The latest update for Gran Turismo 7 has added more content to the game, as players can unlock new tracks, cars, and events once the racing simulator has downloaded the new patch. With Update 1.13, you’ll be able to earn new Subaru and Suzuki vehicles, take them out to the Spa-Francorchamps track, and try a few new events.

Elsewhere in the update, gameplay tweaks to the marketplace, rival car AI, and garages provide a few new quality-of-life upgrades. Car behavior has also been modified, so expect your vehicles to behave a little differently if you’re using a dedicated steering wheel controller.

After a rocky launch–which saw the game’s economy briefly turned into a grindfest–Gran Turismo 7 has been fine-tuning its experience under the hood. The in-game economy was rebalanced in a previous patch, and developer Polyphony has plans to add endurance races, online time trials, and a marketplace that allows its players to once again sell their cars in future updates.

You can read the full Gran Turismo 7 patch notes below:

Cars

The following three new cars have been added:

Subaru BRZ GT300 21 (purchasable at Brand Central)Subaru BRZ S 21 (purchasable at Brand Central)Suzuki Cappuccino (EA11R) 91 (purchasable from 26 April at the Used Cars dealership)

Tracks

Spa-Francorchamps 24h Layout has been added

World Circuits

The following three events have been added at Spa-Francorchamps:European Sunday Cup 500Japanese Clubman Cup 550World Touring Car 800

Scapes

The Gassho-style Houses in Ainokura and Cherry Blossoms at Night locations have been added to the featured section of ScapesA slideshow option has been added to Auto-Demo

Other improvements and adjustments

Title Screen

Topic News is now shown in the center of the screen

Used Cars Dealership

A New label is now displayed for new cars available to buy that dayThe Suzuki Cappuccino (EA11R) 91 will be on sale from 26 April as the HOT car

Legend Cars Dealership

A New Stock label is now displayed for new cars available to buy that day

Garage

Wide Body is now displayed on all cars in your garage that have been modified with a wide bodyAn engine start-up sound now plays when changing cars

Race Screen

For races with time limits, moved the remaining time display to the center of the screen and adjusted the design

Rival Cars (AI)

Adjusted the driving line of rival cars at the Nürburgring

Sport

It is now possible to enter some events by renting Event-Specified Cars, or with Garage CarsVideos are now played before the Finals of the Nations Cup and Manufacturers CupThe following information is now displayed in the Event Screen displayed before each race:Tyre Wear RateFuel Consumption RateTemperatureStart TypeRequired Tyres (Only displayed if set)Required Pit Stop (Only displayed if set)A racing etiquette video is now played when entering Sport mode for the first time. This video introduces important driving recommendations for competing in racesAdded a Race Details screen. The following information can be checked from the Race Details icon on the right of the race entry screen.Basic InformationQualifying SettingsRace SettingsPenalty SettingsDriving Option RestrictionsRegulations

Livery Editor

Added a Default Decal Colour in Editor Settings. White or Newest Colour Used are now selectable and by selecting Newest Color Used the newest color that was last used will be selected

Replay

Added the option to filter by genre or artist when selecting a Music Replay songFor new replays, it is now possible to fast forward to the next lap

Car Settings

Fixed an issue wherein the name of a Settings Sheet would disappearFixed a Performance Points (PP) issue that would occur due to a Power Restrictor adjustmentFixed an issue wherein Performance Points (PP) would not be added correctly if certain settings or operations were performed (the Performance Points may not calculate correctly in certain conditions such as if high-grip tires are added to some cars)

Car Behaviour

Adjusted the geometry calculations algorithm for the suspension. This has resulted in improved traction for rear-wheel drive cars and lessened reactions to weight transferAdjusted the relationship between the controller inputs (Analogue stick, R2 button, Accelerator pedal on a steering wheel controller) and the position of the throttleAdjusted the steering speed of the analog stickAdjusted the force feedback in the following steering wheel controllers:Fanatec PodiumFanatec GT DD ProFanatec GT DD Pro + BoostKitAdjusted the brake pressure control for all four brakes when entering a corner. As a result, the braking distance is reduced in general

Settings (Controller Settings)

