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Nintendo Switch 2 Welcome Tour Review - Homework The Video Game
Game Reviews

Nintendo Switch 2 Welcome Tour Review – Homework The Video Game

by admin June 10, 2025


At reveal, Nintendo Switch 2 Welcome Tour seemed like a charming way to learn about the tech of the Switch 2. A lovely journey through the hardware that would feature some fun tech demos and minigames to show you what your new system could do. And then, like many others, I was shocked to learn that it would not be installed on every Switch 2, but would instead be sold as a separate game. After spending a substantial amount of time with it, I understand why Nintendo is treating it as a premium product, but I couldn’t help but feel I was sold a packet of school assignments.

 

The package offers an impressive deep dive into what makes the Switch 2 interesting, and Nintendo didn’t spare any production values. It looks great, features a substantial amount of writing, and a surprising amount of character. For all its quality, however, it hasn’t erased that initial surprise when I learned it would cost $10. Nintendo Switch 2 Welcome Tour feels like an extended tutorial, and I would have enjoyed it much more if it were just part of the experience of booting up my Switch 2 for the first time.

This should come as no surprise, but Nintendo has a track record of making good video games that run well and have inviting art styles. Welcome Tour looks amazing, and getting to play as a little avatar to walk on top of a Switch 2 is adorable. Playing the game, however, isn’t particularly fun. Making your way through the experience feels like homework. The homework assignments are for a class you enjoy and want to learn more about, but you’re doing homework nonetheless.

Welcome Tour is primarily made of four elements: quizzes, stamps, tech demos, and minigames. Quizzes are the most academic of the activities as you read about how the Switch 2 works and how it was made and then take quizzes on what you learned. The facts are interesting, especially if you want to know more about Switch 2 (which I do), but they can be exhausting as there are many and they will sometimes repeat similar topics.

Stamps are hidden throughout and usually correspond to specific elements like buttons. Finding these is the primary way to advance to new areas and I mostly found the activity unobtrusive at best and a little annoying at worst. On a few occasions, I got stuck trying to find the last one so I could move to a new area.

 

Minigames are often self-explanatory. They showcase the Switch 2’s new mechanics with little games that are frequently surprisingly challenging. I was usually satisfied with defeating the lowest tier of these games, then would be shocked at how difficult the next tier would be, and walk away. These games are primarily used to show off the new mouse controls, and there were none that stood out to me as games that I would want to revisit, but as a portent of the potential future games that might come to Switch 2 one day, I mostly appreciated them.

The tech demos are highlights and Welcome Tour sets expectations well by explaining they are not meant to be high-score chasing minigames. These are low-stakes, interactive boxes that best show off the Switch 2. I was particularly impressed by the demos designed to show off the Switch 2’s built-in speakers and HD Rumble 2.

Welcome Tour’s efforts to make you consider the work and thought that went into creating the Switch 2 is effective. I absolutely have a greater appreciation for the Switch 2 and its myriad little details, like that one of the tiny legs on Switch 2 dock is shaped differently to prevent it from tipping forward if you tug on it from the HDMI or power cable. When the game goes into great detail to tell you how many things the designers thought of, you can’t help but feel like they truly did think of everything.

The minigames may have been generally underwhelming, and there are some tech demos that feel magical… but it’s just not particularly fun to play. It all feels like after-school study when you just want to be entertained. All the hallmarks of a first-party Nintendo release – overflowing charm and impressive technical aptitude – are here. A lot of thoughtful work went into Welcome Tour to make me understand and acknowledge its $10 price tag, but it’s just not a tour I would recommend taking.



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June 10, 2025 0 comments
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Outer Worlds 2 Is Xbox's First $80 Video Game
Game Reviews

Outer Worlds 2 Is Xbox’s First $80 Video Game

by admin June 8, 2025



Image: Obsidian / Xbox / Kotaku

Today’s Xbox Summer Game Fest showcase was a solid hour of big and small announcements, including a new Call of Duty trailer and the reveal of Xbox’s handheld PC device. But it also brought us our first $80 Xbox game.

