WBDs Surgical Reset of Its Games Pipeline | Analysis by Brian Moineau

Turning the Dials at Warner Bros. Discovery: Rebuilding a Video Game Pipeline After a Brutal 2025

The one-line version: Warner Bros. Discovery (WBD) called 2025 a “significant” year — but the company’s public messaging barely mentioned gaming. Behind the curtain, however, the games business went through a painful correction: studio closures, cancelled projects, big write‑downs and a re-focus on a much smaller slate of franchise titles. That combination looks less like an admission of defeat and more like the start of a surgical reset.

Why this matters right now

  • Games are expensive and slow to make, but when they hit they can be powerful franchise drivers and recurring revenue engines.
  • WBD’s IP library (Harry Potter, Game of Thrones, Mortal Kombat, DC/Batman) is precisely the kind of tentpole catalogue publishers use to build long-term game franchises — if execution and strategy align.
  • Investors and fans watched 2023’s Hogwarts Legacy prove the upside; the messy follow-up years exposed how volatile the returns can be and how quickly a games arm can turn from asset to drag.

Quick highlights from recent coverage

  • WBD closed multiple studios and cancelled a high-profile Wonder Woman game amid poor gaming results and a series of impairments. (The Verge, Game Informer).
  • The company reported large write‑downs tied to titles such as Suicide Squad: Kill the Justice League and MultiVersus, contributing to hundreds of millions in losses in 2024–2025 (Game Informer, Game World Observer).
  • Management has reorganized Warner Bros. Games around four core franchises: Harry Potter, Game of Thrones, Mortal Kombat and key DC properties — with an emphasis on fewer, higher-quality releases (Game Informer, GameSpot).

What “rebuilding the pipeline” looks like in practice

  • Focus on fewer franchises
    • WBD is concentrating resources on a small set of big-name IPs rather than a scattershot of smaller titles. That’s a classic risk-reduction play: anchor future release schedules to proven brands and spend more time and money on polish.
  • Studio consolidation and leadership reshuffles
    • Shuttering underperforming or duplicative teams reduces overhead and lets remaining studios specialize. Promotions and new reporting lines aim to centralize franchise roadmaps and technical services.
  • Hard accounting, softer messaging
    • The company’s earnings and quarterly comments have downplayed gaming in public messages about a “significant” year while simultaneously registering substantial gaming-related impairments and revenue declines.
  • Product-level triage
    • Cancel the projects that won’t meet bar, pause risky experiments, and prioritize sequels, definitive editions and franchise expansions where player demand/brand recognition already exists.

The risk-reward equation

  • Risks
    • Overconcentration: betting the recovery on a handful of franchises risks repeat underperformance if those franchises don’t land.
    • Brand fatigue and controversy: some IPs carry baggage (public controversy around associated creators, franchise overuse, etc.) that can dampen player goodwill.
    • Talent and culture: repeated closures and cancellations can drive away senior devs and creative talent — the very people needed to rebuild quality.
  • Rewards
    • Margin improvement: fewer, more successful AAA releases can stabilize revenue and reduce costly failed launches and marketing waste.
    • Stronger synergy with film/TV: well-made games can extend franchise life, cross-promote, and create long-term player engagement (DLC, live services, sequels).
    • Clear roadmaps can restore investor confidence faster than unfocused output.

What to watch next

  • Release cadence and announcements
    • Are new high-profile sequels or “definitive editions” given meaningful shafts of investment and clear release timelines?
  • Talent retention and studio investments
    • Does WBD invest in the retained studios’ pipelines and technology stacks (central QA, live ops, user research) rather than just cutting costs?
  • Financial transparency for games
    • Will WBD start disclosing more gaming detail (revenue, margins, unit sales for key titles)? That would signal confidence.
  • How the corporate M&A and strategic moves (streaming/studios split, any suitors or deals) affect the games division’s budget and autonomy.

A sharper set of bets — good for players or just accountants?

There’s an honest case to be made that the medicine was overdue. After the runaway win of Hogwarts Legacy in 2023, wildly variable releases through 2024 exposed uneven QA, shaky product-market fit, and probably unrealistic internal expectations about how many new games the company could reliably ship. Pruning the number of simultaneous projects and focusing on stronger oversight can lead to better games — and better player experiences — if the company matches cuts with investments where it counts: time, creative leadership, QA, and post-launch support.

But that outcome isn’t automatic. The danger is turning a creative business into a conservative content machine that milks IP without risking the big creative plays that produce breakout hits. The sweet spot for WBD will be disciplined risk-taking: fewer projects, yes, but the right ones with empowered teams and time to ship polished experiences.

Things I’m keeping an eye on

  • Hogwarts Legacy sequel plans and any “definitive edition” execution (are they meaningful content expansions or thin re-releases?)
  • Rocksteady / Batman rumors — a high-quality single-player Batman game could restore credibility.
  • Any change in how WBD measures and reports gaming performance — more disclosure is a bullish signal for accountability.

Final thoughts

“Rebuilding the pipeline” is the right-sounding phrase for a company that clearly needs course correction. The real test won’t be in corporate slides or PR lines that call 2025 “significant.” It will be in whether, over the next 12–24 months, Warner Bros. Discovery can consistently ship fewer but markedly better games that grow engagement and revenue without repeating the boom‑and‑bust swings of the last two years. If they can pair the IP muscle of Warner Bros. with patient development, a revitalized talent base, and modern live/servicing practices, the division could become a durable growth engine again. If they don’t, the games unit risks becoming an afterthought to a company that increasingly values predictability over play.

What this means for players and fans

  • Lower volume of new announcements in the short term, but (hopefully) higher polish and longer-term support.
  • Expect more sequels, remasters, and franchise expansions tied to big IP rather than original mid‑tier titles.
  • Vocal communities will matter — the company’s ability to listen and iterate post-launch will be crucial to rebuilding trust.

Sources

(Articles cited above are news coverage and reporting on WBD’s gaming strategy, studio closures, write‑downs and reorganization, and reflect public statements and company financial disclosures.)




Related update: We recently published an article that expands on this topic: read the latest post.

Horror Beats Mario: Switch 2 Matches | Analysis by Brian Moineau

When a horror blockbuster outsells a tennis game: why Resident Evil Requiem’s UK launch matters

The moment a survival-horror epic shakes up the UK retail charts and quietly outperforms a bright, family-friendly Mario tennis title is the sort of headline that makes you rethink platform dynamics. Resident Evil Requiem launched on 27 February 2026 and immediately grabbed the number one spot in the UK physical charts — and the details underneath that top line are the interesting part.

Quick snapshot

  • Resident Evil Requiem debuted at number 1 on the UK physical charts the week after its 27 February 2026 release.
  • Platform split for Requiem’s launch week: PS5 54%, PC 36%, Xbox 6%, Switch 2 4%.
  • Industry observers say Requiem’s first-week Switch 2 sales were “broadly the same” as Cyberpunk 2077: Ultimate Edition’s Switch 2 performance last year.
  • Requiem’s launch week physical sales outpaced both Resident Evil 4 (remake) and Resident Evil Village, and — notably for Nintendo watchers — did more in week one than Mario Tennis Fever. (nintendolife.com)

What the numbers are actually telling us

On paper, 4% for Switch 2 looks tiny — and it is small relative to PS5 and PC — but context matters:

  • Switch 2 is still early in its lifecycle and many third-party launches are leaning into game-key cards rather than full cartridges. That affects how some publishers and consumers approach physical copies.
  • Comparing Switch 2 numbers to past Switch/console launches is fraught: the install base, consumer expectations, and distribution choices (real cart vs key card) all change how physical sales look. Yet, the assertion that Requiem’s Switch 2 physical sales mirror Cyberpunk 2077’s Switch 2 week-one is notable because Cyberpunk’s Switch 2 release was an unexpectedly strong third-party showing. (gamesradar.com)

Why a mature, third‑person horror game beating Mario Tennis matters

  • Audience overlap and shelf space — Mario Tennis Fever targets families and casual players; Resident Evil targets an older, franchise-loyal crowd. For Requiem to outsell Mario Tennis in physical UK retail suggests strong core-fan purchases and collector interest (physical editions still matter to that audience).
  • Third-party momentum on Switch 2 — Cyberpunk 2077’s strong Switch 2 performance earlier set a benchmark for how third-party, big-budget Western games could find a market on Nintendo’s new handheld-console hybrid. Requiem showing similar Switch 2 physical traction implies the platform can still be a meaningful revenue source for non-Nintendo AAA titles — even if as a modest slice of the whole. (gamesradar.com)
  • Physical demand persists — Despite an industry tilt to digital, certain franchises drive physical purchases: collectors, special editions, and players who prefer ownership of a tangible product. Requiem’s performance — and the appearance of a “Generation Pack” (Switch 2 exclusive bundle) in the top 10 — highlights how packaging and exclusivity still move units. (nintendolife.com)

Platform strategy and physical formats

  • Game-key cards vs cartridges: Some publishers opt for game-key cards on Switch 2 to save costs and logistics; others release traditional cartridges. CD Projekt’s decision to use cartridges for Cyberpunk previously was singled out as a factor in its strong physical sales on Switch 2. Choices like that affect retail visibility and buyer preference. Requiem’s sales suggest that even with key cards being common, a strong brand will still push physical sales. (gamesradar.com)
  • The long tail matters: Requiem’s launch top spot is an initial snapshot. Sustained sales (and digital performance) will show whether this is a one-week peak or a longer franchise resurgence. Early Steam concurrent peaks and PC success also paint a fuller picture beyond physical UK charts. (gamesradar.com)

Notes for Nintendo and third‑party watchers

  • Don’t read 4% as failure — for Switch 2-specific strategy, small slices can still be profitable, and they often come with higher ancillary revenue (deluxe editions, merch, digital DLC).
  • Comparative benchmarks (like Cyberpunk 2077) matter because they show a precedent: big Western AA/AAA games can carve out a meaningful niche on Switch 2 if handled right.
  • Mario Tennis Fever’s drop behind a mature horror release is a reminder that launch hype doesn’t guarantee sustained retail dominance; competition and catalog dynamics quickly reshuffle the charts. (gamesasylum.com)

What to watch next

  • Week-to-week chart movement for Requiem and Mario Tennis Fever to see whether Requiem holds momentum or if Nintendo-first titles reassert themselves.
  • Digital storefront performance and worldwide sales reports (Capcom’s statements and Steam/PC metrics) for a fuller commercial picture.
  • Whether more publishers choose cartridges over key cards for future Switch 2 releases — decisions here will shape physical retail performance going forward. (gamesradar.com)

Final thoughts

A horror blockbuster topping the UK physical charts and outpacing a Nintendo-branded tennis game is a tidy reminder that the videogame market still loves surprises. It’s not just about platform loyalties; it’s about franchises that capture attention, smart release formats, and the persistent appetite for physical editions among certain buyers. Resident Evil Requiem’s launch week is a useful case study: big-name third-party games can still make an impact on Nintendo’s new hardware, even if they grab only a sliver of the platform split.

Sources

Overwatch’s Comeback: Why Hope Returns | Analysis by Brian Moineau

It is back. Why I'm suddenly excited about Overwatch again

A bright, ridiculous sentence to hook you: after a decade of ups, downs, and guarded hope, Overwatch feels like a game that remembered what made it sing—and then dialled that feeling up to eleven.

I’m borrowing the mood of Eurogamer’s piece, “I haven't been this excited about Overwatch in 10 years,” and adding a few viewfinder lenses: the history, the recent signals from Blizzard, and the player mood. The result feels less like a hotspot for nostalgia and more like a genuine reboot of energy around a franchise that’s been through a lot.

Why the optimism lands now

  • Overwatch started as pure, character-driven joy in 2016: heroes with distinct abilities, loud personality, and matches that could swing on one brilliant save or a dumb mistake. That original spark made the game a phenomenon.
  • The following years were messy. Overwatch 2’s transition to a live, free-to-play service disrupted expectations—changes to the formula, cancelled PvE promises, and the wider corporate scandals around Blizzard soured how some players felt about the game.
  • Recently, the team behind Overwatch has leaned into a different approach: reintroducing classic formats, reworking hero balance, experimenting with seasonal storytelling, and—critically—giving players reasons to show up that feel less grindy and more fun.