The strength of the trigger effect can now be adjusted from the Quick Menu displayed during a race, or from [Settings] > [Controller Settings] in the Pause MenuTrigger effect 1P (Accelerator) and Trigger effect 1P (Brakes) can both be set to Off, Weak or StrongChanged the upper limit of the Controller Steering Speed ​​Correction from 7 to 10 in [Settings] > [Controller Settings] > [Controller Steering Sensitivity] in the race Quick Menu, and Pause Menu

Settings (Sound Volume)

The following eight sound options can now be adjusted from [Settings] > [Sound Volume] in the race Quick Menu and Pause Menu:Race Sound Mode (Balanced BGM and Sound / Enhanced Sound / Race BGM Focus)Play Race BGM (On / Off)Race BGM (Volume)Race Sound Effects (Volume)Player Engine Noise (Volume)Transmission Noise (Volume)Tyre Squeals (Volume)Rivals Engine Noise (Volume)

GT Auto

Fixed an issue wherein it would be possible to perform an oil change on a car that didn’t require one

Cars

Fixed various issues with the following four cars:Honda Fit Hybrid 14: the car’s body color would not be applied to some parts on the undersideJeep Willys MB 45: the interior paint would not be applied when setHonda Civic Type R Limited Edition (FK8) 20: the decal graphic would become distorted when the decal was added from [Custom Parts] > [Front] > [Type A] in the livery editorFerrari 458 Italia 09: the number decal would appear distorted when added to a car with a wide-body modification.

Others

Various other issues have been addressed

Read MoreGameSpot – Game News

PUBG Mobile’s fourth anniversary celebration Step 4ward is ongoing, with a new video confirming an update on the way that players have requested for years: An enhanced version of the Livik map is coming in the Version 2.0 update scheduled for May.

The new Livik map–a recreation of the original 2×2 arena known for faster matches–will include four brand-new areas scattered throughout it. The new locations include:

Midtstein – An urban area lined with streets and tight alleyways made for quick close-quarter skirmishes.

Blomster – An area split into multiple smaller sections thanks to long and wide roads, Blomster now hosts a soccer field among its other locales.

Logistic Center – Formerly the Lumber Yard, the Logistic Center is a large area with a lot of cover for players who like to hunker down.

Iceborg – A cold and snowy area with very limited buildings, a tall church among them

The Livik map is getting an overhaul in Version 2.0.

The Version 2.0 update will also be adding an Emergency Pickup system to the Erangel and Miramar maps, allowing players a single-use “get out of the storm free” card that transports them to the center of the circle, as well as an Arena version of the Sanhok map.

Finally, the video ended by teasing some future PUBG mobile collaborations, including Korean pop group Blackpink, the Great British Teddy Bear Company, and the critically acclaimed anime Evangelion.

If you’re planning on dropping into PUBG Mobile for the first time during the Step 4ward celebration, here’s a look at every map currently available in-game as well as what’s in the current Version 1.9 patch to get you started.

Read MoreGameSpot – Game News

Episodic gaming always seemed born of necessity. Game development is hard work and breaking a story into smaller parts and releasing it progressively appeared, at least from the outside, to be a way to manage smaller projects with a rolling development structure. In its heyday, no one was more successful at this than Telltale Games, which made its name on adventure games, mostly licensed, with a strong episodic structure. Its breakthrough success, and still one of the best episodic experiences of all time, was The Walking Dead, which turns 10 years old today, April 24. The first season, especially, created appointment viewing for video games, and in the process made for one of the most emotionally resonant video game stories in my lifetime.

The idea of “appointment viewing” may be foreign to those who didn’t grow up in the era of “Must See TV” Thursdays, TGIF Fridays, and Simpsons Sundays. The term refers to an era of workplace water cooler culture, where it was fashionable to keep up with a few key shows and chat about them at work the next day. If you didn’t catch the show, you missed out on the conversation. This still exists to some extent with mega-hits like Game of Thrones or streaming shows that premiere on a particular day, as the hive-mind of Twitter rushes to share its opinions on the latest plot revelations. But it’s more fragmented now. A few breakout events aside, like the Super Bowl, we don’t often have a national conversation about a single television show. In the wake of Telltale’s Walking Dead, streaming culture has become the dominant entertainment medium and created a voracious appetite for content, wherein viewers consume a new show almost immediately and move on to the next.

