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GTA VI May Be Limited to 30 FPS on Current-Gen Consoles

With the launch of Grand Theft Auto VI rapidly approaching, rumors surrounding the game's launch have been circulating, with some of those predicting that the game's launch will result in a console hardware shortage, more recently, however, Digital Foundry predicted that the new GTA game may not be able to run on current-gen console hardware—not even the PS5 Pro. Detail levels are slated to be even higher when the game eventually launches on PC, although gamers will be able to rely on more advanced upscaling tech to improve frame rates on PC.

According to the publication, who based its comments on the level of detail present in the GTA VI trailers and media released so far, it seems as though GTA VI won't feature the previously rumored 60 FPS mode, although the PS5 Pro may be able to push frame rates to 40 FPS. The publication predicts that complex simulations in GTA VI may be too CPU-intensive for current-gen consoles, especially since the PS5 Pro is only just slightly faster than the base PS5 in that department, and Microsoft's best offering, the Xbox Series X, offers more or less the same CPU design. This rumor comes after Rockstar claimed that the second GTA VI trailer was captured entirely on PS5 base hardware. Additionally, both GTA 4 and GTA 5 released on console locked to 30 FPS, with 60 FPS only coming at a later date with next-gen console launches—which, in this case would be the Xbox Helix and PlayStation 6, which are slated to arrive between 2027 and 2028.

Sony Spurs $1,000 PlayStation 6 Rumors

Rumors of sky-high next-gen consoles have been floating around for about as long as the next-gen consoles have been confirmed as in development, but it seems as though Sony CEO, Hideaki Nishino has all but confirmed $900+ pricing for the PS6 in a recent Q&A session following an official Gaming & Network Services meeting. When asked about the sales strategy for the upcoming console generation, which would be the PS6, Nishino replied that, despite recent price increases on PlayStation hardware, "sales are proceeding as planned, and we do not believe that this has led to a decline in customer demand. As a principle, we do not intend to sell hardware at significant losses. At the same time, we are carefully monitoring the market and continuing to evaluate our approach." This suggests that the PS6, and its upcoming portable companion, will likely be priced as low as possible without eating into Sony's bottom line. Instead of chasing a specific price point and using subsidized pricing to reach the lower price, Sony appears to be pricing the PS6 according to what will be competitive and accepted by the consumers at launch.

He went on to say that "it is important for us to make every effort to ensure that customers fully understand the value we provide in relation to pricing," and explaining that "the value of [PlayStation hardware] lies in the experience, not the hardware itself. As a dedicated gaming device, it provides seamless, immediate access to content—unlike general-purpose devices, which involve multiple layers before gameplay." Taken together, especially given the recent news about the return of PlayStation exclusives, the launch pricing of the Steam Machine, and the recent price increases and expected price of the Xbox Helix at Microsoft, it seems as though $1,000 as a starting price for the PS6 is becoming more and more likely. Micron recently announced that, while it has projects in place to try and meet demand for DRAM, it does not see the DRAM crisis ending or significantly easing before 2028. An increased BOM cost for consoles with an increased subsidy from Sony may also accelerate the increase of game prices, since consoles are usually sold as loss-leaders, at least initially, with profits being recouped via games sold for the platform.

PS6 Hardware Cost Estimated at $900+

The upcoming Sony PlayStation 6 is slated to launch sometime in 2028, and with recent reports claiming that the ongoing RAM crisis likely won't end or ease up much before then, concerns are mounting about the price of next-gen gaming consoles. Those concerns are seemingly justified, with ubiquitous hardware leaker, KeplerL2, indicating that the PS6's bill of materials cost has increased by as much as $200 since they predicted the cost at $760. This puts the BOM cost of the PS6 at around $960, if the leaker is to be believed, and current speculation suggests that the console may be priced at around $850-899 when it reaches the end consumer.

Somewhat alarmingly, this price prediction is only for the base model Digital Edition, and Sony seems to not want to ditch the Disc Edition entirely—although it may be approaching disc media differently with the PS6—so gamers who want a disc drive may need to pay as much as $950 for the PS6. Recently, following Sony's April price hikes that resulted in a $649.99 PS5 Disc Edition, Microsoft increased the price of the Xbox Series consoles across the board by $100-150, pushing current-gen consoles to their highest prices so far. The Valve Steam Machine also recently launched at a painfully high price as a result of the RAM crisis.