Taken together, those moves aren’t just patch notes. They read like a course correction: restoring what made the game feel special while trying new systems that keep it fresh. That’s why people who’d drifted away are clicking “launch” again.

What changed — tangible signals

  • Classic modes and nostalgia-forward updates let the game revisit familiar rhythms without treating players like cash cows. These kinds of limited-time or reworked modes remind players why they loved the gameplay loops in the first place. (See Blizzard’s Season 13 announcements and community reactions.)
  • A renewed focus on narrative and season-long story arcs gives the live game something to orbit around beyond cosmetics and meta shifts. Telling actual stories creates moments that matter—short films, comics, and serialized reveals make the world feel alive again.
  • Gameplay systems that evolve—new perks, role adjustments, and careful rebalancing—help keep match-to-match variety high. When balance changes feel purposeful and readable, players trust the designers more and the game feels less random.

These aren’t overnight miracles. They’re the accumulation of smarter updates and clearer intent from the developers.

The community reaction matters

  • You can feel the pulse in forums and social channels: longtime players posting, “I haven’t been this excited in years,” and newer players pointing out that recent spotlight reveals and hero additions make the game worth returning to.
  • Coverage across outlets (from PC Gamer to Kotaku) has shifted from skeptical to cautiously optimistic—reflecting a broader shift in tone that helps rebuild momentum.
  • Blizzard’s ability to listen (or at least appear to be listening) to fan feedback—by restoring beloved features or revisiting the six-versus-six discussions, for example—has reduced friction with the community.

A game that re-engages its community does more than sell a skin: it rebuilds rituals, rivalries, and friendships. That’s what longevity looks like.

The big question: is this sustainable?

Short answer: maybe—but it depends on discipline.

  • If Overwatch keeps delivering crisp gameplay updates, meaningful story beats, and avoids monetization that undermines fun, the momentum can hold.
  • If the “new” features become confusing patches over a shaky foundation—or if the live-service model starts prioritizing spikes in revenue over match quality—enthusiasm will evaporate fast.
  • The healthiest path is steady, player-respecting iteration: things that reward time and skill, not just wallets.

What this means for players and the scene

  • Returning players get a chance to enjoy familiar thrills with fresh content—an appealing combo for anyone who burned out but still cares about high-skill, hero-based PvP.
  • Esports and content creators benefit from a less fractured meta and clearer narratives; when a game has compelling characters and stories, it’s easier to build spectacles around them.
  • New players find a game that’s still approachable: strong hero identity and readable ability design make Overwatch a great gateway shooter for people who value teamwork and personality.

Highlights to watch next

  • How Blizzard sequences seasons and whether the story threads feel coherent or are just marketing beats.
  • Whether hero design continues to lean into clear, interesting identity rather than muddled ability mixes.
  • How monetization evolves: systems that reward play and show respect for player investment will be a key trust signal.

A few quick things I leaned on while shaping this view

  • PC Gamer’s recent pieces on Overwatch’s resurgence and how iterative wins added up over time helped map the timeline of improvements.
  • Kotaku’s player-return perspectives offer on-the-ground empathy for those who left and came back.
  • Blizzard’s own forums demonstrate grassroots excitement and skepticism in equal measure—an honest thermometer of player mood.
  • Coverage about branding and structural choices (for example, discussion about naming and the “2”) shows the larger context of how Blizzard is positioning the franchise.

My take

Overwatch’s current moment feels like a slow, careful re-ignition—less fireworks, more steady heat. The sparks that made the original game special (distinct heroes, joyful chaos, and memorable plays) are visible again, and the team seems to be committing to systems that preserve those sparks while adding new ways to enjoy them. That combination—a clear identity plus iterative, player-respecting change—is what makes me excited right now.

If you loved Overwatch in the past and tuned out, it’s reasonable to be cautious. But the signals are strong enough that returning for a few matches (or at least watching the next season reveal) is worth the investment of curiosity. For those still playing, this feels like the game remembering its strengths—and choosing to lean into them.

Quick read: what to tell a friend in one sentence

It is back: Overwatch is finding the balance between nostalgia and forward motion, giving players meaningful reasons to care again without abandoning what made the game great.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Square Enix Asks Fans Which Classics | Analysis by Brian Moineau

What’s on your dream list?

Square Enix quietly dropped a survey in mid-February 2026 asking Japanese account holders what classic games they’d like to see remade or remastered — and how they’d like them done. It’s the kind of corporate outreach that instantly sets fan forums ablaze: which franchises make the cut, which visual styles should be used (HD‑2D, full 3D, “doll” models, pixel remasters), and what new features would make you open your wallet again. The survey went out around February 16, 2026, and only invited responses from Japanese account holders. (gonintendo.com)

Why this matters now

  • Remakes and remasters have been a reliable strategy for Square Enix and other publishers to both celebrate legacy titles and generate revenue while new projects gestate.
  • Team Asano’s success with HD‑2D (Octopath Traveler, Dragon Quest HD‑2D projects) made format choices meaningful — fans aren’t just asking for “a remake,” they’re arguing over the how as much as the what. (gamesradar.com)
  • The survey isn’t an announcement of a specific project, but these kinds of data-gathering efforts shape internal priorities. If enough voices push for the same title or feature set, it increases the odds that a remake moves up the queue. (gonintendo.com)

What Square Enix asked (high level)

  • Which Square Enix games fans want remade or remastered.
  • Preferred remake/remaster formats: HD‑2D, 3D, “doll” aesthetic, pixel remaster, etc.
  • Purchase drivers: expanded story content, post‑game additions, voice acting, quality-of-life features, and so on. (gonintendo.com)

The conversations fans are having

Scan the replies and message boards and you’ll find recurring requests:

  • Chrono Trigger, Final Fantasy VI, Xenogears, Vagrant Story, Parasite Eve, and other PS1/SNES-era classics.
  • Arguments about whether certain games should be “preserved” with a faithful remaster or reimagined with new systems (think FF7 Remake vs. pixel remasters).
  • Strong desire for format experiments: many want HD‑2D for classics, while others want full 3D reboots or polished pixel remasters that preserve the original feel. (reddit.com)

There’s also a cultural wrinkle: this particular survey targeted Japanese account holders, so it reflects a domestic sample. Global demand might differ (and Square Enix often triangulates both domestic and international feedback when planning big investments). (gonintendo.com)

A practical look at why some remakes get greenlit

  • Commercial logic: remakes and remasters are lower-risk than entirely new AAA projects. They leverage nostalgia, recognizable IP, and existing story/assets.
  • Technical feasibility: some titles are easier to update (2D pixel games → pixel remaster) than others with complex systems or licensed engines.
  • Team fit: studios like Team Asano specialize in HD‑2D aesthetics — if a candidate title suits their strengths, its chances improve. (gamesradar.com)

What this survey could mean for specific titles

  • Chrono Trigger: perennial top‑of‑wishlists. Legal and rights complexities (and the creators’ wishes) make this one tricky, but fan demand remains intense. (gamesradar.com)
  • Xenogears and Vagrant Story: often asked for remasters — both have cult followings and would generate buzz if handled well. (gamesradar.com)
  • Final Fantasy entries: Square Enix has already been iterating on FF remakes and spin‑projects; survey results could accelerate smaller projects (pixel remasters, HD‑2D reinterpretations) alongside major remakes. (nintendolife.com)

What fans should ask (and what to temper expectations with)

  • Ask for specifics: are you asking for a faithful remaster, a quality‑of‑life update, or a full reimagining? Studios often weigh development cost against expected return.
  • Be realistic on timelines: even a greenlit remake takes years. If you see Square Enix polling in February 2026, don’t expect a release the same year.
  • Remember rights and creators: some IP (or key creatives) may not be available, or stakeholders may disagree on how to update the work.

Five quick things to remember

  • Surveys are one piece of many inputs — they inform but don’t guarantee projects.
  • Format matters: how a game is remade affects both cost and fan reception.
  • Fan passion helps, but internal priorities and publisher strategy do too.
  • Square Enix has the teams and precedent to make standout remakes, but those teams are often busy with existing commitments.
  • Domestic surveys (Japan only) might underrepresent western fan priorities.

My take

Seeing Square Enix ask these targeted questions on February 16, 2026, feels like a good-faith signal: the company knows nostalgia sells, but it’s trying to be smarter about how those classics come back. I want passionate suggestions — but framed. Tell them which systems should be preserved, which can be modernized, and what new content would add real value. A poll isn’t a promise, but it’s a map: if enough roads point to the same destination, development teams notice.

Sources

(Note: the GoNintendo article above reported the survey to Japanese account holders on or around February 16, 2026.)




Related update: We recently published an article that expands on this topic: read the latest post.

Death Stranding 2 PC Launch on March 19 | Analysis by Brian Moineau

Arrival on the beach: Death Stranding 2 heads to PC on March 19, 2026

A Kojima headline that actually tells you something — and fast. Kojima Productions has officially confirmed that Death Stranding 2: On the Beach will land on Windows on March 19, 2026, bringing Hideo Kojima’s sprawling, uncanny delivery simulator to PC with a slate of PC-first upgrades and the usual Kojima flourish. Pre-orders went live February 12, 2026 on Steam and the Epic Games Store, and the port is being handled by Nixxes Software.

Why this matters beyond another port

Death Stranding 2 already had a high-profile PS5 launch in 2025, but PC releases for Kojima projects have historically widened the audience and given players new ways to experience his cinematic design. This is one of the quicker turnarounds we’ve seen for a PlayStation-to-PC sequel — and it’s arriving with technical options that make the most sense for PC players: uncapped framerates, upscaling and frame-generation support (NVIDIA, AMD, Intel), plus extended ultrawide resolutions.

That combination makes this more than "the same game on another platform." For many players, it will be the definitive way to experience On the Beach: higher refresh rates, 32:9 super-ultrawide support, and PC audio options like Dolby/DTS/Windows Sonic can change pacing and immersion in both walks across burned landscapes and tense combat encounters.

What’s new for PC (and what to expect)

  • Release date: March 19, 2026 (Windows).
  • Pre-orders: Opened February 12, 2026 on Steam and Epic Games Store.
  • Port developer: Nixxes Software (Sony-owned studio known for PlayStation-to-PC ports).
  • Performance features:
    • Uncapped framerates for gameplay (cinematics locked at 60 FPS).
    • Support for NVIDIA, AMD, and Intel upscalers and FrameGen.
    • Ultrawide and super-ultrawide monitor support (21:9 and 32:9) — cutscenes included for 21:9 on PS5 and both 21:9/32:9 on PC.
  • Input & audio:
    • Full mouse + keyboard support and DualSense controller integration.
    • 3D audio support via Dolby Access, DTS Sound Unbound, or Windows Sonic for Headphones.
  • Cross-content and account features:
    • PlayStation account sign-in for trophies, friends list overlay, and exclusive backpack patches / PS-inspired suit.
  • New modes:
    • Kojima Productions promised "new modes and features" that will arrive on both PC and PS5 at launch; specifics will be revealed closer to release.

A quick look at the developer and port team

  • Kojima Productions continues to build its auteur brand around cinematic, narrative-driven, genre-bending games. Hideo Kojima remains the creative force and public face.
  • Nixxes Software is handling the PC build — they’ve become Sony’s primary studio for PC ports, with mixed public reception on some launches but a solid technical pedigree for enabling high-end PC features.

What this means for different players

  • PC enthusiasts with ultrawide monitors and high-refresh rigs will likely see the biggest improvements in visual and performance fidelity.
  • Players who prefer controllers or want PlayStation-connected features can still expect DualSense integration and PlayStation account rewards.
  • Fans who didn’t play the PS5 release now have a compelling reason to jump in without buying new hardware — and those who did may revisit the game to chase performance or cosmetic pre-order extras.

A few practical notes

  • Cinematics remain locked at 60 FPS, so expect buttery gameplay but cinematic sequences capped — a common design choice to preserve directors’ timing.
  • Pre-order incentives include cosmetic items (Quokka hologram, various skeletons) and a Digital Deluxe option with extra bonuses.
  • If you want the same PC experience as the reveal, check system requirements when Steam/Epic store pages go live; the PlayStation Blog announcement recommends upscaling and FrameGen-capable hardware for the best upgrades.