That dynamic goes for video games, too. Games are diverse and have historically been more niche than television. When a massive success breaks through, like Pokemon Go or Elden Ring, it’s notable because it reaches a level of mainstream conversation that isn’t present for most other games. It’s often not practical to center the gaming community’s attention around a single subject, which makes what Telltale accomplished 10 years ago that much more impressive.

The Walking Dead: The Telltale Series was not the first breakout hit that carried The Walking Dead name, of course. It was riding the success of a hit AMC series that had premiered just a couple of years earlier, and both of them were based, in their own ways, on the popular comic books by writer Robert Kirkman and artists Tony Moore and Charlie Adlard. But the video game series was unique in that it told an original story set within the world created by Kirkman. The TV series focused primarily on Rick Grimes, which borrowed much from the character of the same name in the comic books. The Telltale Series instead puts you into the shoes of an entirely new character, Lee Everett, a convicted felon with a heart of gold who stumbles on an orphaned little girl named Clementine.

It’s a classic lone-wolf-and-cub story, the kind we’ve seen replicated countless times in other popular media like Sweet Tooth and The Mandalorian. The relationship in these stories is the beating heart of the audience’s emotional investment: You watch as a wise but world-weary protector teaches a young ward how to navigate the strange terrain, and their bond brings out emotional depths that the elder character thought they’d lost. What made The Walking Dead different was that you were the wise protector, which amplified the feeling of connection and imbued a fierce level of loyalty and protectiveness over Clementine.

It was a perfect contextual framework for a game centered around tense decision-making. Did you lie to Hershel? Did you loot the car? In the end most of these choices didn’t matter to the overall narrative. Even choices that had long-term ramifications over multiple episodes, like saving Carly or Doug, eventually funneled back to the same point. You were going down-river and you could steer the boat along the current, but you were always flowing toward the same point.

However, the emotional context of these choices made them feel significant, because the real goal of the game wasn’t about reaching a destination. It was about deciding what matters to you. In a world where most of the societal strictures and niceties no longer apply or have become unrecognizable, what would you choose to discard and maintain? Why are those standards important to you? Playing The Walking Dead and making these decisions forced moments of introspection, not just about the game but about yourself.

This element made the game a rich vein for shared discussions, and Telltale facilitated that by displaying stats on each major decision point at the end of every episode. I had a regular understanding with one of my longest-lasting friends that after each episode we would chat about our decisions. Often our choices lined up, but sometimes they didn’t. We would talk about our internal reasoning and why we made the decisions that we did. Sometimes a choice that I had thought of as indefensible made more sense when I heard his reasoning. I hadn’t considered his assumptions, or he reached a conclusion about another character’s hidden motivations that made him less trusting of them. These conversations, and exploring how our divergent choices were reflections of our own ideals and personalities, helped us grow closer as friends.

By the time we reached the fifth and final episode of the first season, Telltale had fully embraced the emotional connection it had created with its wolf-and-cub story. With Lee having suffered a zombie bite and Clementine abducted, it had put the pieces in place for a perfect ticking clock scenario. The hero was doomed, but there was one more thing he needed to do before he died. The emotional notes were preparing for a crescendo.

And when that crescendo finally came, it was devastating. The stranger who had abducted Clementine was a nobody, a reflection of the choices you had made along the way whose impact was dulled by the meta-knowledge that he would have abducted Clem if you’d made all of the opposing choices too. The bigger emotional impact was the one we saw coming: the bite, the inevitability of death, the end of Lee’s story.

So when we came to the end, the lone wolf had one more set of lessons for his cub. This time it wasn’t about directing the flow of a video game, steering a boat that’s at the mercy of the current. By this point I was completely invested in Clementine as a real, human person. I wanted her to thrive in this broken world without me. I wanted to feel like I was passing on something important. Lee choked out his final words–be compassionate, care for others even when it’s risky, hold onto your humanity. I let Clementine go, then demanded that she leave. I didn’t ask her to shoot me. I couldn’t imagine making her go through that.