Why People Are Rushing To Sell Their Xbox Series X To GameStop Right Now

The Outer Worlds 2, Obsidian’s next big open-world RPG following this year’s excellent Avowed, kicked off Xbox’s showcase with a new trailer. And after the event, Xbox and Obsidian showed off even more of the upcoming space RPG sequel. It also opened up pre-orders, and that’s when people discovered that Outer Worlds 2 is $80.

While reactions to this news were mostly negative, it isn’t surprising. We knew Xbox was going to start charging $80 for games this year, as the company confirmed this was the plan in May. It announced last month that it was raising prices on all hardware and accessories, too. And it confirmed that by the holidays, some of its new first-party games will see a price jump from $70 to $80. Unfortunately for Outer Worlds 2 and developers Obsidian, the upcoming RPG is the first Xbox game to be priced at $80.

When Microsoft announced its plans to raise prices on games and consoles, it didn’t specify why. But it’s not hard to connect the dots. Xbox is raising prices due to President Trump’s ongoing tariff war against other countries. While it is true that prices for Xbox consoles and accessories are increasing all around the world, the difference is far greater in the U.S.

Of course, Xbox isn’t the first video game company to charge $80 for a video game. Nintendo famously broke the internet when it announced that Mario Kart World on Switch 2 was going to be priced at $80. And I’d bet my next lunch that GTA 6 will cost at least $80 when it arrives in May 2026.

It wasn’t that long ago that people were getting used to $70 games. And now that Xbox has finally made the leap, it’s only a matter of time until other companies start charging $80 as one of the most expensive hobbies around, gets even more costly.

  .



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June 8, 2025 0 comments
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Luma Labs Modify Video
Gaming Gear

Luma Labs’ new Modify Video tool can reimagine scenes without reshooting

by admin June 6, 2025



  • Luma Labs’ new Modify Video tool for Dream Machine uses AI to alter any video footage without reshoots
  • Any characters or environments won’t lose their original motion or performances
  • Anything from subtle wardrobe tweaks to full magical scene overhauls is feasible

Luma Labs is known for producing AI videos from scratch, but the company has a new feature for its Dream Machine that can utterly transform real video footage in subtle or blatant ways, even if it’s just an old home movie.

The new Modify Video feature does for videos something like the best Photoshop tools do for images. It can change a scene’s setting, style, even whole characters, all without reshooting, reanimating, or even standing up.

The company boasts that the AI video editing preserves everything that matters to you from the original recording, such as actor movement, framing, timing, and other key details, while altering anything else you want.


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The outfit you’re wearing, which you’ve decided wasn’t you, is suddenly an entirely different set of clothing. That blanket fort is now a ship sailing a stormy sea, and your friend flailing on the ground is actually an astronaut in space, all without the use of green screens or editing bays.

Luma’s combination of advanced motion and performance capture, AI styling, and what it calls structured presets makes it possible to offer the full range of reimagined videos.

All you need to do is upload a video of up to 10 seconds in length to get started. Then pick from the Adhere, Flex, or Reimagine presets.

Adhere is the most subtle option; it focuses on minimal changes, such as the clothing adjustment below or different textures on furniture. Flex does that but can also adjust the style of the video, the lighting, and other, more obvious details. Reimagine, as the name suggests, can completely remake everything about the video, taking it to another world or remaking people into cartoon animals or sending someone standing on a flat board into a cyberpunk hoverboard race.

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Flexible AI video

It all depends on not just prompts, but reference images and frame selections from your video if you choose. As a result, the process is much more user-friendly and flexible.

Although AI video modification is hardly unique to Luma, the company claims it outperforms rivals like Runway and Pika due to its performance fidelity. The altered videos keep an actor’s body language, facial expressions, and lip sync. The final results appear as an organic whole, not just stitched-together bits.

