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Super Mario Galaxy 1 + 2's ports bring two all-timers to the Switch 2, but I wish Nintendo made that just a little easier to celebrate
Game Reviews

Super Mario Galaxy 1 + 2’s ports bring two all-timers to the Switch 2, but I wish Nintendo made that just a little easier to celebrate

by admin October 1, 2025


While Super Mario Galaxy has appeared on Nintendo Switch before, via 2020’s Super Mario 3D All-Stars, this week’s re-release is still momentous. For one, 3D All-Stars was bizarrely only for sale for a limited time – so this will be the first time this game has a ‘standard’, ever-available Switch version. More importantly, this is the first time that Galaxy 2 is on Switch, meaning we now have one of gaming’s finest duologies reunited and available on modern hardware. All of this is great news.

Super Mario Galaxy and Super Mario Galaxy 2

  • Developer: Nintendo
  • Publisher: Nintendo
  • Platform: Played on Nintendo Switch 2
  • Availability: Out 2nd October on Nintendo Switch and Switch 2

Having spent a fair chunk of time with each of the new ports, I’m looking forward to an inevitably reignited debate about which of these two games is better. The rare Nintendo direct sequel, Galaxy 2 is doubtless more refined, tightly organized to push its best ideas early and hard before offering up bold experimentation and fiendish late-game challenges. But that game can only exist because of the original Galaxy – experimental, charming, and wildly atmospheric.

The two form a fascinating one-two punch in this sense. Take the core structure of the games: Galaxy goes all-in on breezy hangouts in an attractive and story-rich but relatively inconsequential hub world. Galaxy 2 jettisons that for a very simple hub with a dialed-back narrative. The first title generally channels the levels of Super Mario 64, with multiple run-throughs and the like – Galaxy 2 embraces more of a linearity reminiscent of Mario’s 2D outings, in turn allowing for more attempts at joyous one-off level design spectacle.

Image credit: Nintendo / Eurogamer

Anyway, I digress. The funny thing about writing about a new release of games such as these is that there’s little point in litigating about the quality of the work. These are undeniably classics. The march of time is not going to change that for the Galaxies any more than it has for the very first Super Mario Bros. With that said, there are curious wrinkles in how these titles play that are only now visible because our minds have been collectively rewired by Odyssey – ways in which you realise Odyssey’s physics are slightly superior, its narrative waffling better delivered, and the game’s visual identity more refined. I feel if you showed that trio to somebody who had never seen them before, they’d easily identify which game is the newest – but none of this takes away from the brilliance of the Galaxy games.

What is more important, then, is the quality of the port. And it’s, you know… it’s fine, right? We know that Nintendo can port over GameCube and Wii games well enough to new hardware. Titles like the 3D Mario games have an art style that ages and scales exceptionally well, too. There was a time when this primarily benefited emulation enthusiasts who were running Wii or 3DS Mario games at much higher resolutions – but now, Nintendo can also reap such benefits first-hand.

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Both games run at 1080p on Nintendo Switch and 4K on the Switch 2. Things like the user interface have been tidied up, and everything is smooth. It’s nice, and from that perspective doubtlessly the new definitive way to play these games. I’m less enamored with the control setup, however.

The Mario Galaxy games were built as system-defining, hardware-shifting tentpoles for the Wii, and so they ooze that 2006 energy. The menus are all designed for the pointer interface, for instance – all great big buttons and the like. These of course can be navigated more traditionally and the UI has been subtly adjusted, but the design hasn’t fundamentally changed. The same is true of the game proper, which assumes you’re playing with a Wii Remote and a nunchuck – your right hand free to point at the screen to pick up or fire off starbits, or in Galaxy 2 to interact with the environment using Yoshi’s tongue.

You probably sense where this is going. If you want to play these games in handheld mode, or with a Pro Controller – in a more traditional way, more reminiscent of Odyssey – the act of controlling all of Mario’s skillset becomes uncharacteristically hard work. Some mechanics naturally fade to the background, which naturally is a shame. On the other hand, the Joy-Con is not a Wii remote. The gyroscopic-style cursor control is not as natural or as immediate as a sensor-powered pointer.

Image credit: Nintendo

Image credit: Nintendo

Image credit: Nintendo / Eurogamer

Image credit: Nintendo

Again, it’s fine and you do get used to it. You’ll gradually dial into a ‘zone’ where it becomes more natural over time, too. Still, it’s undeniable that this isn’t as intuitive or as good as on the Wii. I’m reminded of 3D All-Stars and its version of Super Mario Sunshine, which without the GameCube controller’s analogue triggers works just fine but is nevertheless somewhat compromised. In that case, support for the triggers was later patched in – but obviously, there’s no Wii Remote support on Switch, so that’s impossible here. What we have is what we’re going to get.