PlayStation Renews Live Service Games Push and PS6 Handheld Hype

When news broke about PlayStation's return to console exclusives, it was accompanied by a caveat that live service multiplayer games would continue to launch on multiple platforms, with Sony's Hedeaki Nishino stating that games would release on platforms that would enhance the gameplay experience. The executive has since conducted another interview with Famitsu, in which he both doubles down on this commitment and expands on Sony's plans for live service games. Despite the recent Destiny 2 debacle—which has resulted in layoffs of around 300 employees at Bungie—and lukewarm Marathon launch, Nishino says he believes that live service games attract users on a global level, and Sony will "continue to revitalize the market through first-party and third-party content." He continued, saying that PlayStation is looking to experiment within the live-service genre in the medium to long-term, and that the genre is still new and growing.

Nishino also spoke on the future of the gaming console, saying that Sony still sees a future in the console as a gaming format, and that you will continue to need a console to play some games. However, he mentioned that console hardware would need to adapt to the gamer's lifestyle, teasing that Sony is moving out of the living room, with future speakers and monitors planned for other use cases. He then went on to mention the PlayStation Portal as one of the ways Sony has attempted to address the changing lifestyle demands of a gamer, and said that he would like to continue to push that frontier to better match diversifying lifestyles. We've known for a while that Sony has been planning to launch a standalone PS6 Portable, with recent rumors claiming that the gaming handheld would launch with as much as 24 GB of GDDR7 VRAM as shared system and graphics memory.

GTA VI Apparently Banned in Several Countries

As is the case with just about every Grand Theft Auto game since the series debuted, GTA VI is banned in a number of countries. Even ahead of the launch, this has been more or less confirmed by a FAQ section on the PlayStation Store product page for GTA VI, where Sony lists the eligibility requirements for the free month of GTA+. The listed countries are Bahrain, China, Kuwait, Lebanon, Oman, Qatar, the Russian Federation, and Taiwan. That's not to say that players in those countries will be entirely unable to play GTA VI, but it will likely be impossible to buy a physical copy of the game in those regions.

Those interested in playing GTA VI in countries where it is banned will need to import a physical copy or purchase a digital copy from an account registered in another country, where GTA VI is not banned. As recently as 2019, the GTA Online Diamond Casino was banned in a long list of countries thanks to anti-gambling laws. The reason for the GTA VI bans are currently unknown, but GTA games normally have any manner of explicit or restricted content that could trigger a ban in countries with more restrictive laws against themes like violence, gambling, alcohol, or sexual content.

Epic Games's Tim Sweeney Bets on Interconnected Game Economies

Given Fortnite's recent slew of collaborations, it should not be surprising to learn that Tim Sweeney, the CEO of Epic Games, is betting on interconnected game universes and cosmetics economies. In a recent interview with IGN, Sweeney commented on the current state of the gaming industry, stating that "the only way that we can hope for new games coming into the market to be able to succeed when there's so much Metcalfe's Law at play and so many captive audiences in the really big games...it's got to be that those games get momentum by connecting to the economies in other games." What the executive is effectively suggesting is that gamers should be introduced to new games via in-game cosmetics or other items that can be used in other games.

It's also no surprise to hear the CEO espousing the idea that interconnected game economies and transferrable in-game items are the future, since expanded support for smart assets and interoperability between games is one of the headline features of the upcoming Unreal Engine 6. Sweeney goes on to talk about the benefits of social ecosystems and multiplatform games for their developers, stating that "I think every platform would have a lot more engagement, and every game acting through the system would have a lot more engagement if we connected things, literally. Not just Epic, but name all of the top game developers, I think Xbox, Epic, Roblox, Riot, Tencent, EA, all the different studios within Microsoft - we'd all be better off if we connected our stuff." Ironically, his commentary comes at a time when both Xbox and PlayStation are returning to more closed-off ecosystems, with a return to the console exclusive era in full swing.