Of course, the Modify Video tools have limitations. These are still capped at 10 seconds per clip for now, which keeps things manageable in terms of wait times. However, if you want a longer film, you need to plan and work out how to artistically incorporate different shots into one film.

Still, features like the ability to isolate elements within a shot are a big deal. Sometimes you have a performance you’re very happy with, but it’s supposed to be a different kind of character in a different setting. Well, you can keep the performance intact and swap a garage for the sea and your actor’s legs for a fish tail.

Dreams to reality

It is genuinely impressive how quickly and thoroughly the AI tools can rework a bit of footage. These tools aren’t just a gimmick; the AI models are aware of performances and timelines in a way that feels closer to human than any I’ve seen. The AI models don’t actually understand pacing, continuity, or structure, but they are very good at mimicking these aspects.

While the technical and ethical limitations will prevent Luma Labs from recreating the entire cinema at this point, these tools will be tempting for many amateur or independent video producers. And while I don’t see it becoming as widely used as common photo filters, there are some fun ideas in Luma’s demos that you might want to try.

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June 6, 2025 0 comments
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The Last of Us is Craig Mazin's last video game adaptation, or so he says
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The Last of Us is Craig Mazin’s last video game adaptation, or so he says

by admin June 3, 2025


The Last of Us showrunner Craig Mazin has said this show will be his “video game swansong”, but that hasn’t stopped him joking about 19 seasons of something GTA 5-flavoured.

Mazin has so far been at the helm of two seasons of The Last of Us, alongside Naughty Dog’s Neil Druckmann. A third season is already confirmed to be in the pipeline, although at least one more season after that is still expected to wrap up the games’ narratives.

But, once all that is done and dusted, Mazin won’t be looking to head up another video game to TV adaptation, he has said.

The Death of Console Exclusives Is Inevitable and I Don’t Know How I Feel About It. Watch on YouTube

Speaking with SciFiNow, the showrunner was asked which other video game series he would like to adapt, to which he replied: “Well, I’m not ever going to, of course, because where can you go from here?”

That said, he joked that as he is a “masochist”, he was tempted to reply with Grand Theft Auto 5, because “I just think that would be like 19 seasons of TV”, or even something like Candy Crush, which is quite the thought.

However, these game adaptations are all just a jokey reply, and The Last of Us will be Mazin’s “video game swansong”, he said. He would still happily lend a hand to those looking to adapt a video game for TV, though.

“Mostly, I’m excited to watch what other people do, even if I help. I have no problem being a helper. I would love to help produce some good adaptations of video games, just a couple in mind that I actually have,” Mazin said.

“But in terms of writing and dedicating myself on a day-by-day basis… this one’s my video game swansong.”

Image credit: HBO

The Last of Us’ second season concluded last week, after seven episodes. The finale welcomed 3.7 million cross-platform viewers in the US, which was significantly lower than the season’s opening episode, which premiered with 5.3 million same-day US cross-platform viewers.

As for its next outing, last month The Last of Us’ cast and crew shared some insight into where the show will go during its third season.

For more on the show, you can check out my discussion feature: The Last of Us season two wraps with episode seven, but was it a satisfying finale?



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June 3, 2025 0 comments
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Microsoft integrates OpenAI's Sora video creator into Bing
Product Reviews

Microsoft integrates OpenAI’s Sora video creator into Bing

by admin June 3, 2025


Microsoft introduced an AI-powered video generator to its Bing search engine. Bing Video Creator is powered by OpenAI’s Sora, which creates short clips based on text prompts. The free feature is rolling out to the Bing mobile app starting today and is slated to arrive later on desktop and to Copilot Search.

Microsoft has invested multiple billions of dollars into OpenAI in support of its artificial intelligence endeavors over the years. The tech giant integrated the DALL-E image generation capability from OpenAI into the Bing search engine in 2023, so it’s not surprising that it has followed a similar path with the company’s Sora video tool.