There’s also a sadly missed opportunity here, which is in the lack of mouse controls. The Switch 2 might not have a proper pointer, but it does have that going for it – but it’s unused! Or, well, not exactly. In a classic baffling Nintendo move, the Joy-Con 2 mouse is supported for the second player in the co-star mode, where a second player can join in the fun in a limited way – but the mouse can’t be used in any form when playing solo. It was probably deemed too awkward, given how your right hand also needs to liberally use the analogue stick to control the camera (though this is less important in this game, as the originals lacked camera control in the first place) and of course use those all-important action buttons. At the same time, I could easily see a scenario where a split Joycon player might seamlessly transition to temporary mouse control for pointer-intensive moments. No such luck.

I’d be more inclined to accept all of this without comment, by the way, if these were particularly cheap re-releases. At £34 individually and almost sixty quid for the pair, however, I’d expect every stop to be pulled out and a bit more bespoke tailoring to fit this Wii experience to the Switch machines. The one thing these joyous games aren’t remotely is cynical – but these releases might just be, a bit.

Image credit: Nintendo / Eurogamer

It has to be said that Nintendo has made smart changes, too. Assist Mode is lovely, and makes the elements of these games that did get surprisingly punishing a bit more accessible without damping the ‘core’ experience. The visual improvements are good, the new storybook stuff is cute, and while the soundtrack and amiibo support additions are basic, I appreciate them nevertheless.

So now I sit back, and scroll up, and think to myself: Oh. That’s a lot of negative words about perfectly fine ports of two of the greatest games of all time. And I suppose that’s the thing: these games are so good, and were so perfect in their original forms (we’re talking a pair of Eurogamer tens – remember those? – and a Eurogamer Game of the Generation) that to some extent all one is left with is nitpicks, frustrations, and unfavorable comparisons to near-perfect originals and an even-better-still successor in Odyssey.

And that’s the rub, really. The only thing one with any real light in their heart can do is to fully and loudly say that these games deserve to be played. They are always and forever an instant recommendation and a vital piece of platform gaming history. These ports are solid enough, and the best new, easily accessible way to play these games. So of course it’s a recommendation, in the end. I just wish the journey of my feelings to get to that recommendation were a little less complicated.



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October 1, 2025 0 comments
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"It was really hard to publish on Xbox. It was our job to make it easier" - inside Xbox's increasingly vital indie publishing operation
Game Updates

“It was really hard to publish on Xbox. It was our job to make it easier” – inside Xbox’s increasingly vital indie publishing operation

by admin September 22, 2025


My first major memory of Indie Games on Xbox platforms is a pleasant one, and it’s precisely the sort of memory I feel most appropriate for the medium. This was a tiny self-published affair – nary a publisher in sight, what I assume was a solo developer, and an extremely limited scope. I’m not talking about Hollow Knight, or Balatro, or Braid, or Limbo or what have you. I’m talking about Curling 2010.

Curling 2010 was exactly what it sounds like: a very simple indie recreation of the sport of curling. It was a drunken discovery, and in my circle of friends was almost exclusively played competitively when very liquored. To me, Curling stood alongside Mount your Friends as the absolute poster children of Xbox Live Indie Games, a rather brilliant little service that allowed pretty much anyone to develop Xbox 360 games using Microsoft’s XNA framework. Games would get peer reviewed and then could go live for a few bucks.


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This service was surprisingly simple, shockingly democratised, and was the first signal of how serious Xbox was about allowing independent developers access to its platform; they let one person indulge their interest in Curling and put their game on Xbox 360.

While Xbox Live’s Community Indie games service never left the Xbox 360 and Microsoft never quite embraced such chaotic openness again, that system’s founding spirit was later channeled into Xbox One’s ID@Xbox program, which continues to this day. In 2025, ID@Xbox has seldom seemed more important to Xbox’s fortunes. The platform holder finds itself in choppy waters: first-party studio layoffs, second-party game cancellations, botched rescue deals and boycott calls fuelled by the actions of Xbox’s parent company. But you know what part of the Xbox ecosystem has been consistently rather good? ID@Xbox.

A glance around Xbox’s Gamescom stand last month serves as quite firm confirmation of that fact. The longest line was, of course, for Silksong. Even before the show opened to the public, I watched media and influencers denigrate themselves dashing to that queue, which ran for over an hour. On the other side of the stand, games like Super Meat Boy 3D and There are No Ghosts at the Grand dominated as partner titles. Some might uncharitably suggest that this stand is more representative of a particularly quiet year for Xbox’s first party games – but the truth is, Xbox shows have featured booths like this for a long time; each appearance a demonstration of an indie and third party relations setup firing on all cylinders.