What to watch between now and March 19

  • Detailed system requirements and storefront pages (Steam / Epic).
  • Specifics on the promised new modes and features that will ship on both PC and PS5.
  • Early reviews and PC launch-day technical impressions, especially given Nixxes’ mixed history on past ports.

Key points to remember

  • Death Stranding 2: On the Beach arrives on PC March 19, 2026.
  • Major PC features: uncapped framerates, upscaling/frame generation, ultrawide support to 32:9, DualSense and mouse/keyboard, 3D audio.
  • Port by Nixxes Software; pre-orders opened February 12, 2026 with cosmetic bonuses.

My take

Kojima’s work is built to be experienced — and offering serious PC options makes sense for a game that trades on atmosphere, slow-burn tension, and environmental spectacle. The technical additions are the kind of polish that can transform player experience: ultrawide vistas, unlocked framerates while traversing the ruins of Australia, and FrameGen-assisted smoothing could make long deliveries feel elegant rather than sluggish. The real wildcard will be whether the new modes add meaningful replay value or simply extend the experience cosmetically. Either way, March 19 gives PC players a clear date to clear shelf space and maybe buy a better chair for those long walks across Timefall-scarred landscapes.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Leon Infected Again: Requiems Dark Return | Analysis by Brian Moineau

Leon’s Old Wounds, New Threats: What the Requiem State of Play Trailer Means for Resident Evil Fans

If there’s one thing Resident Evil does better than most long-running franchises, it’s knitting nostalgia into fresh dread — and Capcom’s latest State of Play trailer for Resident Evil: Requiem leans hard on that needle. The new footage gives us a clear, unnerving update: Leon S. Kennedy — the franchise’s perennial action hero — is once again showing signs of infection. That revelation lands like a gut-punch for fans who’ve followed Leon from rookie cop to grizzled veteran, and it raises some deliciously awful questions about how Capcom will balance legacy characters with a new protagonist and a creeping new horror.

Why this trailer matters right now

  • The trailer debuted during Sony’s State of Play and highlights several story beats tying Requiem back to Raccoon City and the T‑Virus fallout. (psu.com)
  • A close-up in the trailer shows bruise-like marks and necrotic discoloration on Leon’s hands and neck — visual cues that strongly imply a lingering or resurgent infection tied to the Raccoon City incident. Multiple outlets and fans have paused and analyzed that moment. (nintendowire.com)
  • The footage also teases a returning face from RE2-era lore (widely read as Sherry Birkin) and resurrects classic monster vibes — including creatures that resemble early-stage Lickers — giving the game a mix of character callbacks and creature design callbacks. (gamesradar.com)

If you’ve kept an eye on Requiem’s breadcrumbs — leaks, PlayStation Store art slips, and producer comments — the trailer reads as both confirmation and escalation: Leon is present, he’s deteriorating, and Capcom is intentionally threading the old world into this new mystery. (pcgamer.com)

Setting the scene: where Requiem sits in the timeline

  • Requiem takes place roughly 30 years after the Raccoon City disaster (the 1998 bombing), placing returning characters like Leon in their mid-to-late 50s and in a world shaped by decades of Umbrella fallout. (ew.com)
  • The game follows Grace Ashcroft — introduced as an FBI analyst with family ties back to previous Outbreak-era events — and alternates sections that emphasize classic survival horror (Grace) and more combat-forward encounters (Leon). The trailer underscores that duality. (ew.com)

Notable moments from the trailer

  • Leon removes a glove to reveal dark, bruise-like marks and a steadily worsening condition; a voice on the radio urges urgency, implying a ticking-clock prognosis. Fans and press interpret this as a syndrome tied to residual T‑Virus mutation. (techtimes.com)
  • A glimpse of a blonde figure with a familiar silhouette and voice hints at Sherry Birkin’s return — an emotional through-line for players who remember her arc across multiple entries. Capcom hasn’t formally confirmed, but the trailer’s cues push that reading. (nintendowire.com)
  • Monster design callbacks: shots in the trailer show creatures that evoke early Licker concepts and other mutated forms, suggesting Capcom is mining classic assets and unused concept art to enrich the horror. (gamesradar.com)

What this could mean for Leon’s story (theories and honest bets)

  • Slow-burn infection angle: the trailer explicitly references “residual T‑Virus” behavior in files fans have frozen-frame–analyzed. This suggests the story may explore long-term consequences of early exposure rather than a sudden new bite — a tragic arc for Leon that ties him thematically to the franchise’s legacy of contagion. (techtimes.com)
  • Redemption or sacrifice beats: narratively, a veteran hero with a terminal, fast-progressing condition is a classic device to raise stakes and force hard choices. Expect scenes that put Leon’s experience and agency in tension with Grace’s investigation. (psu.com)
  • Aging as narrative fuel: Capcom has been playing with returning characters before (cameos and playable sections in recent RE titles). Leon’s deterioration could be a way to keep him integral while allowing the new protagonist — and the series’ horror beats — to take center stage. (pcgamer.com)

What I’m watching for on release day

  • How the game explains the mechanics of Leon’s infection (medical files? a lost vaccine? a new strain?). The trailer hints at in-game documentation that may be used to pace exposition. (techtimes.com)
  • Whether Leon remains playable through the story or if his sections are limited; marketing and leaked artwork hinted at a significant role, but Capcom has said not to over-expect cameos. Gameplay structure will determine whether Leon’s arc feels earned. (pcgamer.com)
  • How the game balances old monsters and new threats — are Licker-esque enemies fan service or central to the game’s horror framework? Early footage suggests they’ll be more than eye candy. (gamesradar.com)

Quick takeaways

  • Leon’s infection is real and visually signaled in the State of Play trailer; it looks deliberate and story‑heavy rather than incidental. (techtimes.com)
  • Requiem leans on Raccoon City nostalgia (RPD, classic creature types, returning characters) while introducing a new protagonist to anchor the horror. (psu.com)
  • Capcom appears to be mixing fan service with fresh narrative stakes: legacy characters return with consequences, not just cameos. (pcgamer.com)

My take

This trailer does something smart: it makes you ache for Leon. By showing him vulnerable and compromised rather than simply digging up the same heroic beats, Requiem promises a tonal shift toward regret, inevitability, and the moral gray of living with a past you can’t fully outrun. If Capcom follows through — using Leon’s condition to deepen the plot rather than as a mere twist — Requiem could be the franchise’s best act of legacy-building since the remakes. If they don’t, there’s a risk the emotional setup will feel cheapened by action beats or cameo overload.

Either way, whether you come for the scares or the callbacks, the trailer proves Capcom isn’t content with safe nostalgia: they’re trying to complicate it.

Final thoughts

Resident Evil: Requiem’s State of Play trailer strikes a careful balance: it gives fans the warmth of return while adding an uncomfortable chill. Leon’s infection turns a familiar face into a story question — and that’s exactly the kind of slow-burn horror the series has been flirting with again. February 27, 2026 (the game’s release date) suddenly feels like it can’t arrive soon enough. (psu.com)

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Copen Speedruns Into Gunvolt 3 CONNECT iX | Analysis by Brian Moineau

A surprise speedrun: Copen zips into Azure Striker Gunvolt 3 with CONNECT iX

There’s a small, electrifying update buzzing through the Gunvolt community this week: Inti Creates has pushed a free update to Azure Striker Gunvolt Trilogy Enhanced that injects a fresh, high-octane mode into Azure Striker Gunvolt 3. Called “CONNECT iX,” it hands players control of Copen — the rival-turned-standout from the Luminous Avenger iX subseries — and turns Gunvolt 3 into a compact speedrun playground built for chaining movement, scoring, and personal bests.

Why this matters beyond a new costume

On paper, it’s a single new mode. In practice, CONNECT iX does a lot of heavy lifting:

  • It bridges two branches of Inti Creates’ action catalog (the main Gunvolt numbered series and the iX spin-offs) in a playable, mechanical way.
  • It reframes Gunvolt 3’s stages as speedrun courses, highlighting movement tech and risk/reward scoring rather than long-form story progression.
  • It gives fans of Copen — and players who like fast, precise platform-action — a distilled, replayable challenge without needing to jump to a different game.

If you’ve played any Gunvolt title, you know the series is about rhythm: dash, lock, chain, and keep momentum. CONNECT iX takes that rhythm and accelerates it.

What CONNECT iX actually does

Based on the patch notes and coverage:

  • CONNECT iX is a “Speedrun” mode added to Azure Striker Gunvolt 3 (accessible from the main menu).
  • You play as Copen from Luminous Avenger iX 2 across five stages and bosses, aiming for the highest score and fastest time. (gematsu.com)
  • Gameplay highlights:
    • Bullit Dash mobility lets Copen zip through the air and lock onto enemies rapidly.
    • Access to the seven EX Weapons (Lola’s special equipment) from iX 2 enables different strategies and loadouts.
    • An Overdrive mechanic triggers when Kudos (score) is high enough, powering Copen up and invoking Lola’s support via song. (gematsu.com)

These changes make CONNECT iX feel like a curated best-of: short runs, explosive movement, and a focus on optimizing routes and weapon use. It’s competitive-friendly without being punishing to newcomers who want to experiment.

A bit of context: where CONNECT iX fits in the trilogy

Azure Striker Gunvolt Trilogy Enhanced launched as a bundled, polished package of the three main Gunvolt games (Gunvolt 1, 2, and 3) with added quality-of-life, music, and library content — released digitally for Nintendo Switch and PS5 on July 24, 2025 (with PC presence via storefronts like Steam). This update continues the “Enhanced” ambition: keep the trilogy current, add modes that broaden playstyles, and reward fans with new reasons to return to familiar stages. (nintendolife.com)

Inti Creates has a history of cross-pollination between its franchises (guest characters, crossover tracks, spin-offs). CONNECT iX is a neat design move: rather than just dropping Copen in as a palette swap, the mode adapts his iX toolkit and movement into a distinct scoring loop inside Gunvolt 3.

How players and speedrunners might react

  • Casual players: A fun, bite-sized diversion. Five-stage runs = quick sessions, perfect for practicing movement and learning Copen’s feel without committing to a full campaign.
  • Completionists: New leaderboards and high-score chasing will add another layer to platinuming or completion runs.
  • Speedrunners: CONNECT iX’s short-run structure is tailor-made for route optimization and leaderboard competition. Expect communities to form new categories or integrate these runs into existing Gunvolt speedrun sets.

Because the mode leans on iX-specific tools (Bullit Dash, EX Weapons, Overdrive), mastering it will also teach transferable skills for other iX-related content and fan-made challenges.

What this update says about Inti Creates’ approach

  • Iterative value: Inti Creates continues to support the Trilogy Enhanced edition post-launch, not just with balance tweaks but with meaningful content that changes how the games are played.
  • Franchise cohesion: Bringing Copen into Gunvolt 3 winks at long-term fans while remaining approachable to newcomers.
  • Community-first design: Short, score-driven modes encourage replayability and social competition, which helps sustain interest long after the initial release window.

Quick takeaways

  • CONNECT iX is a free speedrun mode in Azure Striker Gunvolt 3 that makes Copen playable across five fast stages. (gematsu.com)
  • The mode emphasizes aerial mobility (Bullit Dash), EX Weapon variety, and an Overdrive scoring mechanic tied to Kudos. (gematsu.com)
  • It’s a smart crossover that rewards both casual replay and competitive speedrunning, while reinforcing the Trilogy Enhanced package as a living product. (nintendolife.com)

My take

CONNECT iX is the kind of update that tells you a studio understands its audience: it’s quick to pick up, mechanically deep, and gives players a reason to reconvene around leaderboards and clips. It doesn’t rewrite the series’ identity, but it sharpens one of its most appealing facets — fluid, expressive movement — and packages that into a mode that’s both streamable and addictive. For anyone who loves action games where graceful movement meets scoring optimization, this is exactly the sort of bite-sized content that keeps a trilogy feeling fresh.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Comcept Shutters: End of Mighty No.9 | Analysis by Brian Moineau

The end of an era: Comcept, the studio behind Mighty No. 9, has shut down

It’s hard not to feel a little nostalgic — and a touch vindicated — when an old industry story finally reaches a tidy, bureaucratic end. On January 13, 2026, Comcept, the studio founded by Mega Man veteran Keiji Inafune, was officially dissolved by a shareholders’ resolution. The notice appeared in Japan’s government gazette and was reported widely on January 29, 2026. For many, the Comcept name will always be tangled with one project in particular: Mighty No. 9 — the crowdfunded “spiritual successor” to Mega Man that became an object lesson in what can go wrong when ambition, expectations and execution fall out of sync.

