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Sam Altman Says the GPT-5 Haters Got It All Wrong
Product Reviews

Sam Altman Says the GPT-5 Haters Got It All Wrong

by admin October 4, 2025


OpenAI’s August launch of its GPT-5 large language model was somewhat of a disaster. There were glitches during the livestream, with the model generating charts with obviously inaccurate numbers. In a Reddit AMA with OpenAI employees, users complained that the new model wasn’t friendly, and called for the company to restore the previous version. Most of all, critics griped that GPT-5 fell short of the stratospheric expectations that OpenAI has been juicing for years. Promised as a game changer, GPT-5 might have indeed played the game better. But it was still the same game.

Skeptics seized on the moment to proclaim the end of the AI boom. Some even predicted the beginning of another AI Winter. “GPT-5 was the most hyped AI system of all time,” full-time bubble-popper Gary Marcus told me during his packed schedule of victory laps. “It was supposed to deliver two things, AGI and PhD-level cognition, and it didn’t deliver either of those.” What’s more, he says, the seemingly lackluster new model is proof that OpenAI’s ticket to AGI—massively scaling up data and chip sets to make its systems exponentially smarter—can no longer be punched. For once, Marcus’ views were echoed by a sizable portion of the AI community. In the days following launch, GPT-5 was looking like AI’s version of New Coke.

Sam Altman isn’t having it. A month after the launch he strolls into a conference room at the company’s newish headquarters in San Francisco’s Mission Bay neighborhood, eager to explain to me and my colleague Kylie Robison that GPT-5 is everything that he’d been touting, and that all is well in his epic quest for AGI. “The vibes were kind of bad at launch,” he admits. “But now they’re great.” Yes, great. It’s true the criticism has died down. Indeed, the company’s recent release of a mind-bending tool to generate impressive AI video slop has diverted the narrative from the disappointing GPT-5 debut. The message from Altman, though, is that naysayers are on the wrong side of history. The journey to AGI, he insists, is still on track.

Numbers Game

Critics might see GPT-5 as the waning end of an AI summer, but Altman and team argue that it cements AI technology as an indispensable tutor, a search-engine-killing information source, and, especially, a sophisticated collaborator for scientists and coders. Altman claims that users are beginning to see it his way. “GPT-5 is the first time where people are, ‘Holy fuck. It’s doing this important piece of physics.’ Or a biologist is saying, ‘Wow, it just really helped me figure this thing out,’” he says. “There’s something important happening that did not happen with any pre-GPT-5 model, which is the beginning of AI helping accelerate the rate of discovering new science.” (OpenAI hasn’t cited who those physicists or biologists are.)

So why the tepid initial reception? Altman and his team have sussed out several reasons. One, they say, is that since GPT-4 hit the streets, the company delivered versions that were themselves transformational, particularly the sophisticated reasoning modes they added. “The jump from 4 to 5 was bigger than the jump from 3 to 4,” Altman says. “We just had a lot of stuff along the way.” OpenAI president Greg Brockman agrees: “I’m not shocked that many people had that [underwhelmed] reaction, because we’ve been showing our hand.”

OpenAI also says that since GPT-5 is optimized for specialized uses like doing science or coding, everyday users are taking a while to appreciate its virtues. “Most people are not physics researchers,” Altman observes. As Mark Chen, OpenAI’s head of research, explains it, unless you’re a math whiz yourself, you won’t care much that GPT-5 ranks in the top five of Math Olympians, whereas last year the system ranked in the top 200.

As for the charge about how GPT-5 shows that scaling doesn’t work, OpenAI says that comes from a misunderstanding. Unlike previous models, GPT-5 didn’t get its major advances from a massively bigger dataset and tons more computation. The new model got its gains from reinforcement learning, a technique that relies on expert humans giving it feedback. Brockman says that OpenAI had developed its models to the point where they could produce their own data to power the reinforcement learning cycle. “When the model is dumb, all you want to do is train a bigger version of it,” he says. “When the model is smart, you want to sample from it. You want to train on its own data.”



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October 4, 2025 0 comments
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Actors strike
Gaming Gear

Tilly Norwood is no more an actress than ChatGPT is a person, and I’m tired of people getting this wrong

by admin October 3, 2025



The conversation in a recent TV segment was about Sora 2, a remarkable new social media platform OpenAI’s latest Sora model at its heart. It gives regular people the power to put themselves in AI videos along with their friends, often doing fantastic and unimaginable things.

Its existence prompted me to proclaim, tongue-in-cheek, “Nothing is real!” and that’s when the discussion turned to Tilly Norwood, the would-be “AI actress”.

The TV anchor I was speaking to could be forgiven for casually referring to Tilly as an ‘actress.’ After all, that’s Tilly’s description on her Instagram page: “Actress (aspiring).” But I’d been reading the criticism from real actors – people who fought with their unions to protect against just this type of AI incursion – and so I felt the need to interject, “Tilly Norwood is a thing, an it, not an actress.”


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The conversation reminded me of how people often anthropomorphize robots, calling them “he” and “she” because they have a little bit of autonomy and react to their world, as if not a person, at least as a pet might do. That habit has, in recent years, carried over to chatbots, where, depending on the voice, people refer to Gemini or ChatGPT as “he” or “she”.