When I met with my friend this time, our decisions diverged more than usual. His final words to Clementine were generally more practical, more focused on survival, less naive. Mine were more principled, attempting to hold onto some humanity and innocence. As usual I don’t think either of us got it wrong, but it held a mirror up to our values. He wanted her safe, and I wanted her to carry the parts of humanity worth saving.

The Walking Dead would continue for three more seasons, and Clementine’s importance would wax and wane throughout. She took the lead, as an adult, in the final season–which was unfortunately overshadowed by Telltale’s untimely shutdown. To be honest, I never finished the series, having fallen off sometime during Season 3. Or maybe it was Season 2? I understand that Clementine’s season was especially great. But for me, I don’t feel compelled to see the rest, or to make those final choices for her.

As a parent, you spend your entire life preparing your children to face the world without you. You accept that someday they’ll be on their own, and maybe you’ll be gone, and you just have to hope you pointed them in the right direction and gave them the tools they would need and the understanding of how to use them. As Lee, a surrogate parent of a fictitious child, I already did all that I can do for Clementine. Stepping into her mind and making her final decisions would cheapen that experience for me. The entire catharsis of the first season of The Walking Dead was coming to terms with letting go. I already have.

Read MoreGameSpot – Game News

Fortnite Chapter 3, Season 2 kicked off without a special in-game event, and these days that’s rare, but it seems like things will be getting back on track for the bridge between Seasons 2 and 3. Piecing together a few clues, dataminers think they may have discovered the final beat for this season’s story arc, and it may include another explosive in-game event.

Let’s start with what we know for sure. According to leaked maps of the Fortnite island to be seen in-game in future weeks, The Seven will continue successfully pushing back against the Imagined Order (IO) week after week. After already taking down two IO airships, The Seven look poised to continue driving the IO into a corner. That figurative corner, by the end of the season, will be the region that includes Command Cavern, The Fortress, and Loot Lake.

Phase 3, 4, 5 & 6 of The Seven & IO war territories 👀 pic.twitter.com/rgVpJId1J2

— HYPEX (@HYPEX) April 5, 2022

But, like a caged animal, the IO may be driven to press the proverbial red button as a last-ditch effort to maintain any power over the island and its precious Zero Point. Mentions of a “Doomsday Device” in yet-to-be-released Resistance quests have been spotted, and when combined with the knowledge of the IO’s dwindling influence, you can start to paint a picture of how it all ends in Season 2. In fact, that’s exactly what Hypex did.

While sometimes Hypex and other Fortnite insiders tweet legitimate leaks dressed up as “theories,” that context doesn’t matter so much this time, I think. His speculation seems spot on. If Jonesy is tasking us with surveilling some sort of likely catastrophic device around Loot Lake…and Loot Lake is where the IO will have their last stand, the writing is already on the wall.

The only question is whether this climax will be playable, and I’d bet a lot of V-Bucks that it will. It sounds too explosive to merely watch in a trailer. Epic is great about putting players into the action and letting them star in the story themselves. The Doomsday Device Finale Event certainly has the sound of a future live multiplayer event.

While we’re speculating, may I remind you why I think The Seven can’t possibly achieve their goal of destroying The Loop. Doing so would eliminate the in-universe justification for rounds upon rounds of battle royale, so I’ve long theorized that this must mean The Seven will never achieve their vision for a Loop-less omniverse. That suggests to me that while The Seven are currently winning each weekly battle across locations like Daily Bugle, Condo Canyon, and Coney Crossroads, it will be IO that wins the war.

According to Jonesy’s challenges (noticed by @Egyptian_Leaker), he asks you to “put recon cameras near Loot Lake” to “Get more info about IO’s Doomsday Device” And in the last territories map stage we could see that the IO gets to keep Loot Late, we could get an event there 👀 pic.twitter.com/Q4TYH3b1sT

— HYPEX (@HYPEX) April 20, 2022

The Season 2 battle pass extends through June 3, which means we should expect either a finale event on that day or a premiere event sometime that weekend, depending on the length of the routine downtime. Season 2 is coming to a close faster than you might expect, at just 11 weeks long, so gear up for the final battle and prepare for doomsday.