Quick snapshot

  • Company: Comcept (founded December 2010 by Keiji Inafune)
  • Official dissolution date announced by shareholders: January 13, 2026
  • Public reporting of the notice: January 29, 2026
  • Best-known projects: Mighty No. 9, contributions to Soul Sacrifice and ReCore, and later collaboration with Level-5 as LEVEL5 comcept

Why this matters (and why it still stings)

Mighty No. 9 was more than a struggling platformer; it became a touchstone for debates about crowdfunding, reputation, and the relationship between creators and fans. The game’s Kickstarter success in 2013 raised hopes and millions of dollars, but its rocky development and uneven release left a vocal fraction of backers angry and wary. That controversy shadowed Comcept’s story for years.

But the studio’s arc is more than one failed title. Comcept began as a creative offshoot for one of Capcom’s key designers, produced ideas that influenced other teams, and eventually entered a partnership with Level-5 in 2017. Over the last few years Comcept was gradually folded into Level-5 operations — a process that culminated in the official legal dissolution earlier this month.

This closure signals the formal end of a company that, for better or worse, loomed large in discussions about modern game development culture: author-driven creativity, the promise (and peril) of crowdfunding, and what happens when a studio’s brand can’t escape a single, infamous project.

Background and timeline

  • 2010: Keiji Inafune leaves Capcom and founds Comcept.
  • 2013: Mighty No. 9 Kickstarter launches and meets fundraising goals, becoming a high-profile crowdfunded game.
  • 2016: Mighty No. 9 releases to mixed-to-negative critical reception and frustrated backers. Several promised ports (notably 3DS and Vita) never materialize.
  • 2017: Comcept forms LEVEL5 comcept in collaboration with Level-5; corporate structure begins to change.
  • 2024–2025: Keiji Inafune departs the Level-5 arrangement; Level-5 integrates the teams into its Osaka office and the LEVEL5 comcept subsidiary is wound down.
  • January 13, 2026: Comcept is dissolved by shareholders (published in the Kanpo gazette). Public reports surface on January 29, 2026.

Lessons for creators, backers and studios

  • Crowdfunding is not a guarantee of quality or of accountability; even high-profile figures can struggle to shepherd a complex project to a satisfactory finish.
  • Brand and reputation matter long after a single product ships. A studio’s public legacy can hinge on a single high-profile success or failure.
  • Corporate absorption — mergers, acquisitions, and internal restructurings — can leave a company nominally in existence long after its team, projects, and identity have been subsumed. The legal dissolution of Comcept merely formalizes what many observers considered already true: the company had, in practice, been absorbed.

A few takeaways

  • Comcept was officially dissolved following a shareholders’ resolution on January 13, 2026, with public notices appearing January 29, 2026.
  • Mighty No. 9’s troubled history is a defining chapter for the studio and a case study in crowdfunding expectations versus delivery.
  • The Comcept name had effectively faded before the formal dissolution, following its integration with Level-5 and Inafune’s exit in 2024–2025.

My take

Comcept’s closure reads like a tidy epilogue to a messy story. The studio’s start was ambitious and creative — a chance for a well-known creator to strike out independently — but the Mighty No. 9 saga exposed how delicate the trust between creators and communities can be. Today’s legal notice doesn’t change the feelings of backers who were disappointed, nor does it erase the games that came from Comcept’s work. What it does do is close a chapter, and offer a reminder: reputation in this industry takes years to build and can be eroded very quickly. For game developers aiming to crowdfund or to pivot between independent and partner-backed models, Comcept’s story still has practical lessons about transparency, project scope, and follow-through.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Should Critics Be Metacritic-Style Rated | Analysis by Brian Moineau

When the studio pushes back: Swen Vincke, hurtful reviews, and the idea of scoring critics

Fresh from the fallout over generative AI in Larian’s next Divinity game, Larian CEO Swen Vincke resurfaced on social media this week with a blunt, emotional take: some game reviews aren’t just critical — they’re hurtful and personal. He even floated a provocative remedy: “Sometimes I think it'd be a good idea for critics to be scored, Metacritic-style.” That one line reopened old wounds about reviews, platforms, and what accountability — if any — should look like in games journalism.

Why this matters right now

  • Larian’s recent public debate about generative AI in Divinity set the stage: fans and creators have been arguing passionately about how studios use new tools and what that means for artists and the finished game. (gamespot.com).
  • Vincke’s reaction is personal and timely: he’s defending developers who feel targeted by vitriolic commentary, while also reacting to the stress and visibility studio leads now face online. (gamesradar.com).
  • Proposals to rate reviewers would upend a familiar dynamic — critics already influence buying, discourse, and developer reputations. A rating-for-reviewers system would change incentives, for better or worse. (pushsquare.com).

The short version: what Vincke said

  • He called some reviews “hurtful” and “personal,” arguing that creators shouldn’t have to “grow callus on [their] soul” to publish work. He suggested critics themselves might benefit from being evaluated more visibly — a Metacritic-like scoring for critics. The comment was later deleted, but it captured a wider feeling among some developers. (pushsquare.com).

The context you need

  • The AI controversy: Vincke and Larian had already been defending limited uses of generative AI (idea exploration, reference imagery) after a Bloomberg interview and fan backlash. That flare-up made the studio more sensitive to public criticism while internal decisions were under scrutiny. (gamespot.com).
  • History of aggregated scores: Metacritic and similar aggregators have long been criticized for turning nuanced reviews into single numbers that can tank a game’s perceived success, influence bonuses, and shape public debate. Applying a similar system to critics would flip the script — but not without risk. (pushsquare.com).

Three ways to see the idea

  • As empathy-building:

    • Scoring critics could encourage tone-awareness and accountability. If repeated harshness leads to a lower “trust” score, some reviewers might temper gratuitous cruelty and focus more on fair, evidence-backed critique.
  • As censorship-by-metric:

    • Ratings create incentives. Critics might soften legitimate stances to avoid community backlash or platform penalties, eroding critical independence. A popularity contest rarely rewards tough, necessary criticism.
  • As a platform problem, not an individual one:

    • The core issue often isn’t the critic’s opinion but how platforms amplify mob responses, harassment, and out-of-context quotes. Addressing amplification, harassment, and context — rather than scoring individuals — might be more effective and less corrosive.

The practical pitfalls

  • Gaming the system: Scores can be manipulated with brigading, fake accounts, and review-bombing — precisely the same problems that hurt games on Metacritic and storefronts. (washingtonpost.com).
  • Blurry boundaries between critique and attack: Not every harsh review is a personal attack; not every negative reaction is harassment. Implementing a system that distinguishes tone, intent, and substance is technically and ethically fraught.
  • Power and incentives: Who would run the scoring system? Platforms? Independent bodies? Whoever controls scores shapes discourse — and that introduces new conflicts of interest.

What would healthier discourse look like?

  • Better context on reviews: Publications and platforms could require clearer disclosures (scope of review, version played, reviewer experience) and encourage measured language when critique becomes personal.
  • Platform-level harassment controls: Faster removal of doxxing, targeted abuse, and brigading that moves beyond critique into threats or harassment. (washingtonpost.com).
  • Community literacy: Readers learning to separate a reviewer’s taste from objective issues (bugs, performance, business practices) reduces the emotional pressure on creators and critics alike.
  • Editorial standards and internal accountability: Outlets can enforce codes of conduct and remedial measures when a reviewer crosses ethical lines — without needing a public scorecard that invites retaliation.

Developer fragility vs. public accountability

It’s important to hold both positions as true: developers are human and vulnerable to targeted cruelty; critics and publications serve readers and must be honest and rigorous. The messy part is reconciling emotional harm with the need for frank, sometimes tough criticism that protects consumers and advances the medium.

Things to watch next

  • Whether platforms (X/Twitter, editorial sites, aggregator services) discuss or prototype any “critic rating” features.
  • How outlets and publishers respond to calls for better tone and transparency in reviews.
  • Whether Larian’s public stance changes the tone of developer responses when games receive negative coverage.

Parting thoughts

Scoring critics like games sounds appealing as a quick fix to “mean” reviews, but it risks trading one set of harms for another. A healthier path blends better moderation of abuse, clearer editorial standards, and community education — while preserving the independence that lets critics call out real problems. If Vincke’s comment does anything useful, it’s to remind us that game-making is human work — and that our conversations about it could use more nuance, less bile.

A few practical takeaways

  • Criticism should aim to be precise, evidence-based, and separated from personal attacks.
  • Platforms must reduce the amplification of harassment and improve moderation tools.
  • Developers and outlets should prioritize transparency about process and context to lower misunderstanding.
  • Any system that rates reviewers must be designed to resist manipulation and protect free critique.

My take

Protecting creators from abuse and protecting critical independence aren’t mutually exclusive — but balancing them requires structural fixes, not just scoreboard solutions. Let’s demand accountability from both sides: call out harassment swiftly, and encourage reviewers to be rigorous, fair, and humane.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Hotel Guests Only: Animal Crossing’s | Analysis by Brian Moineau

Hotel guests, not new neighbors: why the Animal Crossing 3.0 Resort is bittersweet

The first time I checked into Kapp’n’s Resort Hotel, I squealed when an old favorite — a villager who used to live on my island years ago — wandered past the pier and sighed about missing “the old place.” For a second, I dared to hope: could this be the moment my dream villager would finally move back in? Spoiler: no. The new hotel is joyful, adorable, and full of little stories… but it won’t let those guests unpack for good.

The 3.0 update for Animal Crossing: New Horizons added a lot of shiny stuff — a Resort Hotel where you design themed rooms, new souvenirs, island cleanup services, and Slumber Islands. One of the update’s most lovable hooks is the hotel’s ability to bring huge variety to your island for short visits: up to eight rooms, lots of possible villagers (including former residents), and charming interactions. But there’s a catch that’s left many players deflated: hotel guests are strictly temporary tourists and cannot be invited to permanently move to your island like campers or expedition encounters can. (tech.yahoo.com)

What's happening (and why people are bummed)

  • The resort unlocks once your island hits a certain threshold and Kapp’n and family appear — then you can decorate rooms, earn hotel tickets, and attract visitors. It’s a delightful new loop of creativity and rewards. (gamesradar.com)
  • Guests will roam your island, take part in Group Stretching, buy souvenirs, and even reminisce if they used to live with you. Those nostalgic lines make the limitation sting more. (tech.yahoo.com)
  • Unlike visitors from the Campsite or Island Excursions — who can be persuaded to move in if conditions are right — hotel tourists check in and check out on Nintendo’s schedule. There’s currently no mechanic to make a hotel guest become a resident. (tech.yahoo.com)
  • The result: the hotel is a fantastic way to sample the game's enormous villager roster, but it’s not a shortcut to filling an empty plot with a long‑wanted dreamie.

Why Nintendo might have made this choice

We don’t have an official line that spells out the full technical reasoning, but a few sensible possibilities emerge from how the game handles NPC roles:

  • Role separation: hotel tourists likely use a different NPC state and dialogue tree than moveable villagers. Letting them switch roles mid-visit could create dialogue, AI, or save‑data complexity. (vice.com)
  • Design intention: the hotel is built around short, colorful interactions and collectible souvenirs; making it a recruitment channel might undermine those design goals or the balance of other recruitment systems.
  • Stability and save-data safety: other updates have addressed tricky bugs around villagers moving in or plots left sold; Nintendo historically errs on the side of caution with permanent changes to resident status. (en-americas-support.nintendo.com)

What players are saying

The fan reaction is a mixed stew of delight and disappointment:

  • Many players love the hotel’s atmosphere, the design opportunities, and how lively it makes islands feel. Decorating rooms and watching a full set of guests mingle is pure vibe. (gamesradar.com)
  • Others feel frustrated because the hotel is the most efficient way yet to encounter lots of different villagers at once; not being able to convert that into a permanent recruit feels like a missed chance. Social posts and comment threads lean into the yearning — especially when a beloved ex-resident shows up and can’t stay. (tech.yahoo.com)

Practical tips if you want a specific villager

  • Use the hotel to scout: if you spot your dream villager at the hotel, pay attention to their house style, voice lines, and general vibe so you know what to expect when they appear elsewhere. (tech.yahoo.com)
  • Keep using Campsite and Island Excursions: those remain the reliable recruitment paths for permanent moves. If you have amiibo cards, campsite invites are still a way to bring particular villagers back for good. (gamefaqs.gamespot.com)
  • Stockpile Nook Miles and tickets: more excursions and hotel visits give you more chances to encounter your dream villager through the methods that allow moving in.