Even without faces, if something can converse with us, we imbue it with a little bit of humanity, even though we know it has none.

The advent of generative images and, especially, video, coupled with synced audio, has made this issue exponentially worse, and not just because people can confuse AI-generated video with the real thing, but because creators like Tilly Norwood and Particle6 CEO Eline Van de Velden tell us they are equivalent to the real thing.

When Van der Velden’s company unveiled Tilly back in September, it stated that it was creating AI “artists.” Van der Velden enthused to AIBusiness, “We believe that the next generation of cultural icons will be synthetic: stars who never tire, never age, and can interact with their fans.”

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It’s no wonder people, especially artists, actors, and actresses, are freaking out. Particle6 noted that Tilly was getting attention from actual talent agents, based in part on the AI-generated clips posted on her Instagram, where she has 52,000 followers.

Van der Velden has somewhat backpeddled on her excitement, posting earlier this week on Tilly’s Instagram that Tilly Norwood “is not a replacement for a human being but a creative work – a piece of art.”

What was or is Tilly?

That sounds like revisionist history to me. This was not some thought experiment. I think that AI companies (and studios) are very interested in generative bespoke characters that do not resemble anyone living or dead, that they can freely control and use in everything from commercials and print work to film.


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It will be, in the end, no different than CGI generating, say, Woody and Buzz for Toy Story, but perhaps without the benefit of a gifted voice actor behind them.

Ultimately, though, even if Tilly Norwood or some other AI does go on to star in a hit film or TV series, that will only make them popular but still not human.

Tilly Norwood will never be an actress, a person, or a human being. It will always be a thing, built out of bits, bytes, algorithms, and massively intelligent AI. Eventually, we may not be able to tell the difference between a Julia Roberts and a Tilly Norwood on screen, but only one of them will know they are real.

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October 3, 2025 0 comments
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Scientists Might Be Looking for Consciousness in the Wrong Part of the Brain
Product Reviews

Scientists Might Be Looking for Consciousness in the Wrong Part of the Brain

by admin September 29, 2025



What gives rise to human consciousness? Are some parts of the brain more important than others? Scientists began tackling these questions in more depth about 35 years ago. Researchers have made progress, but the mystery of consciousness remains very much alive.

In a recently published article, I reviewed over 100 years of neuroscience research to see if some brain regions are more important than others for consciousness. What I found suggests scientists who study consciousness may have been undervaluing the most ancient regions of human brains.

Consciousness is usually defined by neuroscientists as the ability to have subjective experience, such as the experience of tasting an apple or of seeing the redness of its skin. The leading theories of consciousness suggest that the outer layer of the human brain, called the cortex (in blue in figure 1), is fundamental to consciousness. This is mostly composed of the neocortex, which is newer in our evolutionary history.

Figure 1, the human brain (made with the assistance of AI).
Peter Coppola, CC BY-SA

The human subcortex (figure 1, brown/beige), underneath the neocortex, has not changed much in the last 500 million years. It is thought to be like electricity for a TV, necessary for consciousness, but not enough on its own.

There is another part of the brain that some neuroscientific theories of consciousness state is irrelevant for consciousness. This is the cerebellum, which is also older than the neocortex and looks like a little brain tucked in the back of the skull (figure 1, purple). Brain activity and brain networks are disrupted in unconsciousness (like in a coma). These changes can be seen in the cortex, subcortex, and cerebellum.

What brain stimulation reveals

As part of my analysis, I looked at studies showing what happens to consciousness when brain activity is changed, for example, by applying electrical currents or magnetic pulses to brain regions.

These experiments in humans and animals showed that altering activity in any of these three parts of the brain can alter consciousness. Changing the activity of the neocortex can change your sense of self, make you hallucinate, or affect your judgment.

Changing the subcortex may have extreme effects. We can induce depression, wake a monkey from anesthesia, or knock a mouse unconscious. Even stimulating the cerebellum, long considered irrelevant, can change your conscious sensory perception.

However, this research does not allow us to reach strong conclusions about where consciousness comes from, as stimulating one brain region may affect another region. Like unplugging the TV from the socket, we might be changing the conditions that support consciousness, but not the mechanisms of consciousness itself.

So I looked at some evidence from patients to see if it would help resolve this dilemma.

Damage from physical trauma or lack of oxygen to the brain can disrupt your experience. Injury to the neocortex may make you think your hand is not yours, fail to notice things on one side of your visual field, or become more impulsive.

People born without the cerebellum, or the front of their cortex, can still appear conscious and live quite normal lives. However, damaging the cerebellum later in life can trigger hallucinations or change your emotions completely.

Harm to the most ancient parts of our brain can directly cause unconsciousness (although some people recover) or death. However, like electricity for a TV, the subcortex may be just keeping the newer cortex “online,” which may be giving rise to consciousness. So I wanted to know whether, alternatively, there is evidence that the most ancient regions are sufficient for consciousness.

There are rare cases of children being born without most or all of their neocortex. According to medical textbooks, these people should be in a permanent vegetative state. However, there are reports that these people can feel upset, play, recognize people, or show enjoyment of music. This suggests that they are having some sort of conscious experience.

