStation, just days after Rockstar’s news, Sony dropped an even bigger bomb: It announced that, starting January 2028, it would not make physical discs for any new PlayStation games.
The decision led to widespread criticism online. Sony and PlayStation got yelled at everywhere online, as Kotaku reported, and the PlayStation account didn’t make a new tweet until six days after its announcement about dropping discs. The comments section of Sony’s famous 2013 PS4 game sharing ad where one person just hands a disc to another — an ad made after Xbox announced restrictive DRM plans for the Xbox One — is filled with new comments taking jabs at Sony. Heck, Sony itself showed why killing discs is a terrible idea by, on the same day as the disc news, saying that it would be closing the digital stores for the PS3 and the PS Vita.
Sony’s announcement also drew criticism from retailers and games preservationists. “This is unfortunate news for those who still prefer buying games on physical media, and is certainly a significant hit to consumer rights, the resale market, and game creators whose businesses rely on the physical market,” said Frank Cifaldi, executive director of the Video Game History Foundation.
Sony’s own statement was clear as to why it’s making the change. “This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” Sony said in its announcement. “This transition will enable us to align more closely with how most of our community prefers to access and play games today.” The company’s numbers prove it, too: In the fourth quarter of its 2025 fiscal year, Sony reported that the “Full game software digital download ratio” of games on PS4 and PS5 was 85 percent.
We have to see if Grand Theft Auto VI actually releases on November 19th and if it will ever come out on disc. Despite two majordelays, it seems likely the game will at least launch as planned, especially because Rockstar gave the game a price and is pushing preorders.
We’ll also have to see what Microsoft and Nintendo might do. Xbox hasn’t announced what it’s thinking about for discs for Project Helix, its next generation console, but The Verge’s Tom Warren reports that Xbox will “likely soon” stop making physical discs for Xbox games. However, Warren reports that the company is testing a feature that would let you digitize your physical game collection.
Nintendo will probably stick with physical games for a while. According to its last fiscal year report, digital makes up 54.6 percent of game sales, so physical is still a big part of its business. The Switch 2 is also only a year old, and it seems extremely unlikely that Nintendo would stop making physical games for hardware it will be supporting for a long time to come. However, with the Switch 2, Nintendo gives developers the option to sell game-key cards, which are physical carts you can borrow and resell but don’t actually have a game’s data on them. Instead, they serve as keys to let you download a game to your system.
Game stores and preservationists also have to adjust to the fact that physical games are going to be harder to come by. Cifaldi noted that museums and archives have already been preparing for this kind of future “with the expectation that putting discs on a shelf isn’t going to be a long-term solution for preserving new games.” But he called on trade groups to offer solutions to legally preserve digital content for research — efforts that the Entertainment Software Association has previously opposed. “The industry needs to meaningfully come to the table on this issue, because asking museums to download a copy of Grand Theft Auto VI and hope it’ll run in 50 years is not a preservation solution,” Cifaldi says.
Sony now has to navigate an awkward period where it’s launching new games but dealing with pushback from players wanting physical discs. While Sony has been subject to severe blowback after its announcement, it seems unlikely it will reverse course. It’s already repurposing its last PlayStation disc-making factory, after all.
The PS5 Pro, Sony’s top-end PlayStation, does not come with a disc drive; that costs an additional $79. Following a recent price hike that spiked the PS5 Pro’s cost to $899.99, that means a PS5 Pro with a disc drive costs nearly $1,000.
PlayStation’s own studios are now in the awkward spot of having to confirm that physical versions will be on disc, as Insomniac has for September’s Marvel’s Wolverine and Santa Monica Studio did for God of War Laufey. That Laufey confirmation also signals that the game, which hadn’t been given a release window, will launch before January 2028.
For music, physical media sales — including CDs — are reportedly on the rise.
Comedian Trevor Noah weighed in on PlayStation’s news, saying that “for a lot of gamers physical discs are the only way they could afford to play games because they could get them secondhand. You can also give games to your younger siblings, which is a great way to introduce them to the games you were playing.”
In a post titled “Sony Nerfs Videogame Ownership,” the Electronic Frontier Foundation points out that “Unlike other digital media like film and TV, video games require a ton of storage. Access to high speed internet is still abysmal in the US, making the high-speeds needed for digital game downloads a luxury some of us may take for granted.”
A day after the GTA VI news, Circana analyst Mat Piscatella posted a chart that neatly sums up what’s going on: sales of physical games peaked long ago, back in 2009.
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
This is The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on video games and physical media, follow Jay Peters. The Stepback arrives in our subscribers’ inboxes on Sunday at 8AM ET. Opt in for The Stepbackhere.
As a kid, I relished trips to Best Buy, GameStop, and the nearby mall so that I could browse video games. I loved sifting through games and chatting with my friends at the store about upcoming releases. On the lucky days I actually got a new game from the store, I treasured reading through every page of the manual on the drive home. Over the years, I built up a collection of games that I was proud of.
That was a long time ago. Shortly after college, I sold my collection of older games and hardware because I wasn’t using them and wanted the money for other things. (Probably weekends out.) Starting with the Nintendo Switch in 2017, I started buying games digitally because it was easier to just download stuff, and I wouldn’t have to accumulate physical game cases. Now, I don’t own any physical games: My Switch, PlayStation, Xbox, and Steam libraries are all digital.
I’m not the only player who has moved to mostly digital games. Digital libraries are increasingly convenient, especially as console makers have made efforts to keep backwards compatibility across generations. Some players can’t play physical games at all, as PlayStation and Xbox launched the PS5 and Xbox Series consoles with all-digital console options that were cheaper than the versions with disc drives. On PC, digital libraries through platforms like Steam have been the reality for quite some time. Capcom, one of the biggest publishers around, reported that an astounding 93 percent of its game sales were for digital copies in its last fiscal year — a figure that it expects will rise to 95.4 percent over the fiscal year. Many of the most popular games are only available digitally, like Roblox and Fortnite.
For better or worse, video game players overwhelmingly buy and play digital games. But in the span of a week, two industry giants put nails in the coffin of physical games — or perhaps even poured concrete into the grave.
On June 24th, Rockstar Games finally put a price tag on Grand Theft Auto VI ahead of its scheduled November 19th release on PS5 and Xbox Series X / S: $79.99 for the base edition and $99.99 for the Ultimate Edition. The prices themselves weren’t too unexpected, as even Nintendo has dabbledwith $79.99 games for its biggest titles. But what was more shocking was something buried in Rockstar’s post: The physical version of the game won’t have a disc, instead containing a download code in the box.
The announcement was a worrying sign for physical games. Selling games as codes in a box isn’t a new concept, but GTA VI will be the biggest game to do it so far. Rockstar’s choice could push more publishers to do the same for their future titles. By making the game only available on digital storefronts, players can’t easily share it with a friend or sell the game when they’re done with it.