A few bright sides

  • The hotel is genuinely delightful for island roleplay, photography, and giving your island new energy.
  • It’s a great way to re‑meet villagers you haven’t seen in years and to collect new souvenir items tied to decor themes.
  • Nintendo has a history of refining mechanics post‑launch, so the community’s feedback could influence future updates. (gamesradar.com)

My take

The Resort Hotel is one of those updates that makes New Horizons feel alive in a fresh way: more faces, more micro‑stories, more scenic chaos. But the inability to recruit tourists into permanent residents is an understandable design decision and yet a bit of a heartache for collectors and sentimental players. For now, treat the hotel as a joyful preview space — a place to fall in love with villagers all over again, then go dig them up the old-fashioned way when you want them home.

Final thoughts

Players will keep sharing screenshots of wistful villagers walking past windmills and beaches, and that emotional pull is a feature, not a bug. The hotel deepens the game's social texture even if it doesn't hand you a new neighbor on a silver platter. If enough players yearn for a bridge between vacationer and resident, Nintendo has shown it will listen — and New Horizons' post‑launch life has taught us that small wishes can become big updates.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Ubisoft shutters unionized Halifax studio | Analysis by Brian Moineau

Ubisoft shutters freshly‑unionised Halifax studio — another rough turn for game workers

The headlines arrived fast: on January 7–8, 2026, Ubisoft announced it would close its Halifax studio, affecting 71 positions — just weeks after the team voted to unionize. The timing has sparked anger, suspicion and an immediate legal response from the union representing those workers. For anyone who cares about the future of games work, this is a story worth unpacking.

Why this feels raw

  • The Halifax studio’s union vote was certified in December 2025 after months of organizing. Reports say roughly 74% of the staff voted in favour.
  • Ubisoft’s official line: the closure is part of a multi‑year cost‑cutting and restructuring program decided “well before” the union vote, and unrelated to unionization. The company said it will provide severance and career support.
  • The union and local labour groups aren’t satisfied. CWA Canada has demanded documents from Ubisoft and said it will pursue legal avenues to ensure workers’ rights weren’t violated.

That collision — a fresh union victory followed almost immediately by a shutdown — is what has made this more than another corporate layoff. It feels like a test of how companies will treat organizing in an industry that has seen a slow but growing wave of labour activity.

A bit of context

  • Ubisoft Halifax began life through Longtail Studios and was acquired by Ubisoft in 2015. The team worked on mobile entries tied to major franchises, including Assassin’s Creed Rebellion and Rainbow Six Mobile, and also supported other Ubisoft projects.
  • Ubisoft has been through repeated restructuring over the past two years, citing the need to streamline operations and reduce costs across the company. The Halifax closure is one in a string of workforce reductions and strategic moves aimed at reshaping the publisher.
  • The industry backdrop matters: studios across gaming have seen union drives and, separately, high‑profile layoffs. Steamrolled timing between organizing wins and job cuts has raised alarm among labour advocates before — and now Halifax is another flashpoint.

Quick points that matter

  • Date: the closure was publicly reported in the first week of January 2026 (announcements and union responses appear on January 7–8, 2026).
  • Jobs affected: Ubisoft said 71 positions are impacted.
  • Union: Halifax staff joined the Game & Media Workers Guild of Canada (affiliated with CWA Canada) in December 2025; the union vote was counted in mid‑December.
  • Official claim: Ubisoft maintains the decision predates and is unrelated to the unionization process; union leaders are seeking documentary proof and legal redress.

What this says about unions and company restructuring

  • Timing is everything. Even if a closure is genuinely planned months earlier, announcing it immediately after a union certification feeds distrust and raises legitimate legal and ethical questions. Labour law in Canada forbids closing a business because workers unionized, and the union is pursuing discovery to test Ubisoft’s timeline.
  • Power dynamics in the games industry are shifting. Studios once run like tightly held creative collectives are now corporate assets within multinational strategies. That shift can incentivize hard cost‑cutting choices, but those choices collide with workers who are trying to secure predictable wages, clear policies and a voice in how their workplaces operate.
  • Public perception matters. From a PR and recruitment standpoint, closing a newly unionized studio looks bad — and may accelerate broader industry conversations about whether union rights are truly protected in practice, not just on paper.

Ripple effects to watch

  • Legal follow‑through: CWA Canada has demanded internal documents and indicated it will pursue legal avenues if necessary. The outcomes of any investigation or case could set local precedents.
  • Industry organizing: unions and organisers will treat Halifax as a cautionary tale and likely adapt strategies (e.g., pushing for information rights, advance notice procedures and legal safeguards) to protect newly certified groups.
  • Corporate behaviour: publishers and platform holders will ask themselves — privately or publicly — how to balance restructuring with labour risk. Some firms may change how and when they announce restructuring to avoid the appearance of retaliation; others may double down on cost programs.

A few practical angles for affected workers

  • Document everything: emails, timelines, meetings and notices matter in any labour dispute.
  • Seek legal and union counsel: local labour law is complex; unions and labour lawyers can help determine whether an unlawful motive can be proven.
  • Public record: media coverage, social platforms and solidarity statements can raise pressure — but they’re not a substitute for formal legal steps.

My take

This hurts on a human level — 71 people suddenly out of work, communities and careers disrupted. It also matters politically and culturally. When a newly unionized team is shuttered so quickly after a victory, it sends a chilling message unless the company can transparently show the decision’s true timeline and rationale. Ubisoft’s statement that the closure was part of a two‑year streamlining program may be technically accurate, but timing shapes trust. If companies want to encourage stable workplaces and rebuild credibility after waves of restructuring, they’ll need more than assurances: they’ll need transparent processes and documented timelines that stand up to scrutiny.

If the union obtains documents that corroborate Ubisoft’s explanation, it will help settle the legal side — and the reputation damage might be limited. If the documents raise questions, Halifax could become a landmark case in how labour rights are enforced in the games sector.

What to watch next

  • Any documents provided by Ubisoft to CWA Canada and what they reveal about the company’s timeline.
  • Statements or follow‑ups from Ubisoft about how severance and career transition support will be delivered.
  • Whether the Halifax closure changes union tactics or galvanizes more organizing across Canadian and North American studios.
  • Coverage of legal action, which could take weeks or months to unfold.

Final thoughts

The Halifax closure is both a concrete loss and a symbolic moment for the games industry. It shows the tension between corporate restructuring and workplace organising — and the very real legal, ethical and public relations risks that arise when those forces collide. For workers, the lesson is stark: organising can win representation, but it also requires vigilance, legal support and public solidarity to ensure those rights are respected in practice. For companies, the lesson is equally clear: transparency matters. Without it, even defensible business decisions can fracture trust and fuel long sentences in the headlines.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Nintendo Revives Nostalgic Icons for 2025 | Analysis by Brian Moineau

Nintendo’s nostalgia trick: old icons, new buzz for 2025 releases

Nintendo quietly knows how to tug at our nostalgia strings. This fall it rolled out a promotion for Nintendo Switch Online that brings back a stack of profile icons tied to big 2025 releases — including waves inspired by Super Mario Galaxy + Super Mario Galaxy 2, F‑Zero 99, and Kirby and the Forgotten Land. It’s a small feature on paper, but it tells a bigger story about how Nintendo keeps fans engaged between game drops.

Why icons matter more than you think

  • Icons are tiny, but they’re social: your profile avatar is how you present yourself in friends lists, lobbies, and party chats.
  • Tying icons to game releases turns a low‑friction cosmetic into a micro‑marketing channel: collectible waves, limited availability and the Missions & Rewards system push both attention and playtime.
  • For Nintendo, this is a light, low‑cost way to refresh interest in older IP (Super Mario Galaxy), support live services (F‑Zero 99) and spotlight newer hits (Kirby and the Forgotten Land).

What Nintendo brought back in 2025

  • Super Mario Galaxy + Super Mario Galaxy 2: multiple waves of character and background icons launched around September–October to coincide with the remastered bundle’s release, offering Mario, Rosalina, Lumas and other Galaxy staples via the Switch Online Missions & Rewards system.
  • F‑Zero 99: classic F‑Zero visuals resurfaced as icons alongside renewed interest in the franchise (and the battle royale spin).
  • Kirby and the Forgotten Land (and other Kirby games): icons tied to Kirby’s 3D comeback were rotated through Nintendo’s rewards lineup.

These icon drops are typically split into waves and cost small amounts of Platinum Points (the My Nintendo currency) — usually 10 points per character icon and smaller prices for frames or backgrounds. Availability tends to be limited, with each wave active for a week or so before rotating out. (See Sources for specific coverage and dates.)

Context: a pattern, not a one‑off

Nintendo has been leaning into collectible, limited‑time cosmetics across its ecosystem:

  • The Switch Online Missions & Rewards overhaul made profile icons a recurring reward that can be scheduled around releases.
  • Reissues and remasters like Super Mario Galaxy + Super Mario Galaxy 2 are natural anchors for nostalgia-driven drops.
  • The GameCube library and other retro pushes for Switch 2 also created opportunities to repurpose classic art into modern social cosmetics.

This is consistent with Nintendo’s broader strategy: marry premium releases with small, free/cheap engagement hooks that keep subscribers logging in and talking about their ecosystem.

The user experience side

  • It’s friendly to casual players: icons are cheap in My Nintendo points and don’t gate gameplay.
  • Collectors get a chase: limited windows create urgency and social bragging rights (“I grabbed the Rosalina icon”).
  • It nudges play: some icons require “Play and Redeem” style tasks (play a linked game X times) — that’s clever cross‑promotion.

For many fans, these small touches deepen fandom. For others, it can feel like manufactured scarcity — but compared to paid cosmetics in other platforms, Nintendo’s implementation leans light and community‑focused.

My take

Nintendo’s icon drops are a deceptively effective tool. They’re inexpensive to produce, resonate strongly with long‑time fans, and slot neatly into a subscription model where retention is king. By pairing iconic assets (literally) with marquee releases like Super Mario Galaxy + Super Mario Galaxy 2, Nintendo gets free social marketing and a steady trickle of engagement without heavy investment.

If you care about profiles and collector status, keep an eye on Switch Online’s Missions & Rewards during major release windows — these small items are often the most fun, smashable pieces of nostalgia Nintendo hands out between big game announcements.

Things to watch next

  • Will Nintendo expand rare icon drops to paid DLC-style bundles, or keep them mostly in My Nintendo’s Platinum economy?
  • How often will Nintendo synchronize icons with remasters and live‑service releases (e.g., F‑Zero 99)? Regular cadence could make these drops predictable — and predictable can be both comforting and stale.
  • As Switch 2 evolves, will higher‑resolution consoles get upgraded icon art (animated avatars, for instance)?

Sources




Related update: We recently published an article that expands on this topic: read the latest post.