These reports are striking evidence that suggests maybe the oldest parts of the brain are enough for basic consciousness. Or maybe, when you are born without a cortex, the older parts of the brain adapt to take on some of the roles of the newer parts of the brain.

There are some extreme experiments on animals that can help us reach a conclusion. Across mammals—from rats to cats to monkeys—surgically removing the neocortex leaves them still capable of an astonishing number of things. They can play, show emotions, groom themselves, parent their young, and even learn. Surprisingly, even adult animals that underwent this surgery showed similar behavior.

Altogether, the evidence challenges the view that the cortex is necessary for consciousness, as most major theories of consciousness suggest. It seems that the oldest parts of the brain are enough for some basic forms of consciousness.

The newer parts of the brain—as well as the cerebellum—seem to expand and refine your consciousness. This means we may have to review our theories of consciousness. In turn, this may influence patient care as well as how we think about animal rights. In fact, consciousness might be more common than we realized.

Peter Coppola, Visiting Researcher, Cambridge Neuroscience, University of Cambridge. This article is republished from The Conversation under a Creative Commons license. Read the original article.



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September 29, 2025 0 comments
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A photo of MrBeast against a background of dollar signs.
Esports

MrBeast addresses ‘concerns’ as “evil” $500,000 challenge goes viral for wrong reasons

by admin September 29, 2025



MrBeast has come under fire, pun intended, for his latest YouTube video in which, a man is trapped inside a room engulfed with flames for a $500,000 prize.

The biggest personality on the internet is often pushing boundaries with his content, not always pleasing everyone on social media in the process. This trend has continued with his latest upload wherein, a contestant is effectively asked if they’d risk their life for half a million dollars.

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In particular, the first segment of the 25-minute YouTube upload is spreading like wildfire, with millions of impressions across various social media platforms. Many are bashing the very premise of the challenge, with others arguing MrBeast is bordering on morphing into a horror movie villain.

Amid the controversy, MrBeast has addressed concerns in multiple comments after the fact.

MrBeast’s fiery $500,000 controversy explained

A video published to YouTube on September 28, 2025 opens on the following premise: “Would you risk burning alive for half a million dollars?”

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What ensues is a single contestant making their way through a series of seven challenges, which MrBeast labelled “Death Traps.” Each obstacle involved fire, to some degree, be it jumping through hoops of fire or swimming underneath water set ablaze.

Throughout the video, MrBeast reminds the audience that the contestant, Eric, is an experienced stuntman. The participant himself also adds he’s “very used to this kind of craziness” through his vocation.

Eric agreed to take part in the risky series of challenges in order to use the prize money to help his cancer-stricken father.

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While the personal stakes were clearly high, it’s clear to see MrBeast and his team took plenty of precautions to ensure Eric’s safety throughout the competition. For instance, the final task was to run through a few meters of fire. Here, we can see Eric is covered in multiple layers of protective clothing, not to mention fire-retardant gel on his skin to prevent serious damage.

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While it’s all obviously inherently dangerous, it’s evident in the publicly released footage how steps were taken to avoid life-threatening harm.

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Regardless, millions across social media have mostly been exposed to a single clip taken from the video without that context. As a result, many are bashing MrBeast once again for having contestants risk their well-being for the sake of financial gain.

MrBeast blasted for trapping man in room on fire

For the most part, the clip gaining traction is from the start of the video. Eric is tied to a chair in a room on fire. He has to free himself from the rope before grabbing bags of cash and getting them safely out of the room.

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Comments on X (formerly Twitter) ranged from labelling the YouTuber as “f***ing evil,” to arguing he needs to be ‘cancelled’ “before someone actually dies and he profits off of it.”

Others called it “dystopian,” joking that MrBeast isn’t far off from the fictional murders seen in the likes of Squid Game.

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Meanwhile, on Reddit, users questioned how the video doesn’t go against YouTube’s Terms of Service.

MrBeast addresses fallout from ‘Risk Dying for $500,000’ video

Given the attention, most of it negative, MrBeast soon responded to complaints online. First came a lengthy comment under the YouTube video itself, assuring they take “safety extremely seriously.”

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According to the comment, all seven challenges were first tested by “multiple stuntmen.” Furthermore, a full rescue team of firefighters and EMTs, with an ambulance and firetruck at the ready, was on site in the case of an emergency.

YouTube: MrBeastMrBeast’s first comment addressing the fiery controversy.

“We also had a pyro team controlling the fires and multiple fire suppression methods on every challenge to ensure we could essentially turn off the fire if there was ever an issue,” the post continued. “None of these systems were ever needed.”

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MrBeast then followed up the next day on X in light of a viral post drawing over 59 million impressions by the time of writing.

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This blew up, if you’re curious obviously we had ventilation for the smoke and a kill switch to cut off the fires. We had professionals test this extensively and the guy in the video as stated is a professional stunt man. I take safety more serious than you could ever imagine.

— MrBeast (@MrBeast) September 29, 2025

“If you’re curious, obviously, we had ventilation for the smoke and a kill switch to cut off the fires. We had professionals test this extensively, and the guy in the video, as stated, is a professional stuntman.