It’s also becoming increasingly clear you can’t rely on digital storefronts. Titles can get pulled for things like licensing or the store closing down. This may not be a problem for GTA VI, as Rockstar will almost certainly make sure the game is easily available on many digital platforms for the foreseeable future, especially if it wants to give the game the same kind of legs as the 13-year-old GTA V. But with digital storefronts, you also have to hope that you aren’t locked out of your account, even by mistake, and lose access to your games. (In 2023, some PlayStation users were unexpectedly banned through no fault of their own, though Sony eventually restored access to their accounts.)
Speaking of PlayStation, just days after Rockstar’s news, Sony dropped an even bigger bomb: It announced that, starting January 2028, it would not make physical discs for any new PlayStation games.
The decision led to widespread criticism online. Sony and PlayStation got yelled at everywhere online, as Kotaku reported, and the PlayStation account didn’t make a new tweet until six days after its announcement about dropping discs. The comments section of Sony’s famous 2013 PS4 game sharing ad where one person just hands a disc to another — an ad made after Xbox announced restrictive DRM plans for the Xbox One — is filled with new comments taking jabs at Sony. Heck, Sony itself showed why killing discs is a terrible idea by, on the same day as the disc news, saying that it would be closing the digital stores for the PS3 and the PS Vita.
Sony’s announcement also drew criticism from retailers and games preservationists. “This is unfortunate news for those who still prefer buying games on physical media, and is certainly a significant hit to consumer rights, the resale market, and game creators whose businesses rely on the physical market,” said Frank Cifaldi, executive director of the Video Game History Foundation.
Sony’s own statement was clear as to why it’s making the change. “This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” Sony said in its announcement. “This transition will enable us to align more closely with how most of our community prefers to access and play games today.” The company’s numbers prove it, too: In the fourth quarter of its 2025 fiscal year, Sony reported that the “Full game software digital download ratio” of games on PS4 and PS5 was 85 percent.
We have to see if Grand Theft Auto VI actually releases on November 19th and if it will ever come out on disc. Despite two majordelays, it seems likely the game will at least launch as planned, especially because Rockstar gave the game a price and is pushing preorders.
We’ll also have to see what Microsoft and Nintendo might do. Xbox hasn’t announced what it’s thinking about for discs for Project Helix, its next generation console, but The Verge’s Tom Warren reports that Xbox will “likely soon” stop making physical discs for Xbox games. However, Warren reports that the company is testing a feature that would let you digitize your physical game collection.
Nintendo will probably stick with physical games for a while. According to its last fiscal year report, digital makes up 54.6 percent of game sales, so physical is still a big part of its business. The Switch 2 is also only a year old, and it seems extremely unlikely that Nintendo would stop making physical games for hardware it will be supporting for a long time to come. However, with the Switch 2, Nintendo gives developers the option to sell game-key cards, which are physical carts you can borrow and resell but don’t actually have a game’s data on them. Instead, they serve as keys to let you download a game to your system.
Game stores and preservationists also have to adjust to the fact that physical games are going to be harder to come by. Cifaldi noted that museums and archives have already been preparing for this kind of future “with the expectation that putting discs on a shelf isn’t going to be a long-term solution for preserving new games.” But he called on trade groups to offer solutions to legally preserve digital content for research — efforts that the Entertainment Software Association has previously opposed. “The industry needs to meaningfully come to the table on this issue, because asking museums to download a copy of Grand Theft Auto VI and hope it’ll run in 50 years is not a preservation solution,” Cifaldi says.
Sony now has to navigate an awkward period where it’s launching new games but dealing with pushback from players wanting physical discs. While Sony has been subject to severe blowback after its announcement, it seems unlikely it will reverse course. It’s already repurposing its last PlayStation disc-making factory, after all.
The PS5 Pro, Sony’s top-end PlayStation, does not come with a disc drive; that costs an additional $79. Following a recent price hike that spiked the PS5 Pro’s cost to $899.99, that means a PS5 Pro with a disc drive costs nearly $1,000.
PlayStation’s own studios are now in the awkward spot of having to confirm that physical versions will be on disc, as Insomniac has for September’s Marvel’s Wolverine and Santa Monica Studio did for God of War Laufey. That Laufey confirmation also signals that the game, which hadn’t been given a release window, will launch before January 2028.
For music, physical media sales — including CDs — are reportedly on the rise.
Comedian Trevor Noah weighed in on PlayStation’s news, saying that “for a lot of gamers physical discs are the only way they could afford to play games because they could get them secondhand. You can also give games to your younger siblings, which is a great way to introduce them to the games you were playing.”
In a post titled “Sony Nerfs Videogame Ownership,” the Electronic Frontier Foundation points out that “Unlike other digital media like film and TV, video games require a ton of storage. Access to high speed internet is still abysmal in the US, making the high-speeds needed for digital game downloads a luxury some of us may take for granted.”
A day after the GTA VI news, Circana analyst Mat Piscatella posted a chart that neatly sums up what’s going on: sales of physical games peaked long ago, back in 2009.
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
Jay Peters
#future #physical #games #greatColumn,Gaming,The Stepback">The future of physical games is not looking great
This is The Stepback, a weekly newsletter breaking down one essential story from the tech world. For more on video games and physical media, follow Jay Peters. The Stepback arrives in our subscribers’ inboxes on Sunday at 8AM ET. Opt in for The Stepbackhere.
As a kid, I relished trips to Best Buy, GameStop, and the nearby mall so that I could browse video games. I loved sifting through games and chatting with my friends at the store about upcoming releases. On the lucky days I actually got a new game from the store, I treasured reading through every page of the manual on the drive home. Over the years, I built up a collection of games that I was proud of.
That was a long time ago. Shortly after college, I sold my collection of older games and hardware because I wasn’t using them and wanted the money for other things. (Probably weekends out.) Starting with the Nintendo Switch in 2017, I started buying games digitally because it was easier to just download stuff, and I wouldn’t have to accumulate physical game cases. Now, I don’t own any physical games: My Switch, PlayStation, Xbox, and Steam libraries are all digital.
I’m not the only player who has moved to mostly digital games. Digital libraries are increasingly convenient, especially as console makers have made efforts to keep backwards compatibility across generations. Some players can’t play physical games at all, as PlayStation and Xbox launched the PS5 and Xbox Series consoles with all-digital console options that were cheaper than the versions with disc drives. On PC, digital libraries through platforms like Steam have been the reality for quite some time. Capcom, one of the biggest publishers around, reported that an astounding 93 percent of its game sales were for digital copies in its last fiscal year — a figure that it expects will rise to 95.4 percent over the fiscal year. Many of the most popular games are only available digitally, like Roblox and Fortnite.
For better or worse, video game players overwhelmingly buy and play digital games. But in the span of a week, two industry giants put nails in the coffin of physical games — or perhaps even poured concrete into the grave.