Nintendo Holiday Game Sale: Big Switch | Analysis by Brian Moineau

Spread the Cheer: Nintendo’s Hits for the Holidays Sale Is Here (and it’s worth a look)

Nothing says cozy holiday evenings like a couch, some snacks, and a stack of games ready to play. Nintendo has rolled out its seasonal “Hits for the Holidays” sale across Nintendo.com, the My Nintendo Store, and the Nintendo eShop — a timely reminder that even last-minute gift-givers (or self-gifters) can snag big-name titles without breaking the bank. The sale runs through January 4, 2026 at 11:59 p.m. PT, and discounts reach as high as 50% on select digital games for both Nintendo Switch and Nintendo Switch 2 systems. (businesswire.com)

What to expect from the sale

  • Discounts on first‑party Nintendo favorites and popular third‑party hits.
  • Coverage for both Nintendo Switch and the newer Nintendo Switch 2 (where applicable).
  • Digital purchases that can earn My Nintendo Gold Points (useful for future purchases). (businesswire.com)

Games mentioned in the press coverage include headline franchise entries and perennial crowd-pleasers like Princess Peach: Showtime!, The Legend of Zelda: Echoes of Wisdom, New Super Mario Bros. U Deluxe, Fire Emblem Engage (bundles), Just Dance 2026 — plus sports, RPGs, and indie hits included across the catalog. If you own a Switch 2, you’ll also find titles that support the newer hardware. (businesswire.com)

Why this sale matters (beyond the discounts)

  • Holiday buying patterns: Consoles and games are top-of-mind this season, so price drops increase the chance of a game making someone’s wishlist come true. With the Switch family still dominating many gift searches, discounted software is a fast way to boost value. (nypost.com)
  • Digital-first convenience: Shipping delays and crowded stores make digital purchases attractive — you buy and the game is ready to play immediately.
  • Cross-generation appeal: Nintendo continues to support both the original Switch and Switch 2, so families with mixed hardware can still shop the sale and find something for everyone. (businesswire.com)

How to make the most of the sale

  • Check the official Nintendo sale page from your console (or Nintendo.com) to see the full list and price breakdown — some titles are deeper discounts than others. (businesswire.com)
  • Look at bundled offers (game + DLC) when available — sometimes bundles offer better overall value than buying add-ons separately. (gonintendo.com)
  • Consider Gold Points: buying digital games earns My Nintendo Gold Points (5% of purchase amount in most cases), which you can later redeem on qualifying purchases. Over multiple buys this can add up. (businesswire.com)
  • Plan for multiplayer and family play: a well-timed purchase like Super Mario Party or Just Dance is an instant party-starter for holiday gatherings.

A quick look at notable entries (high-level picks)

  • Family-friendly highlights: Princess Peach: Showtime!, New Super Mario Bros. U Deluxe, Just Dance 2026 — perfect for mixed-age groups. (businesswire.com)
  • Big single-player adventures: The Legend of Zelda: Echoes of Wisdom — a title for longer play sessions and solo exploration. (businesswire.com)
  • Third-party and indie gems: From RPGs to action and indie curios, the sale mixes familiar blockbusters with pleasant surprises (Hades II has appeared on sale for the first time on Switch platforms in some listings). (gonintendo.com)

Practical reminders and small print

  • Sale end: January 4, 2026 at 11:59 p.m. PT (double-check local time conversion if you’re near the deadline). (gonintendo.com)
  • Availability: Offers differ by title and region; some deals may be digital-only or limited in stock for physical retailer tie-ins. (businesswire.com)
  • Points and refunds: Gold Points apply to digital purchases and there are usual refund/return policies for digital storefronts — read Nintendo’s terms before buying if that’s important to you. (businesswire.com)

Holiday shopping, simplified

For gift-givers scrambling near the holidays, this sale is the kind of thing that can turn a frantic store run into a five‑minute, joy‑filled checkout. For players treating themselves, it’s a chance to try something new or finally grab that long-sought title. And for households with mixed consoles between Switch and Switch 2, it’s a thoughtful way to find something that will work across the family.

Final thoughts

Nintendo’s holiday sales are rarely groundbreaking surprises, but they’re reliably useful: carefully curated discounts, family-friendly options, and timely inclusion of both first- and third‑party hits. Whether you’re hunting for a stocking stuffer or planning a post-holiday gaming spree, the Hits for the Holidays sale is worth a quick browse — especially before the January 4, 2026 deadline. Happy gaming, and may your new year be full of high scores and good company. (businesswire.com)

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Tales of Xillia Remastered: Smooth Return | Analysis by Brian Moineau

Tales of Xillia Remastered: A Comfortable Return to Rieze Maxia

When a game you loved on an older platform reappears on modern systems, the question is rarely “should it be released?” and more often “how should it be released?” Tales of Xillia Remastered answers that with a pragmatic, player-first approach: keep the heart of the 2011 classic intact, polish the rough edges, and add conveniences that make a 50+-hour JRPG feel less like a relic and more like a ready-to-play favorite.

This remaster isn’t trying to reinvent the wheel. Instead, it smooths the bumps—auto-save, waypoint markers, skippable cutscenes, easier access to the Grade Shop—so both veterans revisiting Jude and Milla and newcomers discovering them for the first time can focus on what matters: characters, combat, and story.

What makes the remaster click

  • The Dual Raid Linear Motion Battle System still hums: combat remains responsive, action-oriented, and satisfying to tame.
  • Quality-of-life (QoL) upgrades remove friction: modern features like auto-save and better mini-map usability let you slip into the game without fighting legacy UI.
  • The character-driven narrative and skits retain the series’ charm: Xillia’s cast is the remaster’s emotional engine, and their interactions still land.

Why this remaster feels “right” now

Tales of Xillia arrived originally on PS3 (2011 in Japan, 2013 internationally) and some of its systems aged alongside the platform. With the Remastered release (October 31, 2025), Bandai Namco wrapped in the game’s original DLC, improved visuals and performance options, and sensible QoL features that reflect modern JRPG expectations. That makes Xillia accessible in ways the PS3 release could never be for today’s players—no awkward backwards-compatibility gymnastics required.

A quick tour of the good stuff

  • Combat: Tight, fast, and still the highlight. The real‑time party synergy and combo systems hold up, and the remaster doesn’t mess with what works.
  • Accessibility: Options to disable random encounters, add waypoint markers, and skip cutscenes let you pace the game how you like—important for a long, story-heavy JRPG.
  • DLC and extras: Including previously released costumes and items in the package gives fans the complete experience without hunting legacy content.
  • Visual/performance upgrades: Cleaner visuals, smoother framerates, and modern platform support make exploration more pleasant.

Where the Remaster still shows its age

  • Some systems weren’t thoroughly modernized: certain map and menu systems remain clunky, and the pleasure of “shopping around” is diminished when store browsing is overly streamlined.
  • Titles feel depersonalized: shifting character titles into generic, achievement-like items loses some of the personality and narrative flavor they had in earlier Tales games.
  • Design quirks persist: a few dungeons and the mascot character Teepo still divide opinion and remind you the core design choices are original, not reimagined.

The bigger picture: remasters, preservation, and limits

Remastering a decade-old JRPG is rarely simple. Developers sometimes must hunt for source code and assets scattered across studios or lost to time—Bandai Namco has admitted the process can be messy. The Tales Remaster Project has prioritized titles that are quicker to bring forward, which explains why Xillia landed now rather than as part of a full chronological reissue. That pragmatic approach yields accessible releases more often, though it can mean some old limitations remain.

There have also been practical release hiccups: some physical editions (notably an Xbox physical edition) ran into last-minute cancellations in certain regions, underscoring real-world distribution constraints even as the digital remaster reaches multiple platforms. These issues don’t change the product itself, but they shape availability and fan sentiment around a nostalgic relaunch.

What fans and newcomers should expect

  • Veterans: A smoother replay with flexible difficulty and save options. Bring your knowledge of the story and combat, but leave time saved for exploration if you want the full emotional beats.
  • New players: An approachable entry to the Tales series—especially since the remaster bundles the original’s strongest elements with modern niceties and the DLC extras.
  • Completionists: Expect familiar progression systems; some UX choices (titles, menu layouts) are more streamlined now, which can be a plus or a minus depending on how much you liked old micro‑systems.

Taking stock: the highs and lows in one bite

  • Highs:
    • Faithful combat that still thrills.
    • QoL features that dramatically reduce tedium.
    • A lovable, character-focused story that rewards investment.
  • Lows:
    • A few interfaces and systems feel dated or overly simplified.
    • Some personality in small mechanical touches (like character titles) was lost.
    • Distribution hiccups affected physical availability in certain markets.

My take

Tales of Xillia Remastered smartly balances preservation and modernization. It doesn’t rework the game into something it never was; it refines the existing experience so that playing it in 2025 feels natural rather than archaic. If you care about JRPG storytelling, fast-paced party combat, and character chemistry, this is a remaster that respects the original while inviting new players in. It’s not flawless, but it’s a considerate and welcome next life for a solid entry in the series.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

French Indie RPG Wins Presidential Praise | Analysis by Brian Moineau

A tiny French studio, a sweeping RPG, and a presidential nod: why Clair Obscur matters

When a relatively small Montpellier studio walks away from The Game Awards with Game of the Year — and the president of France posts public congratulations — you know something cultural has shifted. Clair Obscur: Expedition 33 isn’t just a surprise hit; it’s an example of how narrative ambition, indie craft, and national pride can collide in the most public of ways.

Why Emmanuel Macron’s congratulations feel bigger than a social media shout-out

  • Macron’s Instagram praise came twice: first after the game’s breakout commercial success earlier in 2025 and again following its record-setting haul at The Game Awards in December 2025.
  • His second message called the Game Awards win “a historic first for a French title” and framed the achievement as “great pride for Montpellier and for France.” (videogameschronicle.com)

That tone matters. Political leaders rarely weigh in on entertainment awards unless they see national cultural value — think of film festivals, literature prizes, or sporting victories. Macron’s public recognition signals that big, mainstream gaming moments are now part of national cultural conversation in France, not just niche industry talk.

What Clair Obscur did — and why the industry took notice

  • It swept multiple major categories at The Game Awards 2025, including Game of the Year, Best Narrative, Best Game Direction, Best Art Direction, Best Score and Music, Best RPG, and several indie-focused awards — a historic haul that made it one of the most-awarded games in the ceremony’s history. (gamesradar.com)
  • The game launched from Sandfall Interactive, a modestly sized French studio, and paired strong sales with critical acclaim — the combination that turns a successful release into a conversation starter about how games are made and valued. (en.wikipedia.org)

This mixture of indie origin, artistic ambition, and mainstream recognition complicates the old “indie vs AAA” story. Clair Obscur shows that a focused, coherent vision — and a smart relationship with players and press — can break through award seasons and sales charts alike.

A few broader ripples to watch

  • National industries: Macron’s praise could amplify interest in French game development funding, education, and export programs. Governments often point to cultural wins when arguing for more creative-sector investment. (videogameschronicle.com)
  • Indie visibility: A high-profile indie success re-centers conversations about creative risk, narrative-driven design, and sustainable studio models that avoid exploitative monetization. Industry leaders and fellow developers have publicly lauded Sandfall’s scale and choices. (en.wikipedia.org)
  • Cultural legitimacy: Games increasingly operate in the same cultural register as film and literature. When a president celebrates a title as representative of national audacity and creativity, that feeds broader acceptance of games as art and soft power.

A concise takeaway for readers (and gamers)

  • Clair Obscur: Expedition 33 proves that a small, well-crafted game can win the world’s attention — and win respect at the highest civic levels. That shift benefits players, creators, and national industries that want culture that travels.

My take

There’s a satisfying poetry to this moment: a team of creatives in Montpellier builds something personal and precise, players respond in force, critics reward daring, and a head of state frames it as national pride. That flow — from studio spark to cultural recognition to political acknowledgment — is exactly the arc that helps games move from hobby to heritage. It doesn’t mean every political comment is unalloyed praise (leaders often have complicated relationships with gaming), but Macron’s public congratulations are a reminder that games now live squarely in the lens of culture and diplomacy.

Sources

(Notes: linked articles above provide reporting on Macron’s messages, the Game Awards results, and the cultural response around Sandfall Interactive’s win.)




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Why Nintendo Ditched Nindies Name | Analysis by Brian Moineau

Why Nintendo quietly retired "Nindies" — and what it says about the company

Do you remember the cheerfully cursed portmanteau “Nindies”? For a few years — from the Wii U / 3DS era through early Switch days — Nintendo happily used the term to bundle and promote independent games on its platforms. It felt like a warm, community-friendly label: part Nintendo, part indie, lots of goodwill. Then, almost as quietly as it arrived, it was gone.

Former Nintendo of America PR staffers Kit Ellis and Krysta Yang recently unpacked why the company shelved the word. Their answer is wonderfully anti-romantic: lawyers. But that dry explanation reveals a lot about Nintendo’s priorities, how it protects its brand, and how corporate caution can shape even beloved cultural shorthand.