“I take safety more serious than you could ever imagine [sic],” MrBeast said.

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September 29, 2025 0 comments
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Hornet holds a hand up to her mask to help shade her eyes from a sunbeam in Hollow Knight: Silksong.
Gaming Gear

I just found out I’ve been using Silksong’s powerful Thread Storm ability wrong this entire time

by admin September 15, 2025



I’m making my way slowly to the end of Act One in Silksong, and one of my mainstays has been Thread Storm, a powerful AOE multihit ability that can be acquired fairly early on. But I’ve been a fool: despite using the attack in multiple boss fights, I actually haven’t been getting as much damage out of it as I could’ve. Thanks to a PSA video from Jason Mondal on YouTube, I only just learned how to use Thread Storm to its full potential.

Instead of pressing or holding right bumper on a controller once to activate the ability, you can rapidly mash the button to extend its duration without using more silk, giving you more damage per cast. The only downside is that this leaves you vulnerable to a counterattack for longer, but that’s kind of the basic tradeoff of Thread Storm already.

Hidden DAMAGE Buff with Thread Storm (Hollow Knight Silksong) – YouTube

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My preferred deployment is at a diagonal, up and slightly to the side of a boss to get them in the AOE while having a good chance of avoiding any attacks. Against enemies who can be staggered by Thread Storm, though, there’s practically no disadvantage to using its max duration⁠—this ability can be a huge help during any of those tricky wave fights.


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Where to find Thread Storm in Hollow Knight: Silksong

You can grab Thread Storm in the second half of Act One, in the Greymoor area. Instead of traveling west on the critical path to Bellhart, go east, past where Shakra is selling the map for the area, until the path dead ends at a building you can enter.

Inside, you’ll find a tough wave fight that, frustratingly, Thread Storm would be a great help for. Beating this encounter causes ladders of balloons to spawn outside: You can perform a downward attack in the air to pogo off of them, climbing to the top of the room and the entrance to a new area. The shrine with Thread Storm is at the end of a platforming section in this final room.

Image 1 of 4

(Image credit: Team Cherry)(Image credit: Team Cherry)(Image credit: Team Cherry)(Image credit: Team Cherry)

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September 15, 2025 0 comments
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Console pricing has gone terribly wrong | Opinion
Esports

Console pricing has gone terribly wrong | Opinion

by admin September 5, 2025


Monster Hunter Wilds is one of the best-selling games of the year – which makes it all the more notable that Capcom president Tsujimoto Haruhiro sees the market position of the PS5 as a significant barrier to the game’s success.

In an interview with Nikkei, Tsujimoto said that the company has found the high price of the PS5 to be a major hurdle for consumers, which has turned out to be a serious obstacle to trying to build out a mass-market franchise like Monster Hunter.

Tsujimoto’s sentiments aren’t uncommon – I’ve heard plenty of industry executives voice concerns about high costs raising the barriers for entry in the console market in recent years.

What’s somewhat remarkable, though, is for such a direct criticism of Sony’s hardware and services pricing strategies to be made openly in a media interview – not least an interview with Nikkei, which is guaranteed to be seen by senior leadership at Sony.

Gaming hardware has never been cheap, per se, and you can certainly make an argument that once you adjust for inflation, launch prices for new consoles are actually quite low these days compared to the eye-watering price points new systems used to launch at. The original PlayStation’s inflation adjusted launch price was over $650; the PS2’s works out at $560.

However, within a matter of a few years those consoles were markedly cheaper thanks to a combination of price cutting and new lower-cost hardware revisions. The PS2 launched at $299 in 2000, but within two years it cost just $199, dropping to $149 – half its original price – after only four years in the market.

The PS5, by contrast, is now more expensive than it was at launch.

It arrived at $499 in 2020; five years later, the RRP is $549. A hardware revision to a slimmer version of the console was not accompanied by a price cut. The digital edition PS5 has had an even more dramatic price bump, rising from $399 at launch to $499 now, with reports suggesting that Sony is also about to try a sneaky “shrinkflation” move by cutting the capacity of the digital edition’s built-in storage.

This change hasn’t happened overnight – the PS4 also didn’t get anything like the extent of the price cutting seen in prior generations, though it did at least get a bit more affordable over its lifespan.

Its impact, though, is very significant, because it radically changes the entire promise of the console ecosystem to developers, publishers, and consumers – and it arguably makes entire classes of game completely commercially unworkable on console platforms.

When Tsujimoto calls out Sony’s pricing as a barrier to Monster Hunter’s success, he’s speaking from a position of keen awareness of precisely how that franchise was built to its current status.

Image credit: Capcom

Monster Hunter is a hugely mass-market game in Japan (and it’s getting there overseas as well, especially thanks to the success of World and now Wilds), and it got there essentially by appealing strongly to teenage players who had aged out of Pokémon and leapt on the PSP versions of the game as something to play co-operatively with their friends.

Around the tail end of the 2000s, the phenomenon of Monster Hunter was unavoidable in Japan; every mall food court in the country had at least one table of teenage boys taking down monsters together on their PSPs.