Read MoreGameSpot – Game News

The arcade may be nearly a complete relic of the past in 2022–especially post-COVID–but if you play video games, you owe it a debt of gratitude. Not only were some of the biggest video game franchises of all time birthed in the arcade, but these enormous wooden cabinets kept the medium afloat after systems like the Atari 2600, Intellivision, and ColecoVision went belly-up in the early ’80s.

Arcade games offered a sense of community, competition, and intense excitement. They’re inseparable from the story of video games as a whole, and we’ve rounded up the very best from the ’70s, ’80s, and ’90s. Many of these can be played on alternative platforms today, ranging from home arcade cabinets from Arcade1Up and iiRcade to console ports on Switch, PC, and more. And because they’re such classics, you’ll definitely want to.

Space Invaders

Space Invaders

One of the most iconic video games of all time, Space Invaders wasn’t the best of the classic arcade fixed-shooter games, but it set a standard that all others had to match. With iconic enemy designs and ships despite the downright archaic technology, it’s no wonder it’s still a common reference point for classic arcade games today. While Arcade1Up’s Space Invaders cabinet is no longer available at retail stores, you can get this tiny Space Invaders cabinet with a backlit marquee.

Galaxian

Galaxian

Its sequel is better known–and rightfully so–but Galaxian is no slouch in its own right. Namco’s shooter featured noticeably better graphics than Space Invaders, some of the most memorable sound effects of its time, and just enough challenge to keep players stuck to the control deck as their ships exploded in a mess of pixels. Is Galaga better? Undoubtedly, but before you run, you have to walk. If you want to play Galaxian today, we’d highly recommend Numskull’s Quarter Arcade cabinet.

Asteroids

Asteroids

A unique take on the shooter that isn’t filled with deadly enemies vying to destroy you, Asteroids is instead focused on a single spaceship trying to avoid the titular asteroids constantly floating through the void. Physics force you to use your thrusters for a boost in any direction as you blast the rocks you can’t dodge, and just like Star Wars, the smart use of blank space has made it age gracefully. Asteroids is one of the 12 games in Arcade1Up’s Atari Legacy cabinet.

Breakout

Breakout

Simple in premise but brutally difficult, these elements have kept Breakout just as playable now as it was at launch. Essentially a game of Pong against yourself, growing more difficult as you destroy blocks from an enormous wall, Breakout is different every time you play, which is perfect for long sessions if you buy a cabinet for your home.

Pong

Pong

Is there a more iconic game of the ’70s? Has anything more defined the creative spirit of early video games more than Pong? Ping Pong in its most basic form, two players move dials back and forth and try to direct a ball–though it’s more of a square–over the other side of the screen. It spawned countless ports and standalone home versions, and it remains an absolute classic today. There are plenty of ways to play Pong today; multiple Arcade1Up cabinet styles are available: a countercade, gaming table, and pub table.

Robotron 2084

Robotron 2084

The game most responsible for the still-relevant twin-stick shooter genre, Robotron 2084 is one of Eugene Jarvis’ masterpieces. The limited graphical power of the time meant the evil robots you’re rapidly blasting are mostly powered by your imagination, but the silky-smooth controls and ramping difficulty make it a prime example of arcade action at its finest. It’s just a shame Jarvis would top the game with another twin-stick shooter several years later, but we’ll get to that soon.

Ms. Pac-Man

Ms. Pac-Man

After Ms. Pac-Man released, there wasn’t much reason to go back to its predecessor. Despite starting as a player-created mod, Ms. Pac-Man was given an official release and is widely considered superior to the first game. Faster, more fluid gameplay makes it a better challenge for players today, and that bow is just adorable. Ms. Pac-Man has been featured in multiple Arcade1Up cabinets, including this eye-catching 40th Anniversary edition.

Donkey Kong

Donkey Kong

The game that truly put Nintendo on the map–at least as a video game developer rather than an instant noodle and love hotel purveyor–also gave us two of its most legendary mascots. Mario (then known as “Jumpman”) climbs up seemingly endless levels of a tower as he chases Donkey Kong and tries to rescue Pauline. It’s simple, it’s easy to pick up and play, and it can take years to master. There are few better traits in an arcade game than that, and Donkey Kong was hugely successful as a result.