Titanfall-Inspired "Empulse" Delayed for PS5

1047 Games, the developer behind Splitgate, recently announced that its upcoming Titanfall-inspired shooter, Empulse, would be launching in Early Access on Xbox, PS5, and Steam on June 24 at 9 AM PT (16:00 UTC). Less than a day ahead of that launch, however, 1047 Games announced on X that the new shooter would be delayed on PS5 due to the certification process, which is apparently taking longer than anticipated. At the time of writing, it is unclear when the new movement shooter will launch on Sony's console, but FragPunk was delayed for similar reasons and was released on console nearly two months after it launched on PC.

Despite the rousing success of its first shooter, Splitgate, 1047 Games has had a rough run of it with the aforementioned game's sequel, Splitgate: Arena Reloaded, but it's currently somewhat unclear how well Empulse will do at launch. While Empulse has managed to make it onto the wishlists of over 250,000 players across PlayStation, Steam, and Xbox platforms, SteamDB indicates that the demo peaked at just 4,316 players in a little over a month since it went live. A recent update from 1047 Games also indicates that the developer has been pouring a lot of resources into the game and plans to make significant changes based on community feedback.

Pre-RAMpocalypse Steam Machine Pricing was ~30% Cheaper

It's no secret that Valve's Steam Machine is launching at possibly the worst moment for both PC and console gaming hardware, given the ongoing DRAM crisis, but Valve engineer, Pierre-Loup Griffais, has recently shed light on the pre-RAM crisis pricing of the Steam Machine, revealing that it was never going to be a cheap device. According Griffais in an interview with IGN, the price difference between the actual Steam Machine at launch and the price if it had launched without the influence of the DRAM crisis was "probably similar" to the price increase Valve was all but forced to apply to the Steam Deck in May. That means that the Steam Machine could have cost as little as $730-750, based on the 30% difference between the current entry-level Steam Deck pricing and its original MSRP.

This pricing would have put the Steam Machine within spitting distance of the Sony PlayStation 5 and below the $899.99 price of the PS5 Pro after the recent Sony price hikes. Given that the Steam Machine is a hybrid device and can easily serve as both a console and a desktop computer, it's easy to see how the original price would have been more palatable, even if more expensive than a base PS5. Part of the high pricing can no doubt be attributed to the Steam Machine's openness. Where consoles like the Xbox and PS5 are subsidized by game sales, there's nothing stopping anyone from installing Windows on it and leaving Valve's ecosystem, removing the incentive to subsidize hardware entirely—you wouldn't even need to remove SteamOS to play games outside of Steam on the Steam Machine.

Sony Highlights PlayStation AI Usage in Legal Documentation

As we've seen previously, many modern game studios are leaning on artificial intelligence to accelerate game development workflows—both for code completion and graphics applications—and Sony recently confirmed in an annual SEC form that it too is using AI. As spotted by The Game File, Sony says in the regulatory filing that it is using AI in a number of ways throughout the game development process, with the filing making specific mention of automating "repetitive tasks," in order to improve efficiency and productivity in software development, QA, 3D modelling, and animation workflows. It's unclear if this means players will soon start seeing AI-generated textures in games, but it seems likely that this will eventually be the case. The verbiage in the SEC filing suggests that Sony wants to lean into generative AI so that its game developers and artists can spend more time on hand-made game art.
Within the studio business, AI powered tools are automating repetitive workflows and improving productivity across areas such as software development, quality assurance, 3D modeling, and animation, allowing production teams to focus on building richer worlds and gameplay experiences.

PlayStation Exec Says PC Game Ports Not Ruled Out, Insider Rumors Argue There Is No Ambiguity

There has been much commotion when it comes to console vs. PC game release strategies from both Sony's PlayStation and Microsoft Xbox Game Studios, with recent commentary by PlayStation CEO, Hideaki Nishino, to Famitsu magazine expanding on previous rumors of PlayStation all but moving away from PC ports for its single-player games. According to the Nishino, the release platforms of PlayStation games will be determined by the characteristics of the game, and games will only be released on PC if the platform can "maximize" the gaming experience of the game. He went on to explain that this effectively boils down to the same thing being repeated by prior rumors: live-service multiplayer games will release to PC, while single-player narrative experiences will be kept on PlayStation in order to deliver value on the platform, however, the CEO did not exclusively rule out PC ports.