The game now has a significant adult contingent of players, of course (as does Pokémon, for that matter), but those were its roots – and the affordability and accessibility of the PSP platform in the latter years of its lifecycle were fertile soil in which those roots were planted.

That soil now risks becoming entirely barren.

Game consoles holding their pricing year after year, even sometimes seeing price bumps late in their lifespans, is a deeply unsettling trend for a lot of publishers. It means that game consoles (and to some extent PCs, whose hardware costs have soared even more) are being held out of the hands of consumers who lack significant purchasing power, especially children and teens.

These were never the biggest spenders, often being major consumers of second-hand software for cheap late-lifespan console revisions, but that was the industry’s on-ramp.

This was how the next generation of consumers was cultivated and developed, precisely so that years down the line you could have an opportunity to develop and build out a franchise like Monster Hunter for a whole wave of much higher-spending adults with money in their pockets and nostalgia in their hearts.

Kids and teens now turn to smartphones for their gaming needs, because those are the ubiquitous devices they have access to – and the clear risk for the console business is that if that’s where they start engaging, that’s where they’ll stay.

Just as the existence of the “family computer” which could be a reasonably competent gaming machine in its own right was a barrier to consoles in the 1990s, the fact that kids and teens all have a smartphone that’s a pretty competent gaming device in their pockets is a major barrier that’s significantly exacerbated by consoles having such an insanely high cost of entry.

The declining ubiquity of televisions is also a factor here – many teens having a small TV in their bedroom that they could hook up a cheap console to was once a given, but is now rare due to the proliferation of smart devices and collapsing TV viewership among that demographic, which is one of the things that has fuelled the success of the Switch.

Tsujimoto’s praise for the Switch 2 in the same interview is a nod to the fact that out of all of the platform holders, Nintendo is arguably the only one that acts like it’s genuinely concerned about pricing.

“A reconsideration of the value of cheaper, older hardware is one of the most obvious solutions to this problem”

It can’t change the reality of hardware costs, supply and demand, or tariffs, but it’s notable that the company has made a clear decision to subsidise the Switch 2’s Japanese model in order to ensure it remains affordable in that market despite the slide in the value of the Yen.

Nintendo is still pushing for higher software prices, but for all that consumers may wince at the price tag on the new Mario Kart, it makes more sense commercially to try to keep the console affordable – thus keeping the barriers to entry low – and recoup that subsidy from software profits.

For the industry more broadly, a reconsideration of how we think about the value of cheaper, older hardware is one of the most obvious solutions to this problem.

It’s what Nintendo has embraced with Switch, of course, and there’s a strong argument that the existence of the Xbox Series S is the single best strategic move Microsoft made with its hardware in this generation for similar reasons.

Sony’s lack of a similarly cost-competitive PS5 edition hasn’t harmed sales of the console in the first half of its lifecycle, but how it’s going to reach less engaged consumers in the back half of the lifecycle without price cutting is a very serious open question.

Another interesting place to look at older hardware is in the PC market. Comments about the Battlefield 6 beta this week suggested that a large number of players were running the game on PCs below the minimum spec requirements, which should give everyone pause about exactly how we’re thinking about minimum specs in the first place.

As modern hardware prices soar, the value of making games that run on outdated systems is only going to increase.

That could mean focusing on PC games that work well on older hardware (the Steam Deck, incidentally, is serving as a pretty excellent common denominator in the PC market for this reason) – but in the console market, it may also mean maintaining support for previous generations of hardware for much, much longer than used to be the case.

This is especially important for more mass-market games; it’s really notable that entire genres of casual, fun games like dancing, party, and music titles have basically disappeared as console hardware has priced itself out of casual markets.

“If today’s kids and teens aren’t engaging with PlayStation, it’s very unlikely they’ll start doing so as twenty-somethings or thirty-somethings”

Ultimately, though, there’s only so much publishers and creators can do – the solution to this has to come from the platform holder side. This is an existential threat for Sony in the long run – if today’s kids and teens aren’t engaging with PlayStation, it’s very unlikely they’ll start doing so as twenty-somethings or thirty-somethings.

It may be that the entire hardware philosophy of the company needs to shift to focus on affordability – or at least try to strike more of a balance with that requirement, because for all that PS5 has been a commercial success thus far, pricing is one area where the strategy is clearly very wrong both for PlayStation and for many publishers and developers.



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September 5, 2025 0 comments
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29th August video games round-up: What went wrong with Football Manager 25, and Steam age verification in the UK
Game Reviews

29th August video games round-up: What went wrong with Football Manager 25, and Steam age verification in the UK

by admin August 30, 2025


A candid look at why last year’s Football Manager was canned

Image credit: Sports Interactive


Some things are as predictable as rain in the UK, and one of those is the annualised release of a new Football Manager game. But last year there wasn’t one. Last year (well, technically this year after a delay) Sports Interactive and Sega made the unprecedented deicsion to cancel Football Manager 25.


Why? That’s what Chris travelled to Sports Interactive to find out, and he published his findings – his candid interview with studio boss Miles Jacobson – this morning. It’s a fantastic read, a look behind the curtain. An open an honest account of a big-swing game evolution that wasn’t ready to release.