However, Sora had a rocky launch with a rebuke from YouTube’s CEO not to train on its videos and protests from several of its early testing participants. The model became broadly available at the end of last year. It’s also facing more competition from other video AI models offering more complex features, such as Google’s Veo 3.



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June 3, 2025 0 comments
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Best Short-Form AI Video Generator? Kling 2.1 vs Google Veo 3
NFT Gaming

Best Short-Form AI Video Generator? Kling 2.1 vs Google Veo 3

by admin June 1, 2025



In brief

  • Kling 2.1 launched to compete directly with Google’s Veo 3 in the AI video generation market.
  • Testing reveals Kling 2.1 excels at image-to-video conversion while Veo 3 dominates with integrated audio generation capabilities .
  • Both models deliver cinema-quality results, but require different workflows and budget considerations.

AI video generation just got a serious upgrade. Kuaishou’s Kling 2.1 can now produce videos that look genuinely cinematic—the kind of footage that would have required a film crew and expensive equipment just months ago. Characters move naturally, emotions feel authentic, and complex action sequences unfold without the telltale artifacts that usually scream “this was made by AI.”

Kling is one of the better-known, advanced video-generation platforms, and was launched a year ago by Kuaishou, a Chinese tech company also known for its social media innovations. It’s especially known for its ability to create HD videos up to two minutes long—and for being the model picked by many meme makers to animate their political satire of people like Trump, Elon Musk, and other influential figures.

The new technical improvements include faster generation speeds, better prompt adherence, more realism, and less artifacts. The Master tier utilizes advanced 3D spatiotemporal attention mechanisms and proprietary 3D VAE technology for what the company describes as cinema-grade output.

The timing couldn’t be more pointed. Kuaishou released the 2.1 family just days after Google unveiled Veo 3, consolidating what appears to be a monopoly of the top spot in the AI video leaderboards. The competition is so heated up that interest in “AI video” hit an all-time high this month according to Google Trends—and most of it is fueled by how good the models are.

Early access users have been sharing demonstration videos across social media platforms, praising the Master edition for its capacity to generate “mind-blowing” cinematics.

Honestly, this @Kling_ai v2.1 (early access) is blowing my mind 🤯
The text-to-video mode is insane — smooth, creative, and super promising 🔥

Can’t stop exploring what it can do. pic.twitter.com/O2MucdPWDr

— Pierrick Chevallier | IA (@CharaspowerAI) May 26, 2025

Benchmark comparisons show Kling’s predecessor, Kling 2.0, outperformed all rival models except for Google’s Veo 2—and 3. The 2.1 version enhances existing functionalities and resolves previous concerns regarding generation speed and consistency. Although too recent to be included in current AI leaderboards, updates with comprehensive testing data are expected soon. The 2.1 Master model is anticipated to widen the performance difference between Google and Kling and their rivals.

Veo vs Kling: How do they compare?

We tested both models to see how they stack up. The best of the best in AI video isn’t cheap—Kling 2.1 Master charges almost $3 for 10 seconds of video—and it’s still far from achieving the level of granularity that real video editing requires. However, both Veo and Kling represent clear upgrades over the previous generation of models, and any enthusiast will be very pleased with their capabilities.

Kuaishou’s strategy shines because, unlike its competitors, Kling 2.1 comes in three flavors: Standard mode at 720p for 20 credits per 5-second video, Professional mode at 1080p for 35 credits, and Master mode at 1080p for 100 credits. The better the model, the more expensive and longer it takes to render—but even the most basic option provides better results than the previous Kling 1.6 Pro.

The wait time is significant: Veo3 typically had me twiddling my thumbs for around 5 minutes per video, and sometimes took more than 15 minutes. Likewise, system clogging meant that I got a lot of errors, meaning I had to re-do the generation.

The pricing structure reflects a nonlinear progression, with Professional mode delivering visual quality very close to Master’s at less than half the cost. In our subjective assessment, the middle tier was the most cost-effective option for professional creators requiring HD clarity without ultimate cinematic polish.