On June 24th, Rockstar Games finally put a price tag on Grand Theft Auto VI ahead of its scheduled November 19th release on PS5 and Xbox Series X / S: $79.99 for the base edition and $99.99 for the Ultimate Edition. The prices themselves weren’t too unexpected, as even Nintendo has dabbledwith $79.99 games for its biggest titles. But what was more shocking was something buried in Rockstar’s post: The physical version of the game won’t have a disc, instead containing a download code in the box.
The announcement was a worrying sign for physical games. Selling games as codes in a box isn’t a new concept, but GTA VI will be the biggest game to do it so far. Rockstar’s choice could push more publishers to do the same for their future titles. By making the game only available on digital storefronts, players can’t easily share it with a friend or sell the game when they’re done with it.
It’s also becoming increasingly clear you can’t rely on digital storefronts. Titles can get pulled for things like licensing or the store closing down. This may not be a problem for GTA VI, as Rockstar will almost certainly make sure the game is easily available on many digital platforms for the foreseeable future, especially if it wants to give the game the same kind of legs as the 13-year-old GTA V. But with digital storefronts, you also have to hope that you aren’t locked out of your account, even by mistake, and lose access to your games. (In 2023, some PlayStation users were unexpectedly banned through no fault of their own, though Sony eventually restored access to their accounts.)
Speaking of PlayStation, just days after Rockstar’s news, Sony dropped an even bigger bomb: It announced that, starting January 2028, it would not make physical discs for any new PlayStation games.
The decision led to widespread criticism online. Sony and PlayStation got yelled at everywhere online, as Kotaku reported, and the PlayStation account didn’t make a new tweet until six days after its announcement about dropping discs. The comments section of Sony’s famous 2013 PS4 game sharing ad where one person just hands a disc to another — an ad made after Xbox announced restrictive DRM plans for the Xbox One — is filled with new comments taking jabs at Sony. Heck, Sony itself showed why killing discs is a terrible idea by, on the same day as the disc news, saying that it would be closing the digital stores for the PS3 and the PS Vita.
Sony’s announcement also drew criticism from retailers and games preservationists. “This is unfortunate news for those who still prefer buying games on physical media, and is certainly a significant hit to consumer rights, the resale market, and game creators whose businesses rely on the physical market,” said Frank Cifaldi, executive director of the Video Game History Foundation.
Sony’s own statement was clear as to why it’s making the change. “This is a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” Sony said in its announcement. “This transition will enable us to align more closely with how most of our community prefers to access and play games today.” The company’s numbers prove it, too: In the fourth quarter of its 2025 fiscal year, Sony reported that the “Full game software digital download ratio” of games on PS4 and PS5 was 85 percent.
We have to see if Grand Theft Auto VI actually releases on November 19th and if it will ever come out on disc. Despite two majordelays, it seems likely the game will at least launch as planned, especially because Rockstar gave the game a price and is pushing preorders.
We’ll also have to see what Microsoft and Nintendo might do. Xbox hasn’t announced what it’s thinking about for discs for Project Helix, its next generation console, but The Verge’s Tom Warren reports that Xbox will “likely soon” stop making physical discs for Xbox games. However, Warren reports that the company is testing a feature that would let you digitize your physical game collection.
Nintendo will probably stick with physical games for a while. According to its last fiscal year report, digital makes up 54.6 percent of game sales, so physical is still a big part of its business. The Switch 2 is also only a year old, and it seems extremely unlikely that Nintendo would stop making physical games for hardware it will be supporting for a long time to come. However, with the Switch 2, Nintendo gives developers the option to sell game-key cards, which are physical carts you can borrow and resell but don’t actually have a game’s data on them. Instead, they serve as keys to let you download a game to your system.
Game stores and preservationists also have to adjust to the fact that physical games are going to be harder to come by. Cifaldi noted that museums and archives have already been preparing for this kind of future “with the expectation that putting discs on a shelf isn’t going to be a long-term solution for preserving new games.” But he called on trade groups to offer solutions to legally preserve digital content for research — efforts that the Entertainment Software Association has previously opposed. “The industry needs to meaningfully come to the table on this issue, because asking museums to download a copy of Grand Theft Auto VI and hope it’ll run in 50 years is not a preservation solution,” Cifaldi says.
Sony now has to navigate an awkward period where it’s launching new games but dealing with pushback from players wanting physical discs. While Sony has been subject to severe blowback after its announcement, it seems unlikely it will reverse course. It’s already repurposing its last PlayStation disc-making factory, after all.
The PS5 Pro, Sony’s top-end PlayStation, does not come with a disc drive; that costs an additional $79. Following a recent price hike that spiked the PS5 Pro’s cost to $899.99, that means a PS5 Pro with a disc drive costs nearly $1,000.
PlayStation’s own studios are now in the awkward spot of having to confirm that physical versions will be on disc, as Insomniac has for September’s Marvel’s Wolverine and Santa Monica Studio did for God of War Laufey. That Laufey confirmation also signals that the game, which hadn’t been given a release window, will launch before January 2028.
For music, physical media sales — including CDs — are reportedly on the rise.
Comedian Trevor Noah weighed in on PlayStation’s news, saying that “for a lot of gamers physical discs are the only way they could afford to play games because they could get them secondhand. You can also give games to your younger siblings, which is a great way to introduce them to the games you were playing.”
In a post titled “Sony Nerfs Videogame Ownership,” the Electronic Frontier Foundation points out that “Unlike other digital media like film and TV, video games require a ton of storage. Access to high speed internet is still abysmal in the US, making the high-speeds needed for digital game downloads a luxury some of us may take for granted.”
A day after the GTA VI news, Circana analyst Mat Piscatella posted a chart that neatly sums up what’s going on: sales of physical games peaked long ago, back in 2009.
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
The video game disc is dead, and Sony’s been planning to kill it for some time, according to a report out of Austria. The man who leads Sony’s discmaking operations, Sony DADC president Dietmar Tanzer, told ORF Salzburg that the company’s Thalgau plant produces 600,000 discs every day, half of which are for PlayStation. But since it’ll only be making 10 percent of that volume in 2028, it’s planning to retrain all 300 employees to work on optical microlenses instead.
Thalgau isn’t just one of Sony’s disc plants. It’s where the disc-making division is headquartered, and appears to be its only remaining wholly owned disc manufacturing facility. Sony made discs in the United States for decades, originally in Terre Haute, Indiana and later in New Jersey, but it closed the latter plant in 2011 and moved all manufacturing from Indiana to Thalgau in 2022. Today, the Indiana facility markets itself to automakers who need help packaging and assembling headlights and the like instead.
This transition didn’t happen overnight. A behind-the-scenes video from December 2024 shows that the Thalgau plant was already working on microlenses as of then:
Those lenses, too, are created using discs:
ORF Salzburg writes that Sony has now invested €30 million to manufacture these microlenses, and that mass production may begin “as early as next year.”