Hollow Knight: Silksong is a big deal, and got the full-on “chosen one” treatment from Xbox, but not all indie games are as fortunate. | Image credit: Eurogamer/Team Cherry

“Some years there’s more indie games, some years there’s a few less – but every year it’s a discussion,” ID@Xbox boss Chris Charla tells me in the midst of the bustle and noise of the Xbox stand. We chat in a small aisle of the booth just adjacent to an indie-focused section where an early-morning queue is beginning to snake. The breadth of third-party titles on the booth, from late Japanese ports to all-new indies and hotly anticipated sequels, is meant to send a message.

“It is just really a recognition by Xbox of the absolute crucial need for diversity in our portfolio,” Charla adds.

Case in point: There Are No Ghosts at the Grand, the quirky debut title of Bristol-based developer Friday Sundae. Distinctly British, it took pride of place at Xbox’s Summer Games Fest and Gamescom presences.

“We never in our wildest dreams thought that we would be there,” shares Anil Glendinning, creative director at Friday Sundae on No Ghosts at the Grand. “And if we did, we thought it’d be in some tiny little booth hidden at the back of a distant hall, where nobody gets to see us! We did not ever in a million years expect to be right there, as part of Xbox, right there, hall 7 – and to have people waiting, like, an hour to play our game.

“Not as big as the queues for Hollow Knight, of course,” Glendinning laughs, “But it was extraordinary, and surreal, and a real item off the bucket list. As an indie dev, you couldn’t hope for a better start for introducing the game directly to gamers.”

The section towards the back-right of Xbox’s stand where No Ghosts at the Grand made its debut serves as a perfect example of the breadth of the relationships Xbox is trying to foster outside of its first-party ecosystem. Alongside No Ghosts there was Silksong, the indie that is so massive it no longer quite fits the term in the same way. Then there’s Invincible VS, which has a more traditional publishing arrangement but via the smaller-scale Skybound Games. PowerWash Simulator 2 is a sequel to a smash hit published by one of gaming’s biggest multinationals – but this time developer Futurlab is going it alone. Chinese developer Pawprint Studio showcased its Pokémon-alike Aniimo, and just off to the side were some of the fruits of Xbox’s development outreach efforts in Japan with a few late-but-welcome ports from Square Enix.

Watch on YouTube

The point is, the stand paints a picture of a direction of travel for Xbox even as other aspects of their business appear much less certain. From smaller truly independent studios to start-ups with a little external investment and support, the word tends to be pretty universal, too: those who have had the opportunity to ply Xbox’s resources have found it invaluable.

“We’re an indie studio and small publisher so getting this level of support during key marketing milestones is huge for us,” says Mike Willette, executive producer on Invincible VS at new startup studio Quarter Up. “Having that kind of reach – especially during such a big-scale event – meant that fans around the world could connect with the Invincible VS. It was a big moment for the game and the reaction has been amazing to see.”

The enthusiastic attitude towards Xbox’s support raises a question, of course: how exactly Xbox decides which games are the chosen ones and which are less lucky. Even the most passing of glances at Steam’s statistics tells us there are now more games than ever – and the process of discovery is thereby ever more complicated. That’s true for the media, as we try to dig out cool games for readers – but it’s also obviously true for publishers, and consumers themselves. Charla says Xbox’s approach hasn’t changed in over a decade, however.

“We find them everywhere,” Charla says. “We find them by spending time in the Indie Arena [at Gamescom]. We find them by people sending us direct messages on BlueSky… We find them from people all around Microsoft being like, hey, have you seen this game? And we find them from having friends who make games who say – hey, you need to see my friend’s game. And from people just emailing us!”

In the end, Charla’s team works with hundreds of partners each year, reviewing what’s next in the world of indie or indie-adjacent gaming. This is a team that isn’t just looking for the next Hollow Knight, either – the hunt is on for all sorts of titles, in large part to ensure the breadth of releases on Game Pass. And while the idea of Game Pass as a universally ‘good thing’ remains in dispute, with some developers going as far as to call it unsustainable and damaging, Charla is bullish on the service – and its successes with indie developers.

Securing a deal to get a game on Game Pass can be a huge financial safety blanket for indide developers. | Image credit: Adobe Stock, Microsoft

“The majority of partners who’ve had a game in Game Pass want to bring their future titles to the service,” Charla notes. “As a result, we’ve signed deals with more than 150 partners to expand the catalogue. We continue to engage with hundreds of partners each year to review upcoming titles.”