Text generation

Prompt: A cute robot with the word “EMERGE” written on its belly, approaches the camera, smiles with its digital face and flies away.

Kling 2.1, especially the Master version, shows significant improvement over the previous 1.6. The text renders cleanly and tends to be more uniform across frames.

However, when analyzing this specific feature alone, Veo 3 has a slight advantage. Both models can generate text, but Veo 3 does it more consistently.

For example, both models successfully generated a small robot with the word “EMERGE.” However, when we generated a scene where that robot wasn’t the main focus, Veo 3 still delivered accurate text while Kling produced gibberish.

Realism and human emotion

Prompt: A woman approaches the river with profound sadness. She retrieves a lifeless robot inscribed with the word “Emerge” as she weeps and laments her loss.

If Kling 1.6 Pro focused on dynamic scenes and fluid movement, Kling 2.1 seems to have shifted its focus to realism. The model excels in complex motion sequences, accurately rendering details like joint alignment and realistic physics effects in vehicle stunts. The model’s enhanced prompt adherence allows for precise control over camera movements and emotional expressions.

The reactions feel more genuine than those from Kling 1.6 Pro and even Veo 2.

However, when compared to Veo 3, the fact that Veo 3 can generate audio becomes a major factor that enhanced a scene’s emotional impact.

When asked to generate a scene with the same prompt, Veo 3 took a much more cinematic approach. The camera angle and color grading contributed to portraying the emotions in the scene.

Kling 2.1, on the other hand, focused on the portrayal of the emotion itself.

The lack of audio and the different approach made it hard to declare one superior to the other. It depends on each user’s taste, a bit of luck with the generation, and what you value more—the overall mood of a scene or the acting performance.

In this scene, the word Emerge was not rendered properly by Kling 2.1 Master. Note that the dead robot was not the main character in the scene, so the model put more efforts toward other elements that were prevalent in the prompt.



Image-to-video

Prompt: The scene begins exactly as shown, then accelerates into a hypnotic time-lapse where decades flow by in seconds. The vintage taxi remains frozen in time while the city transforms around it – neon signs evolve from traditional Chinese characters to holographic displays, buildings morph and grow taller, people’s clothing shifts through eras, and flying vehicles begin weaving between the structures. The camera slowly orbits the stationary taxi as it becomes a temporal anchor in this swirling vortex of urban evolution, ending with the same taxi in a fully futuristic cityscape.

Image-to-video is a technique in which the user provides the starting frame of a scene and the AI model builds its generation on top of that image as a starting point. It provides the best level of control and lets users have an idea of what to expect from each generation.

Kling 2.1’s Standard and Professional modes currently support only image-to-video generation, requiring users to provide source images. The company announced that text-to-video capabilities will be added to these tiers soon, while Master mode already includes this feature alongside enhanced dynamics and prompt adherence.

Both Kling 2.1 Master and Veo 3 support image-to-video, but Veo 3 requires using Flow instead of the normal Gemini UI. When using Flow, the generated videos lack audio.

In our test, Kling 2.1 was better than Veo 3, but far from perfect. It was able to understand the camera movement, the elements, and the intention of the scene. However, it failed to keep focus on the main subject and instead paid attention to the surroundings (the city evolving through time) as it turned into the key element in the scene.

Veo 3, on the other hand, remained focused on the subject (the car), but failed to render any of the other elements in the prompt. As a result it generated a static car, with a static shot, with the same city, only with some flying cars passing around. It failed to deliver an accurate result.

In general, that was expected. Kling 2.1 will provide better results in less generations, requiring less prompt engineering. It also has the option to input a negative prompt, which could help a lot to obtain the desired results.

Anime/cartoon and 2D art

I tried three times to generate anime-style video and couldn’t. Generating 2D art with these models seemed impossible, probably because they are focused on realism.

The best alternative seems to be generating the initial 2D frame with an image generator, then leveraging the image-to-video capabilities to get the desired scene.