Microlenses are theoretically used in all kinds of emerging applications where you might want to bend light, including headsets, but it appears that Sony may cater to automakers here, too. The head of Sony’s micro optics division gave ORF Salzburg the example of “a car turn signal that is projected onto asphalt.”
All of this is to say: Sony didn’t make this decision in a hurry, and it isn’t likely to change its mind despite the predictable backlash. It’s been winding down disc manufacturing for decades, and it’s ripping off one last band-aid with PlayStation.
According to Sony DADC’s website, it has produced over 26.4 billion discs to date — the vast majority, 23 billion of them, were made between 1983 and 2022 in Terre Haute, Indiana.
The video game disc is dead, and Sony’s been planning to kill it for some time, according to a report out of Austria. The man who leads Sony’s discmaking operations, Sony DADC president Dietmar Tanzer, told ORF Salzburg that the company’s Thalgau plant produces 600,000 discs every day, half of which are for PlayStation. But since it’ll only be making 10 percent of that volume in 2028, it’s planning to retrain all 300 employees to work on optical microlenses instead.
Thalgau isn’t just one of Sony’s disc plants. It’s where the disc-making division is headquartered, and appears to be its only remaining wholly owned disc manufacturing facility. Sony made discs in the United States for decades, originally in Terre Haute, Indiana and later in New Jersey, but it closed the latter plant in 2011 and moved all manufacturing from Indiana to Thalgau in 2022. Today, the Indiana facility markets itself to automakers who need help packaging and assembling headlights and the like instead.
This transition didn’t happen overnight. A behind-the-scenes video from December 2024 shows that the Thalgau plant was already working on microlenses as of then:
Those lenses, too, are created using discs:
ORF Salzburg writes that Sony has now invested €30 million to manufacture these microlenses, and that mass production may begin “as early as next year.”
Microlenses are theoretically used in all kinds of emerging applications where you might want to bend light, including headsets, but it appears that Sony may cater to automakers here, too. The head of Sony’s micro optics division gave ORF Salzburg the example of “a car turn signal that is projected onto asphalt.”
All of this is to say: Sony didn’t make this decision in a hurry, and it isn’t likely to change its mind despite the predictable backlash. It’s been winding down disc manufacturing for decades, and it’s ripping off one last band-aid with PlayStation.
According to Sony DADC’s website, it has produced over 26.4 billion discs to date — the vast majority, 23 billion of them, were made between 1983 and 2022 in Terre Haute, Indiana.
#Sonys #PlayStation #disc #factory #repurposedGaming,News,PlayStation">Sony’s PlayStation disc factory is already being repurposed
The video game disc is dead, and Sony’s been planning to kill it for some time, according to a report out of Austria. The man who leads Sony’s discmaking operations, Sony DADC president Dietmar Tanzer, told ORF Salzburg that the company’s Thalgau plant produces 600,000 discs every day, half of which are for PlayStation. But since it’ll only be making 10 percent of that volume in 2028, it’s planning to retrain all 300 employees to work on optical microlenses instead.
Thalgau isn’t just one of Sony’s disc plants. It’s where the disc-making division is headquartered, and appears to be its only remaining wholly owned disc manufacturing facility. Sony made discs in the United States for decades, originally in Terre Haute, Indiana and later in New Jersey, but it closed the latter plant in 2011 and moved all manufacturing from Indiana to Thalgau in 2022. Today, the Indiana facility markets itself to automakers who need help packaging and assembling headlights and the like instead.
This transition didn’t happen overnight. A behind-the-scenes video from December 2024 shows that the Thalgau plant was already working on microlenses as of then:
Those lenses, too, are created using discs:
ORF Salzburg writes that Sony has now invested €30 million to manufacture these microlenses, and that mass production may begin “as early as next year.”
Microlenses are theoretically used in all kinds of emerging applications where you might want to bend light, including headsets, but it appears that Sony may cater to automakers here, too. The head of Sony’s micro optics division gave ORF Salzburg the example of “a car turn signal that is projected onto asphalt.”
All of this is to say: Sony didn’t make this decision in a hurry, and it isn’t likely to change its mind despite the predictable backlash. It’s been winding down disc manufacturing for decades, and it’s ripping off one last band-aid with PlayStation.
According to Sony DADC’s website, it has produced over 26.4 billion discs to date — the vast majority, 23 billion of them, were made between 1983 and 2022 in Terre Haute, Indiana.
The 60HE v2’s simple internal design makes repairs easy, allowing the keyboard to be disassembled in seconds. Despite this ease of access, Wooting’s solid construction ensures everything stays securely in place. Inside, you will find a plate, switches, a silicone layer, a PCB with rubber feet on the underside, your choice of sound dampening layer, and the case.
Switch compatibility is often a weak point for analog keyboards, but the 60HE v2 easily outpaces competitors from Keychron, Razer, and ROG, which typically only support two or three options. By adopting the widely used KS-20 design, the 60HE v2 works with switches from Gateron, Geon, and several other manufacturers, giving users a constantly growing range of options.
My only real complaint is the adherence to the standard GH60 form factor, which places the USB-C port directly on the left side of the PCB. While I would prefer a centered port on a separate daughterboard for convenience and repairability, I understand the choice. The benefits of standardization for both consumers and manufacturers ultimately outweigh this minor design gripe.
I’m impressed by how well this keyboard performs across every metric. The build quality is robust, the switches are smooth and consistent, and nearly every aspect can be tailored to the individual player. Aside from the lack of wireless connectivity, it leaves nothing to be desired.
The 60HE v2 is easily one of the best gaming keyboards available today. While it is currently backordered, if you are willing to be patient, it is absolutely worth the $240 price tag.
#Wooting #Created #Peak #Keyboard #Perfection #60HEshopping,gaming,keyboards,accessories and peripherals">
#Wooting #Created #Peak #Keyboard #Perfection #60HEshopping,gaming,keyboards,accessories and peripherals">Wooting Created Peak Keyboard Perfection With the 60HE v2
The most controversial feature is Simultaneous Opposing Cardinal Direction (SOCD) customization. This allows one key to override another rather than registering both simultaneously, which is ideal for strafing in tactical shooters like Counter-Strike 2 and Valorant. The difference in reaction speed is immediately noticeable, making quick peeks far more consistent. However, because of the distinct advantage it provides, the feature has been banned in some competitive games because it reduces the delay between directional movement to near-zero levels without requiring any additional skills.
Testing these features across a variety of shooters and racing games, I was consistently impressed by the level of fine-tuning Wootility offers—something not possible on a traditional mechanical keyboard.
The gaming experience of this keyboard is simply impressive. The switches are incredibly smooth and consistent, offering granular control with near-instantaneous, low-latency inputs. While older Hall Effect keyboards from competitors like Keychron and Asus often lacked the tactile feel of traditional mechanical designs, Wooting’s Lekker switches easily bridge the gap.