Commentary by Bloomberg games journalist, Jason Schreier, on the ResetEra forums, however, argues that the line is much more black and white than that, with the reporter stating that two sources told him that a town hall meeting two weeks ago saw Hermen Hulst, CEO of Sony Interactive Entertainment, confirm that single-player narrative games will be PlayStation exclusive, with the console maker wanting to "keep their IP aligned to their own platform." The justification for the return to PS-exclusives was that first-party PlayStation games just haven't made enough money as PC ports to justify the work, which is much the same as what was hinted at in previous rumors, as well. As for multi-player games, Sony wants to reach as wide an audience as possible, since those games depend on having a large player-base, so having as many players as possible enhances the gameplay for all platforms.

Helldivers 2 Gets FSR 4, DLSS 4.5, and XeSS 3.0 Upscaling and Performance Optimizations in Upcoming Update

Much to the chagrin of Arrowhead and PlayStation Publishing, Helldivers 2 fans have been clamoring for resolution upscaling tech for a long time, and it seems like they're about to get what they want, according to an announcement on the game's Steam Store page. On May 27, Helldivers 2 will be getting upscaling support on all platforms where the game is available. This means that PC players will get DLSS 4.5, FSR 4.0.3, and XeSS 3.0, while Xbox Series X|S and PS5 players will be able to use FSR 3.1, and PS5 Pro players get PSSR 1 support.

Furthermore, the announcement reveals that there are other optimizations and features coming to the game to address image quality, frame pacing, and hardware utilization. For starters, the PS5 and PS5 Pro will get VRR to smooth over stuttering and frame rate dips. Variable Rate Shading will also be coming to the game to reduce GPU load, and Dynamic Resolution Scaling for PC, PS5, and Xbox Series X will drop the resolution scale in demanding scenes to maintain a stable frame rate. Lastly, Helldivers 2 will get AMD Anti-Lag 2 and NVIDIA Reflex for decreased latency on relevant PC hardware.

Warhammer 40,000: Boltgun 2 Demo Now Available on Steam, New Gameplay Trailer Released

Auroch Digital and Big Fan Games have released the debut playable demo for the incredible upcoming retro shooter Warhammer 40,000: Boltgun 2, while unveiling a dazzling, bloodsoaked new trailer as part of the Warhammer Skulls Showcase 2026. The demo and trailer hit today ahead of the game's full release on PC, PlayStation 5 and Xbox Series X|S later this year.

Picking up where you left off at the end of the original and best-selling Warhammer 40,000: Boltgun, Boltgun 2 takes you to all-new locations in a branching, single-player campaign with more guns, more enemies, more exploration and more of, well, everything.

Forza Horizon 6 Peaks at Over 270,000 Day-1 Concurrent Steam Players

The weekend prior to launch, Forza Horizon 6 featured advanced access for buyers of the $120 Premium Edition of the game, garnering peak concurrent player counts of just over 172,000 players on the first day of Advanced Access. Following Advanced Access, the new racing game officially launched to a global audience on May 19, and it appears to have been a successful launch day so far. Nine hours after the official release, Forza Horizon 6 peaked at 273,148 concurrent players on Steam, making it a very successful launch compared to Playground Games's Forza Horizon 5, which only managed to reach a peak of 81,086 concurrent steam players in 2022.

By comparison, Subnautica 2, which launched but a few days earlier in Early Access on Steam and on the Xbox Series consoles, managed to garner over 467,000 concurrent players on Steam on launch day. Forza Horizon 6 also launched on Xbox Series X|S, and on PC via the Microsoft Store, so the actual player turn out was likely much higher than that, despite the premium $69.99 price tag. The Steam review rating for Forza Horizon 6 is also quite positive, currently at 86% positive, and the game's proprietary ForzaTech engine acquitted itself admirably in our performance testing on both handheld devices and on more powerful hardware.

LucidSound Introduces LS500 Wireless Gaming Headset

LucidSound, a gaming and lifestyle audio sub-brand from PowerA, today announced the LS500 Wireless Gaming Headset, a new wireless option designed for players who want reliable performance, long-lasting comfort, and the flexibility to move between gaming and everyday listening—making high-quality audio and all-day wearability part of every player's setup.