Multi-subject scenes

Prompt: Five gray wolf pups frolicking and chasing each other around a remote gravel road, surrounded by grass. The pups run and leap, chasing each other, and nipping at each other, playing

It’s still challenging for AI models to handle multi-subject scenes. When there are more than three main characters and the scene is dynamic, the models lose consistency, merging characters, generating new ones, and showing numerous artifacts.

This remains the case for Kling 2.1. The model represents a significant improvement over previous generations, but it still fails to manage complex scenes accurately. In our tests, it didn’t generate five wolves and instead produced three.

Veo 3, though, attempted to generate the full pack. Things didn’t work out initially, but near the end of the scene, the model separated all the wolves enough to regain coherence and was ultimately able to generate all five wolves.

Kling 2.1, however, sacrificed a bit of prompt adherence for a substantial gain in coherence—and that seems like the better outcome.

Dynamic shots

Prompt: Dynamic tracking shot following a woman in a vibrant crimson dress as she sprints desperately through downtown New York’s neon-lit canyon of skyscrapers. Her flowing hair catches fragments of electric blue light from towering digital billboards while dust and debris swirl chaotically around her. Behind her, a massive mechanical cyber spider with gleaming chrome legs and pulsing LED sensors crashes through the urban landscape, its metallic limbs sparking against concrete as it pursues relentlessly… (full prompt is in the YouTube description)

Dynamic shots are tricky to evaluate because the devil is in the details. Usually, when things happen fast and the focus is on a main character, the rest of the elements go unnoticed. This is why generative video models have tended to produce interesting shots that, upon careful inspection, fell flat.

Happily, in our tests, Kling 2.1 proved far more dynamic than 2.0 and Kling 1.6. It generated fast-paced scenes, dramatic shots, and compelling action sequences. Generations with previous Kling models usually showed a few static or slow frames before jumping into the action. This problem has been resolved.

Veo 3 added some dynamism with a good soundtrack. The model also generated everything that a good action sequence requires—motion, explosions, dynamic shots, dust, and chaos—and felt more realistic and less 2.5D or green screen-ish.

However, when compared to Veo 3, Kling 2.1 excelled in prompt adherence. Our woman runs away from the giant spider, whereas Veo 3 generated a woman running toward the spider—a great scene that ends up being useless.

Also, the woman in the Veo 3 generation started running unnaturally near the halfway point of the generation, which represents one of the challenges AI companies must tackle when dealing with long-form content—maintaining consistency in continuous shots that last long enough to disrupt model coherence.

Conclusion

I hate to say it, but there isn’t really a clear winner, and for the first time in the generative AI video space, the best choice depends on what you expect and how much you’re willing to pay.

Veo 3 has a clear advantage thanks to its audio generation. The sound is coherent and clear enough that any silent video now feels like a step backward. Adding coherent audio in post-production remains a notoriously difficult task, so this could be the make-or-break deal for many.

Kling 2.1, on the other hand, is the winner for image-to-video conversion, allowing users to take real-life photos or images created with specialized models like Flux or Ideogram and transform them into compelling animations. You can’t do image-to-video in Gemini—you need Flow, which is still in beta and only supports Veo 3 through the $250-per-month subscription, with only widescreen mode supported. Even then, it delivers lower quality compared to Kling.

Beyond those two key differences, the rest comes down to circumstance or personal preference. They are all very realistic, coherent (for today’s standards), creative, and will provide the best AI-generated videos you can ask for. If the difference is based on preference, then you need to adapt your prompts to each model, and the difference in results will be apparent.

If you don’t want to break your wallet, even Kling 2.1 standard will provide amazing results far better than any other model in the industry, and close enough to state-of-the-art levels.

In general terms, according to our testing, first place in the generative video ranking is essentially tied between Veo 3 and Kling 2.1 Master. Third place, for open-source enthusiasts, goes to Wan 2.1—and will probably remain there for a while. Its VACE, LoRAs, and workflows have turned this free, uncensored model into a beast of its own.