Why "Nindies" died (short and human)

  • Legal teams at Nintendo pushed back because combining “Nintendo” with another word can dilute a trademark and complicate future legal defenses.
  • Internally the PDR/PR teams loved the term — t‑shirts, logos, goodwill — and even fought for it. But legal won out.
  • This wasn’t about developers or community dislike; it was a trademark-and-brand-protection decision. As Krysta put it, you can’t cut the Nintendo name in half and tack it onto something else without creating risks.

That explanation comes from a conversation on the Kit & Krysta podcast and was reported by outlets covering the discussion. (nintendoeverything.com)

A little context: the “Nindies” moment

  • The term gained traction during a period when Nintendo was making a visible, strategic push to court indie developers — think Nindies Showcase events, Nintendo Minute segments, and pages that highlighted small studios releasing on Nintendo platforms.
  • “Nindies” captured a particular era: Nintendo trying to sell joy, quirky creativity, and first‑party charm alongside smaller, passionate teams that fit the company’s family-friendly image.
  • Over time, Nintendo’s external messaging became more buttoned-up and protective of how its IP and brand were used — hence the end of catchy mashups.

The Nindies showcases (for example, Nintendo Minute and various showcase videos) show how public-facing and embraced the initiative was before the legal caution took hold. (mynintendonews.com)

Why legal teams hate mashups (and why they’re right)

  • Trademark law is fundamentally about distinctiveness. If a brand becomes a generic term — think “aspirin” or “escalator” historically — the owner can lose exclusive rights.
  • Combining the Nintendo name with other words risks normalizing casual use of the brand and makes it harder to demonstrate that the trademark is being used as a source identifier rather than a generic descriptor.
  • For a company like Nintendo, with decades of IP and a culture of tightly controlled messaging, avoiding any shorthand that nudges the name toward genericness is a prudent long-term strategy.

Krysta and Kit used the old “Wiimote” example to show how Nintendo has long pushed back against sloppy brand slang. Legal sees these small slips and treats them as potential future headaches. (nintendoeverything.com)

What this meant for indie devs and the community

  • Surface-level effect: fans lost a cute label. That matters to culture — names stick and form identity.
  • Practical effect: none of the indie devs had anything against it — Nintendo didn’t kill “Nindies” because of an anti‑indie stance, but because of IP stewardship.
  • Indirect effect: Nintendo’s strict brand hygiene can make it harder for playful, fan‑forward language to take root officially. Communities still use “Nindie” or “Nindies” informally, but the company keeps corporate messaging formal.

So while the public face shifted away from the label, Nintendo’s appetite for indie content remained. The brand decision simply reframed how that relationship was talked about.

The bigger pattern: Nintendo’s language rules

  • Nintendo historically insists on precise phrasing in press and product copy (e.g., “the [Game Name] game”) to avoid turning products into generic nouns.
  • This consistency is part style guide and part legal defense — preventing dilution across countless markets and languages.
  • The company’s caution explains lots of otherwise odd choices in communications and why some nicknames never make it into official channels. (gamesradar.com)

A takeaway for creators and fans

  • If you’re an indie developer, know that Nintendo’s legal posture isn’t a rejection — it’s protection. The platform still offers opportunities; you just won’t see Nintendo‑branded portmanteaus on billboards.
  • If you’re a fan, branding choices matter more than they seem. Names shape discoverability, community identity, and how a company defends its culture in court and commerce.

My take

There’s a small melancholy in the death of “Nindies” — it was a fun, human label that signaled a particular moment in gaming culture. But there’s also logic: Nintendo is guarding a century‑spanning brand and a catalogue that other companies could exploit if the name became casual shorthand. In a world where language leaks value (and lawsuits can hinge on the tiniest precedent), this is an understandable, if slightly joyless, call.

At the end of the day, indie games still find an audience on Nintendo platforms. The era that produced “Nindies” helped change perceptions and open doors. The term may be retired in official memos, but the legacy of that push — more indie attention, more variety on Nintendo systems — is very much alive.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Metroid Prime 4’s Credits Reveal Industry | Analysis by Brian Moineau

Metroid Prime 4: Beyond’s Credits Tell a Bigger Story — and Samus Sounds Different Now

There’s a certain thrill in watching a game’s credits roll — not just for the satisfaction of seeing “The End,” but for the little surprises tucked into the long list of names. With Metroid Prime 4: Beyond, those credits aren’t just a roll call; they’re a map of how modern triple-A (and near-triple-A) projects get across the finish line. Oh, and Samus? She’s been recast, and it changes the tone of the series in a quietly powerful way.

Why the credits matter

  • The credit list for Beyond includes an unusually long roster of external studios — everything from well-known Nintendo collaborators to specialized porting, VFX, and mocap teams.
  • That lineup suggests a highly collaborative, distributed production model rather than a single-studio auteur project.
  • Seeing familiar names (including Next Level Games and Virtuos) next to Retro Studios signals both technical ambition and the logistical scale of shipping a flagship title for Nintendo hardware.

The new voice of Samus — what changed

  • Samus is now voiced by Erin Yvette, with motion capture credited to Krystle Martin.
  • Jennifer Hale — who voiced Samus in the original Metroid Prime trilogy — is not listed for this role in Beyond.
  • The change isn’t just a casting footnote: voice actor and mocap choices shape the character’s presence, timing, and emotional weight. Even Samus’ sparse grunts and single-line moments can reframe a scene when delivered with a different timbre or cadence.

The assist dev list: who helped, and why it matters

  • Notable assist studios credited include Next Level Games, Virtuos, Territory Studio, Keywords Studios and many more across VFX, cinematic, animation, and technical support.
  • Practical effects of this approach:
    • Faster iteration and specialized skillsets (e.g., mocap, cinematics, VFX) without stretching a single studio too thin.
    • Polished setpieces and performance-driven animation, which likely contributed to the game’s presentation and filmic moments.
    • Possible trade-offs around cohesion — with many hands on the wheel, maintaining a consistent creative voice becomes a production challenge that leadership (Retro, Nintendo) must solve.

How this reflects industry trends

  • Big games increasingly rely on a “hub-and-spoke” model where core teams set direction and outsource specialized work.
  • Collaborations like this are common on technically ambitious projects — 4K/60/120FPS targets, cinematic mocap, and cross-platform builds require deep bench strength.
  • For Nintendo, bringing in outside talent (like Next Level Games, which has longstanding Nintendo ties) can speed delivery while preserving internal QA and IP stewardship.

The creative throughline: Kensuke Tanabe and continuity

  • Kensuke Tanabe — a familiar name in Metroid Prime history — provided the scan text, which helps anchor Beyond within the franchise’s lore even as the production team grows.
  • That kind of continuity matters: retention of key creative figures can preserve thematic voice and worldbuilding, balancing the dilution risk of many contributing studios.

What this means for players

  • Expect high production values: slick cinematics, polished visual effects, and nuanced animation.
  • Story and tone may feel fresher because new performers (Erin Yvette for Samus) bring slightly different emotional color to familiar beats.
  • Fans who value auteur-style continuity might be cautious, but the retention of franchise veterans in script and lore roles should reassure those who want Metroid’s core identity preserved.

Roundup: Notable names from the credits

  • Retro Studios (lead)
  • Next Level Games
  • Virtuos
  • Territory Studio
  • Keywords Studios
  • Liquid Development
  • Room 8 Studio
  • Formosa Interactive
  • House of Moves
  • (Plus many more listed in the public credits)

What Samus’ new voice might mean for lore and performance

  • Samus is famously laconic — she speaks rarely, and when she does, it carries weight. A new voice actor can shift perceived age, weariness, or resolve even in minimal dialogue.
  • Motion capture paired with voice work (Krystle Martin + Erin Yvette) suggests the team wanted a tightly integrated, physically grounded performance for Samus rather than piecing voices onto animation after the fact.
  • For long-time fans, subtle differences will be scrutinized. For newcomers, the change will likely register as part of the game’s broader, modernized presentation.

My take

Metroid Prime 4: Beyond reads like a statement of intent: Retro and Nintendo wanted scale, polish, and performance realism. The long list of assist studios is not a sign of weakness but of ambition — a recognition that today’s flagship titles require a village. Recasting Samus is bold in a franchise where silence has been part of her mystique. Done well, Erin Yvette’s performance and the mocap work can deepen Samus’ presence without erasing what made her iconic. Done poorly, fans will notice. Early signs (and the attention to lore continuity) suggest Nintendo tried to thread that needle.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Destiny 2 Renegades trailer leaks early | Analysis by Brian Moineau

A leaked trailer, a livestream, and a whole lot of Star Wars vibes: Destiny 2’s Renegades gets an early reveal

The internet loves a good whoops — especially when it involves a high-profile game and a shiny trailer. Hours before Bungie planned to show the next big slice of Destiny 2, a Renegades launch trailer slipped into the wild as a YouTube ad. Suddenly Guardians everywhere got an unplanned first look at story cinematics, new characters, and ship designs that look like they borrowed a few pages from a galaxy far, far away.

This little leak matters more than a clickbait misstep. It gives us a peek not only at Bungie’s marketing timing but at the tone and direction of an expansion that is explicitly inspired by Star Wars. Here’s what stood out, why the leak stings and excites at once, and what it might mean for players and Bungie heading into Renegades’ December launch.

What this leak shows

  • The trailer surfaced as a YouTube advertisement, visible before Bungie’s scheduled developer livestream revealed the expansion properly.
  • Footage includes story cinematics, a new cast of characters tied to the Lawless Frontier setting, and ship/vehicle designs that lean heavily into Star Wars aesthetics — from lightsaber-like melee weapons to blaster-style guns and walker-like machines.
  • The spotlight in the clips is on a criminal-underworld angle: missions such as smuggling, bounty-hunting, and sabotage across frontier planets, plus a social hub called Tharsis Outpost. These elements were also highlighted in Bungie’s official Renegades materials, suggesting the leak matched what Bungie intended to reveal. (thegamepost.com)

Why the timing matters

  • Trailers are choreographed moments: reveals, livestreams, and publisher messaging are coordinated to build hype, control narrative, and protect surprises. A leak short-circuits that plan, forcing reaction tweets, rapid clarifications, and potentially spoiling big reveals for viewers who wanted the livestream experience.
  • For Bungie, which has had to rebuild trust after rocky updates earlier in the year, losing control of a primary reveal is awkward — but the footage itself serves the game’s marketing well if fans respond positively. Early footage often spreads fast and can either amplify interest or intensify scrutiny. (gamesradar.com)

The content itself: what Renegades looks like

  • Star Wars-inspired motifs are everywhere: blaster-style exotics, lightsaber-adjacent melee tools (the game describes new “Blaster” weapons and the Praxic Blade-like items), and frontier maps that echo Tatooine, Hoth, and Dagobah vibes. Bungie is leaning into the mash-up intentionally — Renegades is billed as “Star Wars–inspired” and themed with syndicate underworld gameplay. (press.bungie.com)
  • New gameplay hooks: a Lawless Frontier mode with high-risk contracts (smuggling, bounty hunting, sabotage), opt-in PvPvE Invasion mechanics, and a Notoriety system for reputation and loot — all pointing toward Guilty-pleasure, cinematic missions rather than a simple seasonal add-on. (press.bungie.com)

How the community might react

  • Nostalgia and skepticism in equal measure: players who enjoyed Destiny’s cinematic, loot-driven spin will likely be intrigued by the cinematic trailer and Star Wars nods. Others, still critical of certain monetization and balance choices from prior updates, will watch carefully for how much of the new content is gated or monetized. Early leaks accelerate that conversation and can make the first impressions last.
  • A leak can also fuel hype in a useful way. If the trailer wins hearts, Bungie still gets a viral marketing boost (albeit on someone else’s schedule). If fans react negatively, the company must respond fast during the scheduled livestream to reframe or clarify. Recent reporting shows Bungie has been juggling communication and roadmap expectations — Renegades launches at a sensitive moment. (gamesradar.com)

What Bungie’s official rollout still brings

  • Bungie’s livestreams and ViDocs usually add context: release cadence, new systems, balance notes, and exact launch dates. The planned developer livestream — which Bungie scheduled to debut the official Renegades launch trailer — remains the definitive source for details like pre-order bonuses, exact mechanics, and release timing (Renegades is slated to launch December 2, 2025). The livestream also typically lists platform support and edition differences. (bungie.net)

The marketing lesson inside a leak

  • Control what you can, respond fast to what you can’t. Leaks are part of modern entertainment marketing; the damage is often proportional to how well a publisher reacts. A prompt, transparent livestream with additional details and developer commentary can turn a leak into an amplified reveal rather than a smear.
  • For players, a leak is a preview — but not the full story. Cinematics tease tone and design; developer streams and patch notes reveal mechanical truth.