Built around a comfort-first design philosophy, the LS500 combines lightweight construction, breathable materials, and intuitive controls with the audio performance gamers expect. High-quality sound keeps players locked into the action, while lasting comfort ensures they can stay there, creating a headset that feels as good at hour five as it does at the start.

Even More PlayStation 5 Consoles Can Now Run Linux

When we previously reported on the soft mod that enables Linux to run on the Sony PlayStation 5, it was limited to very early firmware versions, limiting its appeal to those who were likely already modding their consoles. Thanks to a new update documented on the project's GitHub page, PS5-Linux-loader now has support for PlayStation 5 consoles up to firmware version 6.02. Granted, this is still a very old firmware version, dating back all the way to October 2022. Still, this is beyond what the developer, Andy Nguyen, had initially promised.

Like the previous higher firmware versions, Linux supports the internal M.2 slot with firmware version 5.00, 5.02, 5.10, 5.50, 6.00, and 6.02 although. In addition to the newer firmware versions, the PS5 Linux project now also has working drivers for the built-in WLAN chip, making using Linux on the PS5 a lot less of a hassle. The developer notes in the GitHub repo that loading Linux on the more recent firmware versions requires use of a different exploit and that there is no chance that newer firmware versions will be supported in the future, "so don't ask."

PlayStation Plus Price Hike Sees New Subscribers Pay Up To 12% More

Following a price hike on every version of the current PlayStation hardware in late March 2026, Sony has officially announced that the price of PlayStation Plus will increase on May 20 for all new players. According to the announcement, new PlayStation gamers will soon need to pay $10.99 (previously $9.99) for a monthly subscription—which is required for most online gameplay on the PS5—or $27.99 (previously $24.99) for three months of PlayStation Plus. That works out to a 10% price increase for the monthly plan and a 12% increase for the three-month subscription. The annual plans seem unaffected, as do prices for existing subscribers, but if a subscription lapses, the new price will apply when players re-subscribe. Sony blames "market conditions" for the price increase, and the increase follows Sony's forecast of reduced PlayStation 5 hardware sales but increased profits for the gaming business as a whole.
PlayStation on XStarting 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. This price change does not apply to current subscribers (except in Turkey and India) unless the existing subscription changes or lapses.

PlayStation Considering Revisiting Old IPs, PS3 Game Revivals Also on the Cards

It seems as though the remakes will continue until morale improves, with NateTheHate2 on social media platform X substantiating a rumor that Sony was "exploring and considering" reviving some "older, unused IPs," suggesting that these likely wouldn't be franchises or IPs that have had new entries since the PlayStation 1, 2, or potentially PS3 eras. A separate leak purports to reveal the first franchise revisit is already in development, although under a different studio than the original.

According to VGC journalist, Jordan Miller, on the VGC Podcast, there is "an inFamous thing happening somewhere else in PlayStation," implying that Sucker Punch will not be involved in the new game. The journalist did not share his source or comment further about which studio would be working on the game, but by the sounds of things, it will be a new entry into the franchise, not a remake, per se. At the same time, Sony recently shuttered Bluepoint Games, which was a studio known for making solid remasters and remakes. The relevant VGC Podcast episode is embedded below.

Sucker Punch Is Done With Ghost of Yōtei Legends, But the Game Isn't Going Away

Ghost of Yōtei Legends is the online co-op mode that launched as recently as March 2026, and despite that recent launch date, Sucker Punch revealed in a recent PlayStation Blog post that the Raids update, which recently introduced the multiplayer mode's final bosses, would be the game's final content update. According to the developer, Legends will remain online and playable, but no new content is planned for the game mode: "The Raid update was our last major planned update for Legends."

Given the recent slew of live service games that have been cancelled due to poor performance, it's worth mentioning that this doesn't seem to be the case with Ghost of Yōtei Legends. Sucker Punch lead designer, Darren Bridges explains that "It finishes the story of the Yōtei Six in that mode," going on to say that "we've loved to see players playing it, continue to play it and enjoy it," suggesting that players would still be able to play Legends following the final update, but that the game has officially been published in its entirety. Bridges dives deeper into the design and development of Legends and Ghost of Yōtei in an accompanying PlayStation Podcast interview.