Generally Intelligent Newsletter

A weekly AI journey narrated by Gen, a generative AI model.





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June 1, 2025 0 comments
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Microsoft And Video Game Workers Union Reach Tentative Agreement On Labor Contract
Game Updates

Microsoft And Video Game Workers Union Reach Tentative Agreement On Labor Contract

by admin June 1, 2025



The Communications Workers of America, the union representing QA testers at ZeniMax, announced today that it has reached a tentative agreement on a labor contract with Microsoft. If implemented, this contract will be one of the first to go into effect at one of the big AAA game publishers.

Last month, the union voted to authorize a strike in response to challenges to the contract negotiation process; this agreement would avoid a strike from being carried out. In a press release, CWA shared that the agreed contract would grant ZeniMax employees significantly increased protections and would raise pay across the board. It would also implement guidelines on the use of AI, restrict “arbitrary dismissal,” and create processes to ensure that QA testers adequately receive credit in video games that they contribute to.

QA testing has been a hotspot of unionization efforts in the games industry, some of which have been targeted with union-busting efforts. At ZeniMax, the QA testers’ union represents around 300 employees and has been fighting for several years for this contract. In response to the agreement, Jessee Leese, a QA tester and union representative at ZeniMax, stated, “Video games have been the revenue titan of the entire entertainment industry for years, and the workers who develop these games are too often exploited for their passion and creativity. Organizing unions, bargaining for a contract, and speaking with one collective voice has allowed workers to take back the autonomy we all deserve.”

In early 2023, ZeniMax employees created ZeniMax Workers United-CWA, a coalition of CWA units embedded in the company that was made possible under Microsoft’s neutrality agreement with union activism. Since then, unionization has expanded at Microsoft to include more teams; earlier in May, for instance, the Overwatch 2 team at Blizzard announced that it has fully unionized. There are now over 2,000 unionized employees at Microsoft.

This contract still needs to complete several hurdles before it can be fully implemented. Now that both parties have tentatively agreed, the union will hold a series of explanation sessions for its members to learn about its provisions. Then, in late June, CWA expects to hold a ratification vote among its members.

Disclosure: The author of this article is a member of CWA by way of a graduate student union.



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June 1, 2025 0 comments
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One Of The Rarest Video Games Ever Has Been Preserved Online
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One Of The Rarest Video Games Ever Has Been Preserved Online

by admin June 1, 2025



As the video game industry shifts from physical media to a digital future, game preservation is an increasingly relevant topic. Saving the history of the medium is important, and one gaming historian has just successfully preserved one of the rarest video games ever made.

Video game scholar Bruno de Figueiredo has announced (via Time Extension) that he has posted the ISO online for TRIPITAKA, the sequel to Cosmology of Kyoto. The original title was released in 1993 in Japan by SoftEdge, and this non-linear adventure game was released in North America the following year where it gained a small following. The sequel is so obscure that only a single physical copy of TRIPITAKA is known to exist.

After a long search, uncertain that it even existed, I finally located the CD-ROM TRIPITAKA 玄奘三蔵求法の旅, the elusive sequel to the legendary Cosmology of Kyoto. Here is the ISO for your emulational pleasure.https://t.co/vPtRjuo0BO

— Bruno de Figueiredo (@dieubussy) May 22, 2025

The physical CD-ROM for TRIPITAKA was sold via Yahoo Japan in 2023 for just under $300. After nearly two years, Figueiredo successfully convinced the owner to allow him to share the game online for posterity.

Last year, Xbox put together a team dedicated to game preservation, while Sony set up its own game preservation team two years prior. Nintendo has taken a more dim view of game preservation, and the upcoming Switch 2 game key cards has caused some to question how the games attached to them will be saved for future generations. The U.S. Copyright Office also dealt the game preservation movement a blow when it refused to allow libraries to share their game collections online.