“Last year, we worked with over 50 teams to sign their first Game Pass deal. This year marks our largest investment in Game Pass to date, and we remain focused on delivering the most exciting and diverse catalogue in gaming.”

The pathway of gradually ending up intertwined with Xbox and landing a Game Pass deal matches up to that described by Friday Sundae for No Ghosts at the Grand. In that case, the studio had put together a demo and had been showing it off to various potential partners, which included a submission to the Xbox team via a developer-focused website and form entry. It was, by Glendinning’s own admission, a “strange demo” – which tempered expectations.

“We didn’t expect to hear back,” Glendinning admits of that early No Ghosts at the Grand demo. “We went through those channels and then promptly forgot all about it. And in fact, when we got an email back… we thought it was spam! We weren’t completely sure it was real. But it was – it was someone within the Xbox team saying, yeah, we like your demo, we played it, we think it’s interesting, and we’d like to jump on a call. Since then, it’s been a blur.”

That whirlwind of Xbox’s involvement has been described to me variously by developers as useful from a nuts-and-bolts development perspective – in terms of gathering feedback and enjoying technological support – but also as a confidence-booster for the small teams involved. The attention of a much bigger partner can be useful or scary – but it can also be validating.

Image credit: Friday Sundae

“We had to show Xbox progress during key milestones, i.e. demo the game for their partnerships team at critical moments to inspire confidence that we belonged on their support roster,” says Mike Willette of Invincible VS. “It was a good exercise for our dev team as well as something that helped us constantly elevate our own bar.”

“I just remember that Xbox was so curious about our creative process,” says Friday Sundae’s Glendinning. “They wanted to know where we wanted to take it, where our creativity was coming from, our vision for the game. Everything that we said to them, they came back with this enthusiasm. We’d keep sending – another email, some more screenshots, more videos, more content. Time after time, we were getting encouragement, support, and the thumbs up to keep on going.

“Having that kind of support was a huge confidence boost, y’know? We weren’t sure what we were making or whether anyone would be interested, or really like it. Hearing people within the Xbox team being excited, being encouraging, wanting to see more – that was a real shot in the arm of confidence for us. It really spurred the team forward to think: hey, you know what? We might actually have something here.”

There was another, secondary benefit, of course. “The biggest thing for us was getting access to those dev kits,” Glendinning notes. “It’s still hugely important for us knowing that we have Xbox there, having our backs if we run into any issues or problems. But the truth is, it’s actually been smooth sailing so far.”

A smooth journey for indie developers is something that is clearly a focus for Charla and his team. When asked about his team’s journey over the years – aside from the games themselves – the ID@Xbox boss instantly zeroes in on the technical changes that team has managed to institute across the Xbox platform, making adjustments that in many cases benefit everyone, indie or triple-A alike.

Indie games have a strong history on Xbox, as evidenced by this absolute classic, Mount Your Friends. | Image credit: Stegersaurus Software Inc

“It was really hard to publish on Xbox. It was our job to make it easier,” Charla says. “So when we first started ID@Xbox, we had a lot of asks.

“We had a lot of asks that were really indie specific, and we would go into these meetings with all these engineers – and we didn’t know anybody, right? These are business people. And we show up like, ‘Errr… ahh… we’re from ID’ – but as soon as we said that it was like ‘Oh, you’re the Indie guys! What do you need?!’ That level of support internally at Microsoft for independent developers has been off the charts forever from day one, and it continues today.

“Y’know, if we can save 12 hours on a game… hey, that’s great for everybody. It’s great for big publishers, but for an indie or maybe a solo dev – 12 hours is like a day and a half of work that you can use to theoretically materially make the game a day and a half better. There’s a lot of former developers on the team, and we really take that kind of thing to heart.”

Over the years, the focus has been on trying to make the act of getting games onto Xbox easier. But Charla now sees a new challenge. With an explosion in the sheer number of games, plus an ever-growing number of games in Xbox’s subscription service, it’s now about making sure games don’t get lost in the flood. His team is looking to make similar optimisations in this area as they once did to the process of onboarding developers in the first place.

“What if we put that discovery question on its head?” Charla asks. “How do we as a game platform help developers to discover their audience? So if you’re making a game of a certain quality… there’s an audience for that out in the world. Whether that audience’s total addressable market is 30 million or 3 million, or 300,000, or 30,000… How do we as Microsoft help you get in front of that total addressable audience?

Watch on YouTube

“We want to show that audience your box art. Now, whether or not they click on the box, whether or not to buy the game, that’s a little dependent on the developer – on the box art, on the game, etc. But I think our job is to think about Discovery in a new way, which is, how do we ensure developers can discover their audiences?”