The RGB lighting also looks great and is deeply customizable. Like most LEDs, it tends to lean slightly blue, but this is easily corrected in the software (I set mine to 203/192/180 for a true white). It is a minor quirk in an otherwise impressive lighting setup.
Peak Repairability
Photograph: Henri Robbins
The 60HE v2’s simple internal design makes repairs easy, allowing the keyboard to be disassembled in seconds. Despite this ease of access, Wooting’s solid construction ensures everything stays securely in place. Inside, you will find a plate, switches, a silicone layer, a PCB with rubber feet on the underside, your choice of sound dampening layer, and the case.
Switch compatibility is often a weak point for analog keyboards, but the 60HE v2 easily outpaces competitors from Keychron, Razer, and ROG, which typically only support two or three options. By adopting the widely used KS-20 design, the 60HE v2 works with switches from Gateron, Geon, and several other manufacturers, giving users a constantly growing range of options.
My only real complaint is the adherence to the standard GH60 form factor, which places the USB-C port directly on the left side of the PCB. While I would prefer a centered port on a separate daughterboard for convenience and repairability, I understand the choice. The benefits of standardization for both consumers and manufacturers ultimately outweigh this minor design gripe.
I’m impressed by how well this keyboard performs across every metric. The build quality is robust, the switches are smooth and consistent, and nearly every aspect can be tailored to the individual player. Aside from the lack of wireless connectivity, it leaves nothing to be desired.
The 60HE v2 is easily one of the best gaming keyboards available today. While it is currently backordered, if you are willing to be patient, it is absolutely worth the $240 price tag.
#Wooting #Created #Peak #Keyboard #Perfection #60HEshopping,gaming,keyboards,accessories and peripherals
The most controversial feature is Simultaneous Opposing Cardinal Direction (SOCD) customization. This allows one key…
Import records show that Valve’s distribution partner Ceva offloaded nearly 32 metric tons of “Virtual Reality Devices” on Valve’s behalf — or roughly 13 tons of actual product, after you subtract the roughly 3,700 kilogram weight of five 40-foot shipping containers.
Speaking of the Steam Machine, Valve’s stockpile may now have grown to 141 metric tons, as that’s roughly how much “Game Consoles” product has arrived in 12,600kg containers since April 23rd.
And it looks like Valve probably received three shipments of Steam Deck handhelds in May, two on May 18th and one on May 30th, judging by how those containers had the higher gross weight of 14,500kg. That’s generally how heavy Valve’s “Game Console” containers were before the Steam Machine was announced.
13 tons isn’t actually a lot of VR headsets, of course, but perhaps more of them fit into a container than the Steam Machine console. They each weigh 654g (roughly 1.44lb) with a pair of wand controllers; back-of-the-napkin math suggests we’re probably talking about fewer than 20,000 units right now.
There might not be that many Steam Machines in the US yet, either: 141 metric tons could easily be fewer than 50,000 units at their higher 2.6kg weight per console, not counting any controllers or cables.
Valve confirmed days ago that both the Steam Machine and Steam Frame will launch this summer, and has signaled that it had to rethink prices because of RAMageddon. Even if they’re pricey, though, they may sell out quickly.
Import records show that Valve’s distribution partner Ceva offloaded nearly 32 metric tons of “Virtual Reality Devices” on Valve’s behalf — or roughly 13 tons of actual product, after you subtract the roughly 3,700 kilogram weight of five 40-foot shipping containers.
Speaking of the Steam Machine, Valve’s stockpile may now have grown to 141 metric tons, as that’s roughly how much “Game Consoles” product has arrived in 12,600kg containers since April 23rd.
And it looks like Valve probably received three shipments of Steam Deck handhelds in May, two on May 18th and one on May 30th, judging by how those containers had the higher gross weight of 14,500kg. That’s generally how heavy Valve’s “Game Console” containers were before the Steam Machine was announced.
13 tons isn’t actually a lot of VR headsets, of course, but perhaps more of them fit into a container than the Steam Machine console. They each weigh 654g (roughly 1.44lb) with a pair of wand controllers; back-of-the-napkin math suggests we’re probably talking about fewer than 20,000 units right now.
There might not be that many Steam Machines in the US yet, either: 141 metric tons could easily be fewer than 50,000 units at their higher 2.6kg weight per console, not counting any controllers or cables.
Valve confirmed days ago that both the Steam Machine and Steam Frame will launch this summer, and has signaled that it had to rethink prices because of RAMageddon. Even if they’re pricey, though, they may sell out quickly.
#Valve #imported #tons #headsets #dayGaming,News,PC Gaming">Valve just imported 13 tons of VR headsets in one day
On June 10th, the German container ship Posen docked in Los Angeles after a two-week voyage from Shanghai. As Valve watcher Brad Lynch notes, it was almost certainly carrying the first mass production shipments of the Steam Frame, Valve’s new gaming headset.
Import records show that Valve’s distribution partner Ceva offloaded nearly 32 metric tons of “Virtual Reality Devices” on Valve’s behalf — or roughly 13 tons of actual product, after you subtract the roughly 3,700 kilogram weight of five 40-foot shipping containers.
Speaking of the Steam Machine, Valve’s stockpile may now have grown to 141 metric tons, as that’s roughly how much “Game Consoles” product has arrived in 12,600kg containers since April 23rd.
And it looks like Valve probably received three shipments of Steam Deck handhelds in May, two on May 18th and one on May 30th, judging by how those containers had the higher gross weight of 14,500kg. That’s generally how heavy Valve’s “Game Console” containers were before the Steam Machine was announced.
13 tons isn’t actually a lot of VR headsets, of course, but perhaps more of them fit into a container than the Steam Machine console. They each weigh 654g (roughly 1.44lb) with a pair of wand controllers; back-of-the-napkin math suggests we’re probably talking about fewer than 20,000 units right now.
There might not be that many Steam Machines in the US yet, either: 141 metric tons could easily be fewer than 50,000 units at their higher 2.6kg weight per console, not counting any controllers or cables.
Valve confirmed days ago that both the Steam Machine and Steam Frame will launch this summer, and has signaled that it had to rethink prices because of RAMageddon. Even if they’re pricey, though, they may sell out quickly.
Ambrosia Sky is getting its second and final episode
Ambrosia Sky, a sci-fi game about death where you have to clean up alien fungi, will be getting its second act as a free update on August 6th. The game was originally planned to have three acts, but developer Soft Rains announced in March that it would be brought down to two. When Act Two launches, the game’s price will go up from $14.99 to $24.99.
The Citizen Sleeper games are coming to Nintendo Switch 2
The sci-fi RPGs Citizen Sleeper and Citizen Sleeper 2: Starward Vector are getting Switch 2 versions on June 25th. If you already own them on the original Switch, you can play the Switch 2 versions at no extra charge. Developer Gareth Damian Martin also says they will be revealing their next game during Sunday’s PC Gaming Show.