Sony Rolls Out Public PlayStation 5 Player Count Beta Widget

One of the things that makes Steam unique as a platform is the APIs that Valve makes available to players and developers that allow us to see public player count data via sites like Steam Charts and SteamDB. According to recent reports by Mystic on YouTube, Sony is testing a new Community Activity widget in the PlayStation Welcome Hub that will show the top 10 most popular games for the week in question and a "Trending Now" category to show trending games. Trending Now shows increased gameplay hours, while the Top 10 view shows weekly active players and the position in the Top 10 leaderboard. There doesn't appear to be much more customization than being able to select these two options, and you don't seem to be able to see historic player counts for specific games.

Notably, this feature is in beta, so it may well change significantly before it hits more players, and it appears to be limited to certain countries at the time of writing. Additionally, although the widget does provide player count information, it's more like a snapshot of the game's performance at a specific point in time rather than the ongoing statistics gathered by SteamDB using Valve's APIs. Information about the most-played games isn't just useful from a novelty analytics point of view, but it also helps players ascertain if it would be worth investing time and money into a multiplayer game whose entertainment value may be contingent on the presence of other players in-game. Sony's Top 10 chart is also somewhat flawed, since aside from a few weeks a year when heavyweight launches take place, the popular games on a platform like Steam remain fairly constant—for Steam, the top 10 by player count usually includes Counter-Strike 2, PUBG: Battlegrounds, Apex Legends, Rust, Dota 2, and Terraria, with Warframe and Overwatch making occasional appearances.

Saros Estimated To Have Sold 300,000 Units in 2 Weeks With High Daily Active Players

When Saros launched in late April, it was very positively received, with both reviewers and players raving about the game's combat, movement, replayability, and engaging meta progression mechanics. Despite the strong showing in reviews, however, it seems as though the roguelike hasn't sold quite the numbers that Sony and Housemarque might have expected. Estimates by Alinea Analytics put sales figures for Saros at around 300,000 units and $22 million in revenue, underperforming its predecessor, Returnal—although that game launched at a different time, when PS5 games were more sparse.

In a way, it's almost to be expected that a third-person bullet hell roguelike might not sell with the same fervor as something like the recent Crimson Desert, which racked up over 5 million sales in its first month, or Resident Evil Requiem, which sold over 6 million copies in just over two weeks; Saros is in a much more niche genre than even the single-player horror of Resident Evil, it's a less well-established franchise, and it carries a premium $70 price tag. That said, the data also suggests that, even two weeks after launch, Saros still has a daily active player count over 100,000, echoing the strong replayability characteristics pointed out in early reviews. It's also worth noting that Saros may launch on PC at a later date, which would likely see a fresh wave of sales for the game. Alinea estimates that as much as $13 million of Returnal's revenue was earned on Steam, even though it launched on PC two years after the PS5 launch.

SCUF Gaming Unveils Omega, Latest Officially Licensed Pro Controller for PlayStation 5 Consoles

SCUF Gaming, Innovators in the high-performance gaming controller category and part of the Corsair family of brands, today unveiled SCUF Omega, a performance controller designed from the ground up and officially licensed for PlayStation 5 and PlayStation 5 Pro consoles. Built on 15 years of innovation and esports championships, SCUF Omega represents the company's most advanced controller to date, delivering its fastest and most customizable gaming experience yet. The SCUF Omega is now available worldwide, compatible with PlayStation 5 consoles, PC, Mac, iOS, and Android.

With more than 160 patented innovations, SCUF has always focused on giving its players an edge so they can perform at the highest level. Omega is designed to reflect everything the company has learned from competitive play, delivering speed, accuracy, and personalization. "For 15 years, SCUF has pushed the boundaries of performance, driven by pro player insights, relentless innovation, and an unwavering passion for the game." said Tobias Brinkmann, Senior Vice President and General Manager of Gaming Peripherals at Corsair. "Omega is the realization of that journey, and the beginning of what comes next."