Some of this brings us full-circle. When I speak to Charla and the developers featured here, it’s either during or off the back of an Xbox Gamescom presence that has been all about connecting directly with players in-person. At Gamescom, from the perspective of these developers, Xbox’s support was invaluable.

“Having the opportunity to showcase Invincible VS on a global stage – especially in Europe – was huge,” says Mike Willette. “It was our first time seeing international fans interact with the game in-person, and that was incredibly rewarding. Seeing people’s reactions, watching them get a feel for the mechanics and feeling the excitement build up on the show floor – there’s really nothing like experiencing that.”

The challenge, then, appears to be taking that sort of energy and that discovery available in person at physical events and finding ways to deliver that on digital storefronts and the like. Charla’s vision – that discovery is a two-way street, as much about games finding audiences as it is about audiences finding games – is clearly a key lynchpin. As with ID@Xbox driving storefront and development backend changes that helped all, though, it’s clear that Xbox’s indie support will be key to this. Then there is the broader position in which Xbox finds itself, much of it undesirable – making this bright spot one whose continued luminescence is vital. Charla, at least, appears to believe he has the support and buy-in needed to do that.

“I remember one year, we had a bunch of games ready but we just weren’t showing them at this particular internal review. And a very senior executive, halfway through the review, looks at me and is like ‘where are the indie games?’,” the ID@Xbox boss recalls.

“I was like, ‘oh, don’t worry, they’re coming – next review! You know, the trailers tend to come along a little later for indies…’ But, it was cool for that question to be asked. It was a real moment where I reflected on it later and was just like – okay, I’m working in the right place.”



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September 22, 2025 0 comments
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NFT Gaming

State of Crypto: ETF Listings Became Easier

by admin September 21, 2025



The U.S. Securities and Exchange Commission approved a change to how companies can list and trade shares of exchange-traded funds, which should streamline the process for new products moving forward.

You’re reading State of Crypto, a CoinDesk newsletter looking at the intersection of cryptocurrency and government. Click here to sign up for future editions.

The narrative

A majority of commissioners at the U.S. Securities and Exchange Commission voted to streamline the process by which companies could list and trade shares of spot crypto exchange-traded funds (ETFs), as well as other types of ETFs, through the approval of a generic listing standard.

Why it matters

For over a decade, the process to (try and) list a spot crypto exchange-traded fund was a 270-day process which usually ended in the ETF application being rejected. Last year, under former SEC Chair Gary Gensler, the regulator approved the first spot crypto ETFs, for Bitcoin and Ether. Over the past year, we’ve seen applications for a number of other assets.

Breaking it down

The idea that the SEC would create generic listing standards has been discussed for a few months, at least since the regulator paused the launch of Grayscale’s Digital Large Cap Fund earlier this year.

In July, the SEC approved GDLC to uplist as an ETF, but almost immediately paused the process. At the time, an individual familiar said the pause was likely intended to give the SEC enough time to develop those generic listing standards.

This past Wednesday, the SEC approved those standards, letting companies bypass the Exchange Act process if their proposed products meet the standards.

In a statement, SEC Chairman Paul Atkins said, “By approving these generic listing standards, we are ensuring that our capital markets remain the best place in the world to engage in the cutting-edge innovation of digital assets. This approval helps to maximize investor choice and foster innovation by streamlining the listing process and reducing barriers to access digital asset products within America’s trusted capital markets.”

A number of spot crypto ETF applications have been waiting for a final decision from the regulator, and it seems likely that a number of new products will come to market in the coming months.

Read more:

SEC Makes Spot Crypto ETF Listing Process Easier, Approves Grayscale’s Large-Cap Crypto Fund

Crypto ETF ‘Floodgates’ Open With SEC Listing Standards, But Price Impact May Be Uneven

Thursday

  • 14:00 UTC (10:00 a.m. ET) There will be an evidentiary hearing in the Department of Justice’s game against former crypto lobbyist and onetime Congressional candidate Michelle Bond.

If you’ve got thoughts or questions on what I should discuss next week or any other feedback you’d like to share, feel free to email me at nik@coindesk.com or find me on Bluesky @nikhileshde.bsky.social.

You can also join the group conversation on Telegram.

See ya’ll next week!



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September 21, 2025 0 comments
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Elden Ring: Nightreign
Product Reviews

FromSoftware is showing a sliver of mercy with a new QoL patch for Nightreign’s super hard Deep of Night, but it hasn’t gotten any easier

by admin September 20, 2025



If you’ve been playing Elden Ring Nightreign’s intense new Deep of Night mode, you may have noticed your Depth level ranking sometimes doesn’t increase as it should after a victory. That glitch and some much-needed quality-of-life tweaks are getting addressed in an upcoming patch Bandai Namco announced on Friday.