Frogger

Frogger

Frogger gave us one of the best Seinfeld scenes of all time, and there’s a reason George spent so much time getting a high score. The basic “don’t get squished” gameplay was novel for 1981, and who doesn’t like a cute little frog? Jerks, that’s who, and they don’t get to play Frogger when we start dumping quarters into the cabinet.

Galaga

Galaga

Not quite as famous as Space Invaders but an improvement on Taito’s basic concept, Galaga has aged better than just about any fixed shooter from the classic arcade period–especially if you count Galaga ’88 from several years later. Intentionally letting a ship get captured only to pull it back down and start blasting with a mini armada is an exceptionally cool trick, and the difficulty level is absolutely ideal. Galaga has been re-released on many, many home arcade cabinets, including multiple Arcade1Up models such as the 40th Anniversary edition.

Dig Dug

Dig Dug

It takes a real weirdo to design a game where you are armed with a bicycle pump and track down monsters to literally explode via inflation, but that’s exactly what Dig Dug is, and against all rationality and reason, it’s incredibly fun. The gameplay is ideal for a square-gated joystick, letting even younger players succeed, and it’s a great alternative to more conventional maze games like Pac-Man. Dig Dug is available in multiple Arcade1Up cabinets as well as this countercade with Dig Dug art. Alternatively, check out this Dig Dug Quarter Arcade from Numskull.

R-Type

R-Type

A stellar arcade shooter (with some pretty good console ports, as well) Irem’s R-Type managed to shake up the shoot-’em-up formula without needing a complicated control scheme. It all comes down to having two different shots and a handy drone-like device for aiding your main ship, and you need all the advantages you can get. Like most shooters of the era, R-Type is very difficult, but it doesn’t feel unfair.

Star Wars

Star Wars

Using vector graphics to replicate space combat despite releasing in 1983, Star Wars is still impressive today. First-person battles are difficult to nail, but Atari did it with both the original game and its sequel, and there’s something charming about seeing the little technical tricks the developers had to use to make such a high-tech experience with such decidedly low-tech tools.

Final Fight

Final Fight

Beat-’em-up games became wildly popular in ’80s arcades, but few were better than Final Fight. Capcom’s brawler featured an intuitive weapon system, over-the-top enemy designs, and killer visuals. Oddly, it never got an arcade sequel despite its success, with two follow-ups releasing as console games and a terrible successor also releasing in 2006.

Tempest

Tempest

A novel shooter that has spawned imitators, sequels, and spiritual successors, Tempest’s rotating control scheme gives it the illusion of physical depth despite using basic vector graphics. It’s wickedly difficult, as well, and a great alternative to the scores of maze, brawling, and fighting games that dominate so many arcades. If you’re looking to play Tempest on an arcade cabinet, The Atari Legacy Edition Arcade1Up cabinet comes with Tempest.

Mortal Kombat II

Mortal Kombat II

The original Mortal Kombat set the stage for its superior sequel, which packed in more characters and the same ridiculously graphic blood and gore that fans knew and loved. Mortal Kombat 2 was more than just a talking point for lawmakers, however, with intense one-on-one fighting gameplay and a goofy sense of humor that was rarely seen in fighting games at the time. Arcade1Up has multiple Mortal Kombat cabinets, including this 12-in-1 Mortal Kombat II cabinet that’s available for a great price.

The House of the Dead

The House of the Dead

Perhaps more famous than any other light gun game, The House of the Dead is arcade action at its best. Armed with a gun and surrounded by waves of zombies, you must carefully land shots so they cannot swarm your position. Sega followed it up with several sequels, and a full remake released on Nintendo Switch in 2022.

Crazy Taxi

Crazy Taxi

Racing against other cars is fun, but Crazy Taxi offered a new spin on driving. Take people to where they need to go as quickly as possible, even if that means weaving through traffic or going off ramps. It might be a trip to a delicious international pizza chain, and Bad Religion and The Offspring will be the soundtrack to your entire work shift.

Smash TV

Smash TV

Released almost a decade after Robotron 2084, Smash TV feels like the fully realized vision Eugene Jarvis had from the beginning. Set on a game show similar to the setup in The Running Man, the game uses twin-stick controls as you blast through rooms full of enemies and inch closer to the legendary Pleasure Dome. Or you might just get a free toaster.