PlayStation 6 Price and Launch Date Remain Uncertain in Face of DRAM Pricing Uncertainty

Despite earlier rumors speculating about both the upcoming PlayStation 6's pricing and supposed launch date, it has come to light in a recent investor call that Sony has yet to actually decide on either of those aspects of the new console's launch. When asked about the progress of the next-gen console, Sony CEO, Hiroki Totoki, said that "Looking at the current circumstances, the memory price is also expected to be very high FY 2027, because there will still be a shortage of supply," going on to explain that "We have not yet decided on at what timing we will launch the new console or at what prices, so we would like to really observe and follow the situation."

Sony isn't the only console maker struggling with pricing. The Xbox Helix is expected to launch at a price of around $1,000 when it eventually hits the market, and, while the rumor mill has nothing to say about Nintendo's next console launch this early in the Switch 2's lifecycle, there has been talk of a potential price increase for the Nintendo Switch 2—an issue worsened by softening US sales. The PS5 itself also recently saw a sizeable price increase, and although Sony didn't provide a justification for the price increases outside of "the global economic landscape," the assumption has largely been that increasing DRAM prices have been to blame for the price increase.

Take-Two CEO Says Borderlands 4 on Switch 2 "Doable" but PC Optimization Takes Priority

Not too long ago, 2K Games announced that it was suspending the development of Borderlands 4 on the Nintendo Switch 2, stating that the focus would be "delivering quality post-launch content for players on the ongoing improvements to optimize the game." Now, Take-Two CEO, Strauss Zelnick, has commented on the launch delay in an interview with Game File's Stephen Tolito, explaining that the Switch 2 just isn't the target platform for Borderlands 4. The executive explained that Sony's PlayStation 5 and the Xbox are the primary consoles for Borderlands 4, and that, although Take-Two wants to meet players on the consoles they're playing on, the studio wants to "make sure that we've addressed Borderlands 4 from a consumer's point of view before we bring it to more platforms."

Zelnick maintains that running Borderlands 4 is still "doable" on the Nintendo Switch 2, although Nintendo gamers may be in for a significant wait if the game's performance on the Steam Deck and other, more powerful, gaming handhelds is anything to go by. It should be noted that a recent update to Borderlands 4 claimed to deliver a 20% performance improvement at high resolutions and up to 40% improvements at 1080p on the minimum PC spec.

FBC: Firebreak Will Remain on Life Support Despite Poor Performance

Since FBC: Firebreak launched in June 2025, it has not managed to top even 2,000 concurrent players on Steam, according to SteamDB, with low player counts ultimately resulting in Remedy putting active development for the co-op shooter on ice in March 2026. In Remedy Entertainment's Q1 2026 earnings report, however, the game studio announced that it would not actually be sunsetting the game itself. Instead, Remedy will "remain live and playable" on PC and all platforms it launched on, and it will remain playable via PlayStation Plus, and Xbox Game Pass. Remedy says that "upkeeping the infrastructure will not incur significant costs" for the studio.

The game studio also reinforced that Control Resonant is still on-track for a 2026 launch, and that it expects 2026 to be a pivotal year, with the studio likely expecting strong launch figures for Resonant, given how popular the first Control game was. The studio didn't share exact numbers, but noted that Control continued to show strong sales figures in early 2026. The studio also confirmed that it is in the proof-of-concept phase of an as-yet unnamed new project and in full production on remakes of Max Payne 1 and 2.

Pragmata Gets Quiet Resolution Upgrade on PS5 Pro

It seems as though a recent patch to Pragmata on the PS5 Pro has increased the game's render resolution, although Capcom has yet to actually announce the change. According to recent tests by Digital Foundry and Brazil Pixel on YouTube, Pragmata's Patch 1.21 has increased the internal render resolution from 864p to 1080p. Notably, this is now the same resolution as the game uses on the base model PS5, which produced a cleaner image in some cases before the update, because it used a native render resolution of 1080p from the outset. Pragmata will still use Enhanced PSSR to upscale the image, whereas the base console uses FSR, and in Digital Foundry's testing, the image produced in Patch 1.21 is much cleaner, with little to no impact on the final frame rate.
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