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June 1, 2025 0 comments
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Ben Stiller Hints At Severance Video Game And Spin-offs
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Ben Stiller Hints At Severance Video Game And Spin-offs

by admin June 1, 2025



Image: Apple

Your favorite mystery wrapped in a riddle that’s cloaked in secrecy is back with more breadcrumbs, leading our insatiable appetites toward still more unanswered questions. Months after Severance’s second season ended with Innie Mark (Adam Scott) and Innie Helly (Britt Lower) literally running into an uncertain future, executive producer Ben Stiller carefully teased possible expansions to the Severance universe, and indicated that he’d like to see an official video game based on the show, too.

GameStop Doubles Down On Crypto With Massive Bitcoin Purchase As Stores Close

In his and Scott’s cover story feature with Variety, the pair express their enthusiasm for the idea of a Severance game, with Stiller saying it’d “be great to have” one and Scott agreeing that the show “lends itself to one.” There’s already a real-world proof of concept of the show’s video game potential. Last year, a Severance superfan created a computer game called Lumon based on the mundane and mysterious macrodata refinement work the Innies do in the show. A separate simulator was also released on Steam earlier this year.

While we try to consider what a big-budget game based on Severance might be like, Stiller also confirmed that Severance spin-offs are not off the table. “There are two specific ideas — that I won’t tell you — that we’ve talked about internally as possible spinoff ideas.” Spin-offs seem a bit more likely than a video game ever happening because the Severance team has been very intentional about providing ancillary context to the Severance lore. In 2022, a prequel short story named The Lexington Letter was released detailing the story of Lumon Industries employee Margaret “Peg” Kincaid and her attempts at exposing the company’s secrets.

A prequel series would make so much sense given that the show has been working its way backwards in explaining the world we’re watching. Whether we get either the spinoffs or the video game is anyone’s guess, but I’m sure the Reddit forums are developing the code and writing the scripts as we speak.



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Shuhei Yoshida warns of the dangers of subscription services for video game developers, as I stare soullessly at the five monthly bank charges for games I don't play
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Shuhei Yoshida warns of the dangers of subscription services for video game developers, as I stare soullessly at the five monthly bank charges for games I don’t play

by admin May 29, 2025


Speaking to Game Developer, former head of Sony Interactive Entertainment Shuhei Yoshida has outlined his concern regarding video game subscription services like Xbox Game Pass and PlayStation Plus, especially their potential impact on third party and indie developers alike.

According to Game Developer, who spoke to Yoshida at Gamescom LATAM, he stated that it was “great” for those developers allowed inside what the website called the walled garden, but mused that as these services inevitably expand, it’ll be harder for those outside this in-group to cross over.


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Yoshida stated, “If the only way for people to play games is through subscriptions that’s really dangerous, because what [type] of games can be created will be dictated by the owner of the subscription services […] That’s really, really risky because there always must always be fresh new ideas tried by small developers that create the next wave of development. But if the big companies dictate what games can be created, I don’t think that will advance the industry.”

Yoshida, obviously a tad biased as a former senior member of Team Sony, would go on to say that PlayStation’s approach was “healthier” than what you see on Xbox. This relates to Microsoft’s initial pledge to offer AAA releases day-one on Game Pass, something the company now no longer does for all its biggest releases.

Yoshida continued: “I believe the way Sony approached [subscriptions] is healthier. You know, not to overpromise and to allow people to spend money to buy the new games […] After a couple of years there won’t be many people willing to buy those games at that initial price, so they’ll be added to the subscription service and there’ll be more people to try [those products] in time for the next game in the franchise to come out.”

Speaking purely from my own personal perspective, I do feel that the growth of video game subscription services like Game Pass and PlayStation Plus has devalued big AAA when they come out, especially as the price of those games has increased significantly as of late. I can totally see how a regular consumer would just grab Game Pass and not buy any games full price, which adds merit to Yoshida’s point as this new group of non-buyers wouldn’t be spending on both big AAA releases and third party games outside of these services.

It’s an interesting topic for sure, let us know whether you feel Shuhei Yoshida is on the money down below!



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May 29, 2025 0 comments
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