But it’s not an easy thing to cancel an annualised game. One does not simply withhold it. There’s your publisher’s annual earnings to think about, there are Premier League and football league licenses to think about. There are your players to think about. There’s a lot.

“I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here. We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”



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August 30, 2025 0 comments
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The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26
Game Reviews

The big Football Manager interview: series boss Miles Jacobson on what went wrong with FM25, and what to expect from FM26

by admin August 29, 2025


It’s been a rough year for Football Manager. This time last summer, the ambitious FM25 was still a certainty, but while the development team at Sports Interactive remained optimistic – albeit to different degrees – soon came the first of two delays. FM25 would arrive two or three weeks later than its usual early November slot, the studio announced, with perhaps one of the first clues things weren’t going entirely smoothly.

It was fully unveiled later that month. Then, less than two weeks later, given a second, unprecedented delay to March 2025, a window that would’ve seen it launch three-quarters of the way through the football season. And in February this year it was cancelled altogether, the developer opting instead to divert all of its energy to this year’s Football Manager 26. It’s the first time in Sports Interactive’s 30-plus years of operating that they’ve failed to release an annual entry into the series.

“It’s my job to get the game out every year,” Miles Jacobson, Sports Interactive’s long-serving studio director tells me, during an hours-long conversation at the developer’s east London HQ earlier this summer. “We’ve done that for 30 years. But I failed to release something that was good enough.”

In a spacious corner office overlooking the still-sparkling development area of the 2012 Olympic Park in Hackney Wick, surrounded by framed football shirts, studio awards and a not-insignificant amount of desktop clutter, Jacobson sits facing outwards, looking over two big sofas towards an even bigger wall-mounted TV. Unlike many of the pristine, chaperoned office tours I’ve been on over the years, this one is very much the picture of a place in active use for work. And the work on FM26, which will, if all finally goes to plan, be released some time later this year, is still very much in progress.

Jacobson, after the roughest of development years, tells me he’s “feeling much, much better about things” this time around. “We’re making huge progress every day. We’re at a stage now where we are nearly feature complete.” And, crucially: “It feels like Football Manager.” For some time, with the old version of FM25 that would morph into this year’s FM26, that wasn’t the case.

Ultimately, FM25 was delayed and then cancelled for a simple reason. “It just wasn’t fun,” as Jacobson puts it. And it went through multiple delays before that cancellation for the same reason so many other games do the same as well. The goal was to make FM25 a genuine “leap” forward from the series entries before it. It was based on a new engine, in Unity. It had an all-new UI based on tiles, cards, and a central ‘portal’ that replaced the time-honoured Inbox. There was a huge visual revamp. And ultimately, doing all of that during a regular, annualised release schedule simply proved too much. “We put ourselves under a huge amount of pressure with FM25,” Jacobson says. “We were trying to do the impossible – trying to make the impossible possible – and there were times when we thought we could do it.”

Image credit: Sports Interactive / Sega

A lot of FM25’s issues were picked up on, to some degree, as far back as late last summer. “I had an inkling even before we announced,” Jacobson says, referring to the official announcement of the game on 30th September last year, “but you can’t pull an announcement when it’s ready to go because you’ve got lots of things lined up – you’ve got spend lined up, you’ve got interviews lined up, you’ve got all this stuff.”

“On paper, everything looked great. The core game was there…”

And so, “we went out, we knew a few hours later – the decision was made literally one or two days afterwards that we were going to have to move the game.” 10 days later – after a delay to go through the due process of “stock market stuff”, with Sports Interactive owned by Sega, which is publicly traded on the Japanese stock market – the studio announced the big delay to the following March, and put out the roadmap for when certain aspects of the game would be revealed. Even then, the timeline was ambitious. “The shit was flying from all directions,” as Jacobson puts it. “It became really clear really quickly that we weren’t going to be able to hit the roadmap,” simply because footage of the game just wasn’t coming out well – “because the game wasn’t in a good enough state.”

The big realisation, that FM25 was simply never going to be ready in time, came over Christmas. The whole studio took a two-week break over the holidays, during which Jacobson traditionally boots up that year’s in-development version of the game to play around with it, and come back in the new year with a fresh perspective. “I knew within an hour that we weren’t going to be able to deliver.”

“On paper, everything looked great,” Jacobson says. “The core game was there.” The user experience, however, was the big problem. “You couldn’t find things in-game. It was clunky. Some of the screens were double-loading. The actual game itself was working – graphically, we weren’t where we wanted to be. We didn’t have the big leap that we wanted; it was a very good jump, but it wasn’t a leap,” he goes on. Part of the big, generational “leap” Jacobson is referring to here is down to the shift from the old, proprietary engine Sports Interactive has been using with Football Manager for decades to a new version of Unity, but again that just proved even more challenging than expected.

That said, the issues weren’t really technical. “It wasn’t crashing a lot, it just wasn’t fun. It felt clunky.” The game almost lost its famous – or infamous, if you ask the partners of one of FM’s many ludicrously dedicated players – “one more game” factor. It was “still there, but it was really painful… I’m gonna play the next match, but I’ve got to do all this stuff first, I’ve got to go through this and it’s going to be slow, and it’s going to be painful.” And then compounding all that were the issues with navigating through the new UI itself. “People were going: I can’t find the youth squad.”