NBA Jam

NBA Jam

Ridiculously unrealistic in the best way possible, NBA Jam was the basketball fan for everyone–especially those with no interest in the sport. The two-on-two games, backed by some of the best commentary audio in history, played out like a child’s dreams of what it would be like to be in the NBA. You could literally catch fire, and that was a good thing! Boom Shaka Laka! The coolest way to play NBA Jam now is on Arcade1Up’s stylish cabinet featuring three versions of the classic game.

Street Fighter III: 3rd Strike

Street Fighter III: 3rd Strike

The first game that comes to mind when you hear “fighting game” is probably Street Fighter II. That being said, the game that plays best today is Street Fighter III: 3rd Strike, an updated version of the sequel that includes several returning characters alongside a whole bunch introduced for the first time in Street Fighter III. It’s fast, the visuals are great, and it gave us one of the best moments in competitive gaming history.

Strikers 1945 II

Strikers 1945 II

The expanded follow-up to one of the most underrated shoot-’em-up games of all time, Strikers 1945 II is similar to Capcom’s 19XX games, but even more over the top and with an even steeper difficulty spike. Psikyo was a master of the vertical shooter for years, and this sci-fi-infused take on WW2 dogfighting saw the company at its best. Strikers 1945 II and plenty more classic arcade games are available in the iiRcade library.

Daytona USA

Daytona USA

Can you even see that game title without singing the song? Daytona USA is the perfect ’90s-era racer, oozing positivity as you zoom around the circuit and past the other cars. That revving engine sound just makes the whole thing feel more real, even if the 3D graphics have shown their age over years.

Teenage Mutant Ninja Turtles: Turtles in Time

Teenage Mutant Ninja Turtles: Turtles In Time

Can you see that game title without singing the song, either? Teenage Mutant Ninja Turtles: Turtles in Time is nearly a perfect beat-’em-up game, simple enough for younger players to enjoy alongside older kids and adults. The iconic four turtles all play differently, and you’re sure to have a favorite like the party animal Michelangelo or the objectively superior Donatello. Once again, Arcade1Up has a modern solution for TMNT fans with its Teenage Mutant Ninja Turtles countercade and cabinet.

Metal Slug

Metal Slug

The Neo Geo was an odd system, allowing owners to swap enormous cartridges out to mix up the game lineup in an arcade. If your local arcade had Metal Slug on that marquee, you knew it was going to be a good day. The run-and-gun featured–for the time–mind-blowing visuals that have aged well thanks to their exaggerated 2D pixel art, and the action got even more hectic when a friend joined. Metal Slug is one of the 50 SNK classics included with the Neo Geo MVSX arcade cabinet.

Read MoreGameSpot – Game News

Skate 4 will reportedly have a collaborative “free skate” mode where players can make skate parks out of thin air alongside each otehr. This mode supposedly represents the emphasis that Skate 4 will place on user-generated content when it releases, according to GamesBeat’s Jeff Grubb.

At the beginning of the latest episode of GrubbSnax, he discussed a recent Skate 4 leak and what he’d heard from playtesters who were able to try the game and this new mode, which appears to be an early standout for the upcoming title. According to Grubb, this “free skate” mode would let players hanging out in the same server to alter the environment around them, allowing everyone present to become a skate architect and freely add elements like ramps to the game world whenever and wherever they wanted. Players can also reportedly delete these elements if they don’t want to keep them up, and it should all happen in real time. This would serve the incredible degree of customization that Grubb says EA is reportedly eager to really show off with Skate 4.

To that end, player and board customization also seems to be a core tenet of the game that’s being locked down very early in development. Grubb stressed that this customization might look a lot like implementations players have seen in the Forza games, where the community generates a lot of skins and artwork that you could apply to your vehicle. EA’s emphasis on user-generated content for Skate 4 is reportedly an attempt to “make Skate modern without taking away what Skate is,” according to Grubb, and would be in line with what EA’s past comments about UGC finding its way back to this series.