Along with a fix for the Depth level increase bug, this patch will also give you an option to voluntarily decrease your Depth level and add Depth level demotion protection for level three onward. You gain points toward promotion for winning runs, and lose points when you fail, meaning it’s possible to be demoted, similar to competitive multiplayer ranks in other games.

This new protection feature effectively gives you a second chance to hang on when you would otherwise get demoted starting at Depth level three. You then get two extra chances for levels four and five each.


Related articles

Lastly, this patch will also allow Steam players to return to an ongoing session if they get disconnected due to Steam server issues. The voluntary demotion, meanwhile, lets you turn down the heat if you need more practice or want to better accommodate lower-ranked friends.

If you’ve tried the new Deep of Night mode, which launched on September 11, you know it’s designed to be brutal, even by FromSoftware’s standards. These adjustments won’t make it easier (that would sort of defeat the whole point), but they’ll offer some balancing to give players more control over their Deep of Night runs.

If you want to hang back and repeat a Depth level, you’ll be able to. If you drop the ball at a higher level, you’ll get a little extra leeway to take another stab at it before losing a rank. It’s not so much making Deep of Night’s apocalypse-level difficulty easier as it is balancing things out and generally improving the player experience.

Unfortunately, Bandai Namco hasn’t announced the release date for this update yet. So, until it’s released, watch out for that potential bug preventing players from moving up a Depth level after a victory. If you haven’t had a chance to try the Deep of Night mode yet, you’ll need to effectively beat the game (defeat the Night Aspect) to unlock it.

Keep up to date with the most important stories and the best deals, as picked by the PC Gamer team.



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September 20, 2025 0 comments
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GameFi Guides

SEC Makes Spot Crypto ETF Listing Process Easier, Approves Grayscale’s Large-Cap Crypto Fund

by admin September 18, 2025



The U.S. Securities and Exchange Commission (SEC) on Wednesday approved a set of rules for exchanges to list exchange-traded products (ETPs) holding spot commodities, including cryptocurrencies, without requiring the agency’s individual review each time.

The decision will enable exchanges to proceed with the listing of proposed ETFs by sidestepping the often-lengthy 19(b) rule filing process that can take up to 240 days and requires the SEC to actively approve or disapprove an ETF.

Essentially, the process will be more streamlined than before.

ETF Issuers will approach exchanges (Nasdaq, NYSE, CBOE) with a product idea and desire to list their ETF. If the proposed strategy (token or combination of tokens) of the issuers meets the generic listing standard, then the exchange can proceed with listing the ETF.

SEC Chairman Paul Atkins said the decision was aimed at reducing barriers to accessing digital asset products in regulated U.S. marketplaces.

“By approving these generic listing standards, we are ensuring that our capital markets remain the best place in the world to engage in the cutting-edge innovation of digital assets,” SEC Chairman Paul Atkins said in a statement.

Alongside the rule change, the agency signed off on the Grayscale Digital Large Cap Fund, which tracks the assets in the CoinDesk 5 Index and currently consists of bitcoin BTC$116,694.56, ether (ETH), XRP XRP$3.0902, Solana SOL$245.57 and Cardano ADA$0.9142.

Read more: SEC’s Pause of Grayscale Fund Is Likely Temporary

The regulator also approved the launch of options tied to the Cboe Bitcoin U.S. ETF Index and its mini version, broadening the set of crypto-linked derivatives available on regulated U.S. markets.

Big move for altcoin ETFs

The SEC’s listing standards could potentially open the way for a wave of spot-based altcoin ETFs that have been waiting for regulators’ nod to enter the market.

“This is the crypto ETP framework we’ve been waiting for,” James Seyffart, ETF research analyst at Bloomberg Intelligence, said in an X post. “Get ready for a wave of spot crypto ETP launches in coming weeks and months.”

Echoing this sentiment, Kristin Smith, the President of Solana Policy Institute, said, “We are incredibly encouraged by tonight’s news: the SEC continues to promote the rule of law by setting clear rules of the road for US businesses and to take positive steps to allow American investors to safely access digital assets.”

“These new generic listing standards are a net-positive for U.S. investors, markets, and digital asset innovation. Excited for the next wave of crypto adoption!,” she added.

UPDATE (Sept. 8, 12:05 UTC): Corrects 270 days to 240 days and clarifies the process of approval.