Jacobson describes an awkward wait until the new year, opting to give the team a proper break rather than breaking the company’s rule on out-of-hours communication. On the first day back in the new year, when Jacobson was still meant to be off for the holidays, he came straight in and spoke to Matt Caroll, Sports Interactive’s COO, about the realisation the game wouldn’t make it for its twice-delayed release window of March 2025. Then, “within an hour,” he was talking to Jurgen Post, the recently-returned, long-running executive who’s now COO of Sega’s West Studios, telling him simply, “I can’t put this out.”

“We’ve got a fucking great game! We didn’t have a great game in December.”

Sega, Jacobson says, was surprisingly understanding. “To be fair, Jurgen was brilliant with it – he wanted to know the reasons why. There was no screaming, or anything like that.” The studio and Sega then had to “go away and work out how it was going to affect the financials,” before presenting it fully to Sega Japan, “who were also– they weren’t happy, but they were understanding,” Jacobson says. The teams together looked into a few different options. “What if we released in June? What if we released in May, does that give you enough time?” One of those was “knocked on the head by Sega,” Jacobson says, because “commercially it wouldn’t have worked.” Another didn’t give the studio enough time to fixed what needed fixing. And so they took the third option. “Bite the bullet and cancel, and go big or go home for this year” with FM26.

That process again was complicated. “There are a lot of things that have to happen,” as Jacobson puts it, when you cancel an annualised game like Football Manager, that has all kinds of licenses and agreements – and a Japanese stock market to contend with. That conversation happened right at the start of January, for instance, but wasn’t publicly announced until the next month. Japanese stock market rules also meant that the news had to go out at 2am UK time, “which was then followed by people saying that we were trying to bury it.” Jacobson also had to record a video of himself, addressed to “everyone at Sega,” explaining all the reasons why he had opted to cancel the game. “Which was not an easy video to do.”

“January wasn’t an easy month,” he says. “If there’s such a thing as crying emoji that actually cries out of the screen, that’s very much what that month was like.”

One significant upside amongst it all, however, was that the studio managed to avoid any layoffs related to the decision. But the financial impact was just as significant. “We lost a year of revenue,” Jacobson puts it bluntly. Then came all the discussions with the various partners and license owners, including the Premier League – freshly announced, ironically, as coming to the game for the first time with FM25 – “who were all very understanding – to different levels of understanding. Some of them were more ‘Hulk’ than others when it came to their reactions,” Jacobson smiles. “But again, totally understandable, the ones that weren’t happy. We took it on the chin.”

The Premier League, for their part, were “awesome to work with,” he adds. “It was getting messages of support from them, rather than anything else. And then it was, ‘we have to alert you to these clauses…'” he jokes. “Everyone who had to get paid, got paid. We didn’t shirk any of that stuff, and all of our relationships are intact with all of the licenses – and there will be more licenses for FM26… which we look forward to shouting very, very loudly about at some point.”

Image credit: Sports Interactive / Sega

Beyond all those external to the studio was the impact on Sports Interactive’s own staff. Jacobson describes the mood to me as “a mixture of relief and upset.” As well as “anger at some of the decisions that had been made… totally justifiable,” he adds. “Relief was the overarching thing, but there are some people at the studio whose confidence in the management team would absolutely have been knocked.” Notably, he adds, despite expecting some people to leave, the studio “probably had less turnover this year than normal” in terms of staff.

Some of those staff were also insistent that the studio had to at least do some kind of data update – a release of new stats, player ratings, results and other database elements to turn FM24 into a kind of makeshift FM25 to tide over fans – something the studio ultimately, and somewhat controversially, decided against. “Having now scoped the work that would be required, and despite a good initial response from many of our licensors, we cannot lift assets that we are using in FM25 and make them work in FM24 without recreating them in full,” a statement on that decision from Sports Interactive read, in late October last year.

“The same applies to the many competition rules, translations and database changes that cannot be back ported. The updated assets and data would both be required to obtain licensor approval – they cannot be separated.

“This is a substantial undertaking which would take critical resources away from delivering FM25 to the highest possible quality, which we simply cannot compromise on.”

As Jacobson puts it to me here, “there’s a bunch of different reasons” why they ultimately opted against it. “For a start with some leagues, we didn’t have the rights of the license for a data update,” he explains, “because contractually, it’s for a particular year. (Even just keeping FM24 available to buy, and available on the various subscription services it was on, took significant negotiation.)

Image credit: Sports Interactive / Sega

Then there were more technical reasons: the data that was set to be used for FM25, and now FM26, was formatted in a “completely different” way to the old games, effectively meaning the studio would have to do the work twice. “We worked out that it was around two months’ work for one of our most senior engineers – so the licensing team would have had to drop everything, switch to this, and probably three or four months of work for them.” On top of all that, he adds, there are “lots of unofficial updates out there – so we knew that people who wanted a new update would be serviced anyway. And the logistics behind it were a nightmare. So it wasn’t that we didn’t want to do it.”