Desktop Explorer, a spooky game about looking through an old computer, launches in July
This trailer for Desktop Explorer, a horror puzzle game where you click through a creepy version of an old, Windows-like operating system, might be the scariest way to use a computer. It’s launching on July 17th.
Demonschool is getting DLC and will launch on the Switch 2
The upcoming paid DLC for Demonschool, a tactical RPG from Necrosoft that channels Buffy and Persona, has a focus on “puzzle battles” where players work to clear out enemies using certain characters in one turn. Both the DLC and the Switch 2 version (which includes mouse support and an improved frame rate) will launch sometime this year.
The developers of a point-and-click thriller are making a fantasy game
Powerhoof, the studio behind last year’s retro-styled mystery game The Drifter, is now working on The Telwynium, a “fantasy adventure epic.” “Book One” of the game is now available on Steam, though you can also grab it from Itch.io if you prefer.
The Mermaid Mask, a new detective game, is launching in July
SFB Games, the studio that made games like Tangle Tower and Crow Country, is releasing its next game, The Mermaid Mask, on July 16th. It’s a locked-door mystery that’s fully voice-acted and features hand-drawn animations — looks like a great story to settle into this summer.
Ambrosia Sky is getting its second and final episode
Ambrosia Sky, a sci-fi game about death where you have to clean up alien fungi, will be getting its second act as a free update on August 6th. The game was originally planned to have three acts, but developer Soft Rains announced in March that it would be brought down to two. When Act Two launches, the game’s price will go up from $14.99 to $24.99.
The Citizen Sleeper games are coming to Nintendo Switch 2
The sci-fi RPGs Citizen Sleeper and Citizen Sleeper 2: Starward Vector are getting Switch 2 versions on June 25th. If you already own them on the original Switch, you can play the Switch 2 versions at no extra charge. Developer Gareth Damian Martin also says they will be revealing their next game during Sunday’s PC Gaming Show.
Desktop Explorer, a spooky game about looking through an old computer, launches in July
This trailer for Desktop Explorer, a horror puzzle game where you click through a creepy version of an old, Windows-like operating system, might be the scariest way to use a computer. It’s launching on July 17th.
Demonschool is getting DLC and will launch on the Switch 2
The upcoming paid DLC for Demonschool, a tactical RPG from Necrosoft that channels Buffy and Persona, has a focus on “puzzle battles” where players work to clear out enemies using certain characters in one turn. Both the DLC and the Switch 2 version (which includes mouse support and an improved frame rate) will launch sometime this year.
The developers of a point-and-click thriller are making a fantasy game
Powerhoof, the studio behind last year’s retro-styled mystery game The Drifter, is now working on The Telwynium, a “fantasy adventure epic.” “Book One” of the game is now available on Steam, though you can also grab it from Itch.io if you prefer.
The Mermaid Mask, a new detective game, is launching in July
SFB Games, the studio that made games like Tangle Tower and Crow Country, is releasing its next game, The Mermaid Mask, on July 16th. It’s a locked-door mystery that’s fully voice-acted and features hand-drawn animations — looks like a great story to settle into this summer.
#StoryRich #showcase #packed #narrativedriven #gamesEntertainment,Gaming,News">The first Story-Rich showcase was packed with narrative-driven games
Fellow Traveller, the publisher behind games like Titanium Court and 1000xResist, just wrapped up its Story-Rich Showcase, which featured a bunch of narrative-driven indie games. With more than 20 games on display, there was a lot to follow, but we’ve pulled together some of the most notable announcements below. You can also catch the full show on Fellow Traveller’s YouTube channel.
Ambrosia Sky is getting its second and final episode
Ambrosia Sky, a sci-fi game about death where you have to clean up alien fungi, will be getting its second act as a free update on August 6th. The game was originally planned to have three acts, but developer Soft Rains announced in March that it would be brought down to two. When Act Two launches, the game’s price will go up from $14.99 to $24.99.
The Citizen Sleeper games are coming to Nintendo Switch 2
The sci-fi RPGs Citizen Sleeper and Citizen Sleeper 2: Starward Vector are getting Switch 2 versions on June 25th. If you already own them on the original Switch, you can play the Switch 2 versions at no extra charge. Developer Gareth Damian Martin also says they will be revealing their next game during Sunday’s PC Gaming Show.
Desktop Explorer, a spooky game about looking through an old computer, launches in July
This trailer for Desktop Explorer, a horror puzzle game where you click through a creepy version of an old, Windows-like operating system, might be the scariest way to use a computer. It’s launching on July 17th.
Demonschool is getting DLC and will launch on the Switch 2
The upcoming paid DLC for Demonschool, a tactical RPG from Necrosoft that channels Buffy and Persona, has a focus on “puzzle battles” where players work to clear out enemies using certain characters in one turn. Both the DLC and the Switch 2 version (which includes mouse support and an improved frame rate) will launch sometime this year.
The developers of a point-and-click thriller are making a fantasy game
Powerhoof, the studio behind last year’s retro-styled mystery game The Drifter, is now working on The Telwynium, a “fantasy adventure epic.” “Book One” of the game is now available on Steam, though you can also grab it from Itch.io if you prefer.
The Mermaid Mask, a new detective game, is launching in July
SFB Games, the studio that made games like Tangle Tower and Crow Country, is releasing its next game, The Mermaid Mask, on July 16th. It’s a locked-door mystery that’s fully voice-acted and features hand-drawn animations — looks like a great story to settle into this summer.
Fellow Traveller, the publisher behind games like Titanium Court and 1000xResist, just wrapped up its…
Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.
The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.
The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.
The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.
“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.
“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”
In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.
The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”
Image: Metanet Software
As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”
As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.
“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.
The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.
The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.
The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.
“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.
“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”
In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.
The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”
Image: Metanet Software
As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”
As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.
“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
Andrew Webster
#decade #team #multiplayer #sequelEntertainment,Gaming,Interview,Report">More than a decade later, the team behind N++ is back with a multiplayer sequel
Back in 2015, the two-person studio Metanet released N++, a brutally hard 2D platformer that was a decade in the making, building off of previous releases dating back to the freeware Flash title N. At the time, cofounder Raigan Burns issued some famous last words: “We hope it’s not another 10 years before we come up with a game.” But now here we are, more than a decade later, and N is getting another sequel. And this time the focus is on multiplayer.
The new game is called, absurdly, N Plus Infinity Times Two. Whereas N++ was meant to be the ultimate single-player version of the N concept, this game is described as “the ultimate virtual couch party game with a low skill floor and no skill ceiling.” That means the same slick, acrobatic platforming action and gorgeous graphic design-inspired visuals, but now built around playing competitively or cooperatively with pals across a handful of different modes. It’s launching on the PS5, Xbox, Switch 2, and PC at some point in 2027.