My take

Seeing Renegades’ trailer early is a bittersweet treat. On one hand, the visuals and the Lawless Frontier setup look bold and cinematic, and the Star Wars-inspired touches are likely to pull in both Destiny and sci-fi fans. On the other hand, the moment underscores how tightly labeled expectations and communication matter right now for Bungie: they’ve got to answer lingering player concerns about monetization and long-term direction while delivering a fun, coherent expansion.

If Renegades nails gameplay loops (the contracts, Notoriety rewards, and the new Blaster archetype) and keeps progression and monetization fair, this early trailer could become a memorable hype moment. If not, the leak just gave fans a head start on criticism.

Final thoughts

Leaks will come. What matters is the product behind the footage and how Bungie uses its next livestream to connect the dots. Expect the official reveal to add context, specifics, and answers — and check patch notes when Renegades lands on December 2, 2025, to see how the promise lines up with play.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Tales of Berseria Remaster: Dark Revival | Analysis by Brian Moineau

Go with the FLOW: Why Tales of Berseria Remastered Is the Remaster We Didn’t Know We Needed

The announcement landed like a surprise spell: Bandai Namco has revealed Tales of Berseria Remastered for modern platforms, with a worldwide release set for February 27, 2026. If you were hoping the next remaster would be Xillia 2, well—so were a lot of fans—but Berseria’s turn feels both bold and smart. Let’s talk about why this darker, more emotionally raw entry is the perfect candidate to ride the current wave of Tales remasters.

Why this matters right now

  • Tales remasters have been rolling out as part of Bandai Namco’s effort to preserve and reintroduce classic entries to new hardware and audiences.
  • Series producer comments earlier in 2025 explain the remaster order isn’t strictly chronological — some titles are easier to bring back because source assets are available, while others require digging for missing code. That context explains why Berseria, originally released in 2016 (Western release 2017), makes sense as the next pick. (gamesradar.com)

A hook worth stealing from Velvet

Berseria stands apart in the Tales franchise for leaning into a darker tone and a protagonist driven by grief and vengeance: Velvet Crowe. That contrast—emotionally raw storytelling paired with the series’ signature fast-paced Liberation-LMBS combat—gives the remaster a strong narrative and mechanical hook. It’s not just nostalgia; it’s a chance to revisit a game that still holds up narratively and to experience its systems with modern conveniences.

What’s actually new in the remaster

  • Release date: February 27, 2026 (February 26 in Japan). Platforms: PS5, Xbox Series X|S, Nintendo Switch, and PC (Steam). Price: around $39.99 / £34.99 depending on region. (bandainamcoent.com)
  • Quality-of-life (QoL) additions confirmed:
    • Early access to the Grade Shop.
    • Destination/map icons to reduce aimless wandering.
    • Toggle encounters to skip random battles.
    • Inclusion of DLC from the original release (costumes, items, extras). (bandainamcoent.com)
  • Platform-specific expectations: Switch will likely be capped at 30 fps like other recent Switch ports, while PS5 and current-gen platforms may offer higher fidelity or performance options. Push Square’s coverage hints at 4K/60fps on PS5, though experience may vary by platform. (pushsquare.com)

What this decision signals about Bandai Namco’s remaster strategy

  • Pragmatism over chronology: The remaster project is driven by what’s technically feasible. Older titles with fragmented source data (especially entries originally on PS3 or earlier) are harder to restore. That’s why the release cadence can feel unpredictable. Expect more surprises rather than a straight chronological march. (gamesradar.com)
  • A mix of fan service and accessibility: Berseria is already available on PS4 and PC, but remastering it for current-gen consoles and Switch broadens the audience (and cleans up QoL for modern expectations). Bandai Namco is packaging nostalgia with convenience. (bandainamcoent.com)

Who wins (and who waits)

  • Winners:
    • Newcomers who’ve heard Berseria’s reputation but never played it on a modern platform.
    • Returning fans who want a cleaner, more convenient experience with DLC and QoL baked in.
  • Still waiting:
    • Fans hungry specifically for Xillia 2 or other PS3-era titles that have been teased but remain “in progress.” The remaster project’s technical realities mean those entries may take longer. (gamesradar.com)

Notes on performance and expectations

  • Don’t expect identical experiences across platforms. The Switch port historically trends toward conservative performance targets (30 fps) while PS5/Xbox may offer higher resolutions and smoother frame rates.
  • The remaster promises the usual QoL updates players now expect from modern JRPG releases—small changes that often have outsized impact on playability (maps, toggles, early access shops).

What this means for the Tales series’ future

Berseria’s remaster reinforces a twofold thesis: first, there’s still appetite for well-crafted JRPGs from the 2010s; second, the technical messiness behind older projects will shape which games get love first. Expect Bandai Namco to keep balancing fan demand, technical feasibility, and commercial sense. For fans, that means celebrating the wins (Berseria) while exercising patience for the trickier restorations (certain PS3-era gems).

A few quick takeaways

  • Tales of Berseria Remastered launches February 27, 2026 for PS5, Xbox Series X|S, Nintendo Switch, and PC. Price around $39.99 in North America. (bandainamcoent.com)
  • The remaster includes QoL improvements (map icons, encounter toggles), DLC, and early Grade Shop access. (bandainamcoent.com)
  • Bandai Namco’s remaster roadmap is influenced by source-code availability and technical feasibility, which explains the non-linear release order. (gamesradar.com)

Final thoughts

If you’re a Tales fan, Berseria’s remaster is a nice bridge between the old and the new: fidelity upgrades, modern conveniences, and a story that still bites. If you were holding out for Xillia 2, keep your faith—Bandai Namco has said it’s “still in progress” elsewhere—but don’t let that keep you from enjoying what’s next. Velvet’s path is one of vengeance and catharsis; playing Berseria Remastered might just remind us why the series’ emotional swings and combat FLOW are worth preserving.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.

Outer Worlds 2: Every Ending Explained | Analysis by Brian Moineau

Hook: The last choice always stings

You spent dozens of hours carving your path across Arcadia — charming companions, sabotaging corporations, and poking at the universe’s moral seams — and now the game asks the oldest RPG question: who dies so the world can live? The Outer Worlds 2 leans hard into that apex moment, offering endings that hinge less on a single “good” or “evil” flag and more on who you trust (or convince) to make the final sacrifice. Let’s walk through those outcomes, how to unlock them, and what they say about the game’s themes.

Where these endings come from and why they matter

  • The finale mission, “Sins of the Past on the Precipice of the Future,” takes place aboard Providence — a neat narrative bookend to your journey. The central crisis is a destabilizing rift that can only be closed by using the ship’s rift modulator, which requires someone to pay the ultimate price. (gamespot.com)
  • Rather than rewarding a single moral stance, Obsidian gives you branching resolutions that reflect your choices, companion relationships, and dialogue skill investment. That means endings are both mechanical (speech checks, quest completions) and emotional (who you saved, how companions feel about you). (gamespot.com)

The endings, explained

Below are the main endings players report encountering. I’ve grouped them by the key decision you’ll face at the very end: who operates the modulator.

  • Sacrifice the Commander (your player character)

    • How to trigger: After defeating the Consul (or if you otherwise reach the ship’s controls), choose the dialogue option to volunteer yourself to fly the ship and stabilize the rift. This can appear as a thematic, selfless choice in the final control-room sequence. (gamespot.com)
    • Outcome: Your character dies but Arcadia survives; some companions’ fates may vary depending on earlier choices.
  • Sacrifice a companion

    • How to trigger: Use dialogue options or specific speech checks (often high-level, around the high-teens to 20) to persuade a companion to accept the duty, or choose to force the issue if persuasion fails. Your companion’s availability depends on who’s alive and on their personal quest outcomes. (tech.yahoo.com)
    • Outcome: One companion dies to close the rift; surviving companions’ epilogues reflect their relationship with you.
  • Sacrifice Augustine de Vries (when available)

    • How to trigger: If you spared Augustine de Vries earlier in the campaign (for example, during “Fiends in High Places”), she can reappear in the finale and offer to take the job. Interact with her during the final sequence. (tech.yahoo.com)
    • Outcome: De Vries dies stabilizing the rift; this ending is only possible if she survived earlier events.
  • Convince the Consul (Emory Thoreau) to sacrifice himself

    • How to trigger: This is the speech- and-investigation-heavy route. If you gather key information and reach the final conversation with high Speech (maxed at level 20 in reported guides), unique dialogue options can appear that challenge the Consul’s logic and persuade him to give his life instead — letting you skip the final boss fight. Many players consider this the “best” narrative resolution. (gamespot.com)
    • Outcome: The Consul dies; Arcadia is saved without your or your companions’ sacrifice.
  • Sacrifice everyone / catastrophic failure

    • How to trigger: Certain choices at the control console — notably nihilistic responses that refuse rescue or explicitly doom everyone — lead to the worst-ending slide: the rifts continue and the colony collapses. These are less a single “evil” path and more the result of intentionally choosing self-destructive or defeatist dialogue options. (tech.yahoo.com)
    • Outcome: Arcadia (and possibly broader colonies) are lost.

Nuances and extra endings: companions, factions, and epilogues

  • Companion epilogues are strongly influenced by their personal quest outcomes and how you treated them throughout the game. The final slides reflect whether a companion found peace, leadership, betrayal, or tragedy. (gamespot.com)
  • Faction outcomes (Auntie’s Choice, the Order of the Ascendant, the Earth Directorate, etc.) are decided earlier — peace deals, betrayals, and side-quest resolutions ripple into the denouement and show up in the final slides. You can often read who prospers or falls in the post-credits text. (gamespot.com)
  • If you want to sample multiple endings, save before the Consul chamber; many guides recommend a manual backup to replay the final decision without replaying the entire campaign. Note: the game does not return you to the campaign after the credits, so save-scumming is the practical way to see every outcome. (gamespot.com)

Practical tips to unlock specific outcomes

  • Max Speech to 20 if you want dialogue-only resolutions (especially to persuade the Consul). Invest in Speech perks and items that boost checks during the late-game. (gamespot.com)
  • Keep companions alive and complete their personal quests if you want them available to sacrifice or to see their full epilogues. Some endings require certain companions to be alive; others change depending on who you saved earlier. (game8.co)
  • Track faction quest threads and major choices; negotiated peace or betrayals materially alter post-game slides and the final narrative framing. (gamespot.com)
  • Save before the final encounter if you intend to document multiple outcomes — there’s no New Game Plus and the post-credits state is final. (gamespot.com)

When the endings are more than mechanics

What’s interesting about The Outer Worlds 2’s approach is how it frames sacrifice as the primary moral currency. Instead of good/evil dichotomies, the game asks: who deserves to be saved, and who is willing to do the saving? That forces players to weigh personal bonds, practical consequences, and rhetorical skill — and it makes the late-game conversations feel heavy because they carry both narrative and literal cost.

  • Convincing the Consul to die turns your investigative work and social investment into a moral victory: you didn’t win by killing; you won by making a monster accept responsibility. (gamespot.com)
  • Choosing to die yourself is narratively resonant in a different way: it turns a player’s arc into a sacrificial hero piece and can be the most emotionally satisfying closure for a role-playing run. (tech.yahoo.com)

Takeaways for replayability

  • The endings encourage multiple playthroughs or careful save management: different companions, different faction outcomes, and speech builds produce distinct final slides and emotional beats. (game8.co)
  • If you want to experience every ending without replaying the game from scratch, keep a manual save before entering the Consul’s chamber — that’s the practical shortcut.

My take

The Outer Worlds 2 doesn’t force you into a “right” ending; it hands you the cost of the world and says, “choose who pays.” That design keeps the finale emotionally charged and tied to the choices that shaped your run. It’s not just about the end slide you see — it’s about the conversations, the companions, and the evidence you collected to reach that moment. For players who love narrative consequence, the finale is a satisfying distillation of everything the game built up to.

Sources




Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.


Related update: We recently published an article that expands on this topic: read the latest post.