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September 18, 2025 0 comments
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Hollow Knight: Silksong's first patch will make the early game easier
Game Updates

Hollow Knight: Silksong’s first patch will make the early game easier

by admin September 10, 2025



Team Cherry has revealed details of Hollow Knight: Silksong’s first patch, which will make the early game a little easier.


That will be welcome news to those playing the game, as it’s proven to be extremely challenging. And not just for its trick bench.


In particular, a couple of early bosses will have “slight difficulty reduction”, on top of other enemies receiving damage reduction, and some increases in rosary rewards.

Hollow Knight: Silksong – Release TrailerWatch on YouTube

The patch is available now for Steam players via the public-beta branch on Steam or GOG, and will be available for all players across all platforms “mid next week”.


The full patch notes, as shared on Steam, are below:

  • Fixed situation where players could remain cloakless after Slab escape sequence.
  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed getting stuck floating after down-bouncing on certain projectiles.
  • Fixed courier deliveries sometimes being inaccessible in Act 3.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).
  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.
  • Reduction in damage from Sandcarvers.
  • Slight increase in pea pod collider scale.
  • Slight reduction in mid-game Bellway and Bell Bench prices.
  • Slight increase in rosary rewards from relics and psalm cylinders.
  • Increase in rosary rewards for courier deliveries.
  • Various additional fixes and tweaks.


If you’re struggling with the game, check out our Hollow Knight: Silksong walkthrough.


Are you finding Silksong too difficult? Let us know in the comments!

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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September 10, 2025 0 comments
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Hollow Knight: Silksong's first patch makes some early bosses slightly easier, out now in Steam and GOG beta
Game Updates

Hollow Knight: Silksong’s first patch makes some early bosses slightly easier, out now in Steam and GOG beta

by admin September 9, 2025


The notes for Hollow Knight: Silksong’s first proper post-release patch have arrived. Team Cherry have been busy fixing bugs and making some “slight balance adjustments in the early game”, which you can now give a go early via beta branches on Steam and GOG.

That’ll mean you’re testing the changes ahead of the update’s planned full deployment next week, with Team Cherry aiming for a mid-week arrival “barring any unforeseen issues”. Now you know that, let’s get into the changes, which the studio have outlined in a post on the Steamy platform.

First of all, the bit that might prove controversial among hardened Skongers. As part of those early game balance tweaks, Team Cherry have opted to roll out a “slight difficulty reduction” for the boss fights against Moorwing and Sister Splinter. How you feel about that will likely depend on whether you’ve spent the past few days yelling at folks for seeking out mods or guides to help make their path through the metroidvania a bit less stressful.

Outside of that, the balancing’s also seen Sandcarvers have their damage reduced, plus increases in the rosary rewards dished out by relics, psalm cylinders, and courier deliveries. The prices of bellways and bell benches you run into around the game’s midway point have also dropped a bit. Oh, and there’s been a “slight increase in pea pod collider scale”.

That’s it for the balancing, with the rest being bug fixes for problems like “getting stuck floating after down-bouncing on certain projectiles”, “courier deliveries sometimes being inaccessible in Act 3”, and that “situation where players could remain cloakless after Slab escape sequence” I mentioned in the strap. No prolonged Hornet nudeness for the horn-dogs. Well, coatlessness really, but either way she might have gotten a bit cold, so an important fix.

I’ll list the rest of the fixes below, so you can scan through to see if anything you’ve run into crops up:

  • Fixed wish Infestation Operation often not being completable during the late game.
  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.
  • Fixed craft bind behaving incorrectly when in memories.
  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.
  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.
  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.
  • Fixed Snitch Pick not giving rosaries and shell shards as intended.
  • Removed float override input (down + jump, after player has Faydown Cloak).

“All fixes will apply retroactively, so players who’ve hit a significant bug that prevents progress may want to switch over to public-beta to receive the fix,” Team Cherry wrote. “Further fixes are already being worked on for a second patch. If you have an issue and you don’t see the solution in the list above, we may be working on it.”

If you’re planning on jumping into the patch’s Steam beta, instructions for getting access can be found here. Just remember that you’ll likely need to disable any mods, such as these freshly released multiplayer ones, that you’ve got installed first.



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September 9, 2025 0 comments
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The main character of Silksong holds a sword against a red/orange background.
Game Reviews

Silksong’s Most Popular Mods Are All About Making The Game Easier

by admin September 9, 2025


Hollow Knight: Silksong is out. Did you know that? You probably pieced that together. After seven years of waiting, Team Cherry’s long-awaited 2D action-platformer is here and kicking people’s asses. But on PC, thousands of players are using mods to help them overcome the challenging game.