The duo at Metanet was up to a few different things over the last 11 years. In addition to uprooting from Toronto to Montreal, they’ve been prototyping ideas for a few potentially bigger projects, and last year released a 10-year anniversary update for N++. But then, “We started getting the ‘let’s take another crack at it’ bug in 2022,” Burns tells The Verge.
The studio operates in an unusual way, at least compared to most of the game industry. Despite having two hits in N+ and N++, Metanet hasn’t grown or scaled up in any way. And the reason comes down to the way they make games: It simply takes a lot of time to find a game idea that’s worth pursuing as a commercial project. “We’ve resisted doing something that would compromise our ability to keep iterating and prototyping until something good shows up,” says Burns.
“It’s important to feel that magic,” cofounder Mare Sheppard adds. “That’s what’s compelling about making games. That’s when we know that we’re doing it in a way that’s right for us.” Burns has a clear analogy for how they work: “We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.” This philosophy seems especially prescient given the state of the games industry, where even the biggest hits operate in a way that’s clearly unsustainable.
“We like being in a band. That’s fun. Being in a lot of meetings and doing a lot of managing: not fun.”
In the case of N Plus Infinity Times Two — unfortunately I can’t think of a good way to shorten that title — the spark came in part from watching how younger players interact with games. Even when they’re playing solo, kids are typically still chatting with friends on their phones, essentially turning everything into a multiplayer experience. Burns and Sheppard wanted to find a way to marry that idea with the couch co-op experiences they grew up on, which led to revisiting the N concept but with a multiplayer spin.
The two describe making N++ as a grueling experience. If you think the game’s levels are hard, just imagine having to playtest them over and over. Part of the excitement about N Plus Infinity Times Two wasn’t just finding a spin on the formula that would be fun to play, but also to develop. “This one really feels like we’re having fun,” says Burns. “We’re really fluent in this one instrument. So now the fun challenge becomes playing new styles of music we’ve never played before, but with this thing we’re really comfortable with.”
Image: Metanet Software
As creative industries from games to Hollywood become increasingly homogenous, Burns also believes that there’s something important about doing work that’s distinct, even if it means revisiting a previous idea, like through the multiple versions of N. It’s similar to titles like Hades II and Silksong: indie-developed sequels that iterated a core concept, but with a fresh angle that made them more than a by-the-numbers follow-up. “Being yourself is more fun and exciting anyways,” Burns explains. “But I honestly think it’s more commercially viable to do something only you can do, because then you have no competition.”
As for what’s next after N Plus Infinity Times Two, the pair obviously aren’t revealing anything just yet. There are a few bigger 3D game ideas kicking around, but those would necessitate some of that scaling up that the studio has so far avoided. What they won’t close the door on, however, is coming back to the idea of N again at some point in the future.
“If we can do something that expresses something new, or lets us see things in a different way, or we get a different perspective on what this game is or how to play it, that’s exciting,” says Sheppard. “I think we no longer think this is definitively going to be the last one. We’ve abandoned that idea. It doesn’t have to be.”
Follow topics and authors from this story to see more like this in your personalized homepage feed and to receive email updates.
When the company originally announced the Machine and Frame alongside its new Steam Controller late last year, it said that it would start shipping the new gadgets in early 2026. But in February, the company announced that the ongoing memory and storage crunch had forced it to revisit its pricing and shipping plans. And in March, Valve said in a blog post that it would be “shipping all three products this year” — though that was after the company initially said in the post that “we hope to ship in 2026,” which it removed in an update.
Valve opted to release the Steam Controller on its own, putting it up for sale in early May. For the Machine and Frame, while “summer” isn’t exactly a specific date, it narrows the window for when the products might finally come out.
Ahead of actually launching the devices, Valve is redesigning the Steam store and sharing information about the Verified programs for the hardware so that developers can prepare their games. Like with the Steam Deck, if a game is verified for the Machine or the Frame, the badge signals that the game should work well without any tweaks from the user.
For the Machine, the requirements for a game to be verified are “nearly identical” to what they are for the Steam Deck. With the Machine being “roughly six times as powerful” as the Deck, in theory, many more games will be verified for it. Valve also says that it’s testing “every title on Machine that fell below our performance requirements on Deck.”
For the Frame, Valve’s verified badge will signify games that run well while being played natively on the headset — as opposed to games that work well streamed to the headset, which the Frame is also capable of. “Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode,” Valve says.
Now, we just need Valve to share exactly when the Steam Machine and Steam Frame will be released and how much they might cost. After last week’s price hikes for the Steam Deck, I’m gearing up for sticker shock.
When the company originally announced the Machine and Frame alongside its new Steam Controller late last year, it said that it would start shipping the new gadgets in early 2026. But in February, the company announced that the ongoing memory and storage crunch had forced it to revisit its pricing and shipping plans. And in March, Valve said in a blog post that it would be “shipping all three products this year” — though that was after the company initially said in the post that “we hope to ship in 2026,” which it removed in an update.
Valve opted to release the Steam Controller on its own, putting it up for sale in early May. For the Machine and Frame, while “summer” isn’t exactly a specific date, it narrows the window for when the products might finally come out.
Ahead of actually launching the devices, Valve is redesigning the Steam store and sharing information about the Verified programs for the hardware so that developers can prepare their games. Like with the Steam Deck, if a game is verified for the Machine or the Frame, the badge signals that the game should work well without any tweaks from the user.
For the Machine, the requirements for a game to be verified are “nearly identical” to what they are for the Steam Deck. With the Machine being “roughly six times as powerful” as the Deck, in theory, many more games will be verified for it. Valve also says that it’s testing “every title on Machine that fell below our performance requirements on Deck.”
For the Frame, Valve’s verified badge will signify games that run well while being played natively on the headset — as opposed to games that work well streamed to the headset, which the Frame is also capable of. “Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode,” Valve says.
Now, we just need Valve to share exactly when the Steam Machine and Steam Frame will be released and how much they might cost. After last week’s price hikes for the Steam Deck, I’m gearing up for sticker shock.
#Valve #ready #launch #Steam #Machine #summerEntertainment,Gaming,News,PC Gaming">Valve says it’s ready to launch the Steam Machine this summer
Valve now says that the delayed Steam Machine PC and Steam Frame VR headset are set to launch sometime this summer. In a Thursday blog post detailing its Verified programs for both pieces of hardware, Valve concludes by saying that “We’re excited for players to try your titles on the new Steam hardware once they launch this summer.”
When the company originally announced the Machine and Frame alongside its new Steam Controller late last year, it said that it would start shipping the new gadgets in early 2026. But in February, the company announced that the ongoing memory and storage crunch had forced it to revisit its pricing and shipping plans. And in March, Valve said in a blog post that it would be “shipping all three products this year” — though that was after the company initially said in the post that “we hope to ship in 2026,” which it removed in an update.