Instead, the studio’s engineers continued largely uninterrupted, while others focused on post-mortems and handling the complicated messaging. “QA and design were tasked with: if we had our time again, what would we do differently? Comms were scrabbling, trying to put a new plan together… plus we’re working out: how the fuck do we tell the consumers what’s actually going on, and the timings for that?” The work in earnest, based on an “iteration plan” from those QA and design teams, started in March. July was the end date for that, and bug-fixing the final focus in the last few months up to launch.

Much of this – the realisation that the game wasn’t fun, the delays, the cancellation itself – was down to the ambitious, perhaps over-ambitious, decision to ditch the Inbox functionality that players have known for decades in exchange for a ‘portal’ that acted as your main in-game hub, and a WhatsApp equivalent for in-game communication.

The justification was sensible enough. As Jacobson put it to me last year, “it’s very rare that you see a football manager with a laptop” in the real game. “They’ve got their tablet, and they’ve got their phone, so we wanted to move into that more. The football world never really had email!”

Back in his office, Jabocson starts to explain the problems and how they were resolved, before ultimately conceding that showing is a lot easier than telling. He boots up his PC and switches on the giant television on the wall, then starts up a development version of the game. Previously, he explains, there were three windows of equal size, in vertical columns from left to right, replacing your old Inbox system of a narrow scrolling list on the left and the ’email’ itself on the right. But just parsing the information there was difficult. Most English-speaking humans want to read from left to right, but often the key information would be in the middle pane. The right-hand one would feel redundant, and the left a less-clear version of what the old email list could’ve done anyway.

Beyond that, the wider navigation around the game was also hugely streamlined. In FM25 there would’ve been a single navigation bar along the top right, Jacobson explains, which had buttons for the “portal, squad, recruitment, match day, club, and career”. Within each of those sections you’d find “tiles and cards”, the system briefly outlined with FM25’s initial unveiling last year.

Therein lay the problems. Playtesters, including FM’s developers and Jacobson himself, couldn’t find things – “if you can’t find something in-game, you made a mistake,” Jacobson says, of its UX design. “We brought some consumers in, and the consumer scores weren’t bad – we were getting sevens from the consumers. But I want nines.”

“Did we make the right decision? Yes. Did we do everything correctly after making that right decision? No.”

That iteration time, between March and July this year, has made what Jacobson feels is a significant difference. Some of the changes are remarkably simple – to the point where it’s a surprise they weren’t included in the first place. There are now back and forward buttons, for instance, as there are in FM24 and others before it, that were removed for FM25. There’s a secondary navigation bar below the main one, showing you all the sub-sections within those main ones without you having to click around to find things. There’s a configurable bookmarks section, where you can add instant navigation to specific screens of your choice, and a search bar. Which, again, feels like an astonishing omission in the first place. As one developer put it to Jacobson after trying out the improved UI, compared to the old FM25 one, FM26’s feels like “a warm hug.”

Jacobson, for his part, also feels significantly better about it. “I don’t believe we’re going to be disappointing people when we bring the game out. I don’t believe that we are going to lose the reputation that we’ve worked really hard to build up in the 30, 31 years I’ve been here.” Most importantly: “We’ve got a fucking great game! We didn’t have a great game in December, and genuinely that’s what it completely comes down to. We didn’t have a great game.”

Would Jacobson make the same decision again, in hindsight – to move to the new engine, tear up the usual Football Manager playbook and go for this big, ambitious “leap” that ultimately failed with FM25? “My answer is different on different days,” he replies.

“As a studio, we’ve always been really ambitious with what we’ve done, with what we’ve tried to do. We had reached the end of the line with the previous engine, so we needed to do something.” Ultimately, he says, it was “absolutely the right decision” to change engines when the studio did – in fact they “really didn’t have a choice but to change the technology, because we’d reached that point where we were breaking the technology that we had.”

“Did we make the right decision? Yes,” he continues. “Did we do everything correctly after making that right decision? No. Are there changes that I would have made to the decisions, if I had my time again? Yes. But I don’t lose sleep over those because you can’t manage them – and everything in life learns from the mistakes that they make.

“There might be some people in the studio who disagree with my answers on those, and think that we should have just carried on as-is. It wouldn’t have been right for anyone. If we had, we would have just stagnated. And stagnation is not good.”

Image credit: Sports Interactive / Sega

As we wrap things up, I try to tease out a little more detail on when FM26 might finally arrive. For the first time in an age, Football Manager fans who’ve planned holidays around the series’ near-clockwork release in early November (and ‘advanced access’ period of a few weeks immediately before it), don’t have a clear idea of what to expect. A “broadly similar time of year,” is what Jacobson is willing to give up on the record, and “there will definitely be a period where people can try the game, for sure, but whether it’s called a beta or it’s early access, we will make the decision down the line.”

For now, there’s still work to do. “We’ve got some bugs to fix, we’ve got some little bits of iteration to do,” he says. “Today’s problem is that we’ve got some issues with lighting in the match engine – so I’m not going to say it’s calm, because it never is – making games is really hard.”

The difference this time, however, compared to the somewhat frazzled Jacobson I spoke to in August last year, is that he’s saying all this with most of Sports Interactive’s toughest work behind them. “We’ve got a lot of work to do,” he smiles. “I’m saying that quite calmly.”



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