Silksong released late last week on Xbox, PlayStation, Switch, and PC after nearly a decade of waiting. And first reactions to the sequel are almost entirely positive, with fans loving the small tweaks to the Hollow Knight formula and the larger size of its world. Plus, that $20 price tag is nice in an era when everything is more expensive than ever. And Silksong, like Hollow Knight, isn’t the easiest game in the world. Many players are even claiming that Silksong is harder than the OG. This has led to a lot of discourse on the internet about how hard it is or isn’t, and about game difficulty in general. But if you’re playing on PC, there’s a solution: Just mod Silksong and make it easier.

If we hop over to Silksong’s mods hub over at NexusMods, a popular PC modding site, you can see there are already 60+ mods available for the recently released platformer. And many of the most popular mods available for the game make it much easier to play. The most popular mods for Silksong include one that adds health meters to enemies, another one that stops enemies from doing double damage to the player, and one that shows the player’s position on the map at all times. All of these mods have over 15,000 downloads. An automapping mod has 9,000 downloads. Another free PC mod that increases how much damage players deal to enemies has over 7,000 downloads.

In fact, the only mod more popular than all of these mods that make Silksong easier is the mod needed to run any of these other creations. That mod, “BepInEx 5 with Configuration Manager,” has over 28,000 downloads as of September 8. That’s a lot of downloads for a game that’s barely been out a week. Of course, not all the mods for Silksong are about making it easier. But those mods, like one that adds ultrawide support and a death counter, only have a few hundred downloads or fewer.

It seems that the people coming to NexusMods for Silksong mods mostly have one goal in mind: Make the game less challenging. I expect reactions to this will vary a lot, but personally, I land on the side of “If folks want to make a game easier or harder with mods, and it doesn’t ruin it for other people, then whatever.” But I’ve been on the web long enough to know that ain’t a universal take.



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September 9, 2025 0 comments
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Xbox Is Making It Easier To Pick Back Up Games On Console, PC, And More
Game Updates

Xbox Is Making It Easier To Pick Back Up Games On Console, PC, And More

by admin September 1, 2025



Microsoft wants to ensure it’s easier to return to recently played games no matter what device you pick up. Your Xbox play history should now start syncing across consoles, PC, and eventually the ROG Xbox Ally, thanks to an August update rolling out now.

In other words, if you start playing Gears of War: Reloaded on your Xbox Series X|S, but then decide to move to your PC another day, the cover-based shooter should be ready to roll from your play history. Cloud-enabled games should also start appearing in your recently played list, according to Microsoft. That includes if you checked out a Game Pass title via the cloud or actually own it, such as an original Xbox game like The Elder Scrolls III: Morrowind.

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Now Playing: ROG Xbox Ally World Premiere Reveal Trailer | Xbox Games Showcase

This cross-device play history will obviously be a boon for the ROG Xbox Ally handhelds when they launch this October. Picking up where you left off in a game on the portable device while on the go is one of the system’s main selling points, though that title will have to be compatible with the ROG Xbox Ally and ROG Xbox Ally X. While still in preview, Xbox is making it easier to track your owned games, too.

One thing Microsoft won’t reveal quite yet is the cost of the ROG Xbox Ally and ROG Xbox Ally X. There has been speculation–and Best Buy listings at one point–that the handheld devices could cost $550 and $900, respectively. For more, check out GameSpot’s ROG Xbox Ally X impressions.



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September 1, 2025 0 comments
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Sony finally makes the PlayStation refund process easier, killing the support chat bot
Game Updates

Sony finally makes the PlayStation refund process easier, killing the support chat bot

by admin August 26, 2025


Sony has pushed an update live to the PlayStation store that makes refunds considerably easier.

The new process, which can only be done on the PlayStation website or app, goes as follows: navigate to the PlayStation store and select the three dots in the top right corner to access your transaction history. From there, you should be able to select your past purchases and request refunds.

Previously, PlayStation users would have to use an online assistant, basically a chat bot, to negotiate a refund. The requirements for a refund remain the same: only a product bought within the last 14 days is valid, and you can’t have begun the process of downloading or playing it. That is, unless what you bought is faulty, in which case these requirements may be circumvented.

Here’s a Eurogamer video to cheer you up.Watch on YouTube

It’s a nice little update that should make those 2am reflex purchases of Detroit Become Human feel a little less rancid the next day. Also, anything that takes away those pesky chat bot supports is a good update in my book. This comes alongside a selection of other improvements made to the PS Plus store as of late, including additional accessibility options and Apple Pay support.

This is a news-in-brief story. This is part of our vision to bring you all the big news as part of a daily live report.



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August 26, 2025 0 comments
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