Valve opted to release the Steam Controller on its own, putting it up for sale in early May. For the Machine and Frame, while “summer” isn’t exactly a specific date, it narrows the window for when the products might finally come out.
Ahead of actually launching the devices, Valve is redesigning the Steam store and sharing information about the Verified programs for the hardware so that developers can prepare their games. Like with the Steam Deck, if a game is verified for the Machine or the Frame, the badge signals that the game should work well without any tweaks from the user.
For the Machine, the requirements for a game to be verified are “nearly identical” to what they are for the Steam Deck. With the Machine being “roughly six times as powerful” as the Deck, in theory, many more games will be verified for it. Valve also says that it’s testing “every title on Machine that fell below our performance requirements on Deck.”
For the Frame, Valve’s verified badge will signify games that run well while being played natively on the headset — as opposed to games that work well streamed to the headset, which the Frame is also capable of. “Like Steam Deck Verified, the Steam Frame Standalone Verified program focuses on the experience customers will have with the device out-of-the-box in standalone mode,” Valve says.
Now, we just need Valve to share exactly when the Steam Machine and Steam Frame will be released and how much they might cost. After last week’s price hikes for the Steam Deck, I’m gearing up for sticker shock.
Thanks to EU regulations, gadgets with user-replaceable batteries are making a comeback, as my colleague Dominic Preston wrote recently. Starting on that February 2027 date, EU rules mandate that many types of gadgets, including portable game consoles, must allow users to relatively easily remove and replace their batteries.
Nintendo doesn’t specify exactly what it will change with this new version of the Switch 2 to make battery replacements easier — currently, taking out the battery in the Switch 2 is an involved, multi-step process, as shown by iFixit. It’s also unclear if a revised model with a replaceable battery will be available in other regions. Nintendo didn’t immediately reply to a request for comment.
On its website, Nintendo says that, “For current products with model numbers starting with ‘BEE’” — which is used with the Switch 2, as shown in Nintendo’s filings with the FCC — “future compliant versions will have unique model numbers and the additional code ‘OSM’ visible on the packaging, designating them as separate products for regulatory purposes.” Switch 2 controllers like the Pro Controller and the Joy-Cons also carry the BEE moniker, and we’ve asked Nintendo if those will have user-replaceable batteries as well.
Thanks to EU regulations, gadgets with user-replaceable batteries are making a comeback, as my colleague Dominic Preston wrote recently. Starting on that February 2027 date, EU rules mandate that many types of gadgets, including portable game consoles, must allow users to relatively easily remove and replace their batteries.
Nintendo doesn’t specify exactly what it will change with this new version of the Switch 2 to make battery replacements easier — currently, taking out the battery in the Switch 2 is an involved, multi-step process, as shown by iFixit. It’s also unclear if a revised model with a replaceable battery will be available in other regions. Nintendo didn’t immediately reply to a request for comment.
On its website, Nintendo says that, “For current products with model numbers starting with ‘BEE’” — which is used with the Switch 2, as shown in Nintendo’s filings with the FCC — “future compliant versions will have unique model numbers and the additional code ‘OSM’ visible on the packaging, designating them as separate products for regulatory purposes.” Switch 2 controllers like the Pro Controller and the Joy-Cons also carry the BEE moniker, and we’ve asked Nintendo if those will have user-replaceable batteries as well.
#Nintendo #confirms #sell #Switch #replaceable #batteryEntertainment,Gaming,News,Nintendo,Policy">Nintendo confirms it will sell a new Switch 2 with replaceable battery in the EU
Nintendo is planning to launch versions of Switch 2 hardware in the EU that will let users easily replace the battery. To meet its obligations from a new EU regulation that’s set to go into effect on February 18th, 2027, Nintendo says on its website that it is “implementing measures to comply with these requirements by preparing versions of products to meet the Regulation.”
Thanks to EU regulations, gadgets with user-replaceable batteries are making a comeback, as my colleague Dominic Preston wrote recently. Starting on that February 2027 date, EU rules mandate that many types of gadgets, including portable game consoles, must allow users to relatively easily remove and replace their batteries.
Nintendo doesn’t specify exactly what it will change with this new version of the Switch 2 to make battery replacements easier — currently, taking out the battery in the Switch 2 is an involved, multi-step process, as shown by iFixit. It’s also unclear if a revised model with a replaceable battery will be available in other regions. Nintendo didn’t immediately reply to a request for comment.
On its website, Nintendo says that, “For current products with model numbers starting with ‘BEE’” — which is used with the Switch 2, as shown in Nintendo’s filings with the FCC — “future compliant versions will have unique model numbers and the additional code ‘OSM’ visible on the packaging, designating them as separate products for regulatory purposes.” Switch 2 controllers like the Pro Controller and the Joy-Cons also carry the BEE moniker, and we’ve asked Nintendo if those will have user-replaceable batteries as well.
This time, instead of perpetually furious dad Kratos, players will take control of Faye / Laufey, as the title implies. That means that while the tone of the game seems somewhat similar to past God of War titles, the gameplay looks quite different, with much more aerobatic action punctuated by magic instead of Kratos’ heavy violence. Also, there’s a giant, six-legged cat that can fly. And a talking gelatinous cube named Phranque that fights alongside you.
You can get a good look at the game in action with this lengthy 20-minute reveal video:
The new game is a shift for blockbuster video games, which for years have focused on stories about dads. With Faye’s starring role, it seems like moms are finally getting their due.
This time, instead of perpetually furious dad Kratos, players will take control of Faye / Laufey, as the title implies. That means that while the tone of the game seems somewhat similar to past God of War titles, the gameplay looks quite different, with much more aerobatic action punctuated by magic instead of Kratos’ heavy violence. Also, there’s a giant, six-legged cat that can fly. And a talking gelatinous cube named Phranque that fights alongside you.
You can get a good look at the game in action with this lengthy 20-minute reveal video:
The new game is a shift for blockbuster video games, which for years have focused on stories about dads. With Faye’s starring role, it seems like moms are finally getting their due.
#God #War #Laufey #coming #PS5Entertainment,Gaming">God of War Laufey is coming to the PS5
Sony ended its big State of Play showcase with a major reveal: the next God of War. The new title is called God of War Laufey, and is once again developed by Sony’s Santa Monica Studio. Currently, the game doesn’t have a date, but it’s coming to the PS5 whenever it does launch.
This time, instead of perpetually furious dad Kratos, players will take control of Faye / Laufey, as the title implies. That means that while the tone of the game seems somewhat similar to past God of War titles, the gameplay looks quite different, with much more aerobatic action punctuated by magic instead of Kratos’ heavy violence. Also, there’s a giant, six-legged cat that can fly. And a talking gelatinous cube named Phranque that fights alongside you.
You can get a good look at the game in action with this lengthy 20-minute reveal video:
The new game is a shift for blockbuster video games, which for years have focused on stories about dads. With Faye’s starring role, it seems like moms are finally getting their due.