This is Skate 4 pre-alpha footage. This is in line with what I’ve heard about where the game is at from multiple people. They’re trying to get the feel right, which is probably the most important aspect of a Skate game. https://t.co/AXNV2Agk6z pic.twitter.com/nUINhghxLg

— Jeff Grubb (@JeffGrubb) April 20, 2022

Elsewhere, Grubb went over more Skate 4 playtest details, such as the fact that Skate 4’s setting is tentatively called Fun City and looks to have the same balance of missions and open-ended spaces that are weirdly conducive to skating. Here’s hoping that Hall of Meat makes a return.

Though platforms haven’t been confirmed outside of PC, it’s safe to say we’ll probably see Skate 4 on PlayStation 5 and Xbox Series X|S once it’s out.

Read MoreGameSpot – Game News

Current and former Nintendo employees have reportedly refuted Nintendo’s claim that it fired a contractor for leaking information, saying the move instead looked like retaliation for pro-union comments the worker made at a meeting in February.

Multiple sources told Kotaku that a part-time contract worker had been fired before their contract had concluded after voicing support for unionization during a business meeting. When GameSpot asked Nintendo for comment on this earlier in the week, the company denied this was the reason for the firing, instead saying it was for “the disclosure of confidential information and for no other reason.”

But according to Kotaku’s sources, the post was vague to the point of it not warranting such an action, only possibly earning most a warning–not being terminated from the position. This suggests Nintendo may have been looking for a reason to let them go after the unionization comments, which would have been illegal on Nintendo’s part. However, the worker’s name has been omitted from the National Board of Labor Relations filing against Nintendo and it’s not clear what that social media post happened to be.

“Nintendo is not aware of any attempts to unionize or related activity and intends to cooperate with the investigation conducted by the NLRB,” Nintendo said in its statement to GameSpot on Thursday. “Nintendo is fully committed to providing a welcoming and supporting work environment for all our employees and contractors. We take matters of employment very seriously.”

Read MoreGameSpot – Game News

With the arrival of Lost Ark’s major Battle for the Throne of Chaos content update also comes the free-to-play MMORPG’s first battle pass, aka the Ark Pass. This new reward track doesn’t replace any of the existing ones–there’s still the daily log-in bonus rewards–but offers yet another way for dedicated players to earn additional honing materials, currencies, ship materials, cards, and even a mount, for free. Here’s everything in the first Ark Pass and how to earn its rewards.

How To Progress The Ark Pass

An example of the various missions that can be completed for Ark Pass XP.

To level up the Ark Pass and earn new rewards, you’ll need to complete missions that reward Ark Pass XP, which can be found under the Ark Pass screen. There are both Normal Missions, which can be repeated multiple times per week until a weekly XP limit is reached, as well as Season Missions, which can only be completed once per Ark Pass.

Many of the Normal Missions are tasks you’ll already be accomplishing if you’re a frequent player. These involve clearing Chaos Dungeons, Guardian Raids, and Abyssal Dungeons, as well as completing daily Una’s Tasks. The Season Missions are also things you’ll likely already be doing, but aren’t as directly tied to end-game progression. These missions can be anything from using the Ocean Liner 20 times or playing music 20 different times on your instrument. You can also, if you choose, purchase Ark Pass XP directly. Ark Pass progress and claimed rewards are shared across your entire roster.

Lost Ark Ark Pass Rewards

You’ll be spending a lot of time collecting rewards on this screen.

The Ark Pass is divided into three separate reward tracks, one free track and two premium tracks. The vast majority of the rewards are found in the free track, but the Premium reward track also contains a fair amount of extra goodies, namely Rapport item chests, additional honing materials, and an exclusive pet.

That being said, the best rewards, such as the Noble Banquet skin collection, require the Super Premium Ark Pass and are more sparsely spread throughout the Ark Pass around every five tiers or so. The Premium Ark Pass can be purchased for 1,500 Royal Crystals (roughly $15) and the Super Premium Ark Pass can be purchased for 3,000 (roughly $30). The Super Premium Ark Pass contains all rewards found in the Premium reward track as well, and if you start off with the Premium Pass you can upgrade to Super Premium at any time before the pass expires for an additional 1,500 Royal Crystals. Both premium tracks can be purchased until June 18, with the pass expiring on July 14. Below is the full list of Ark Pass rewards.

Lv. 1 Free Rewards – Bloodclaw’s Glittering Coin x 10, Ascendant Honing Chest (Destruction Stone)/ Premium Rewards – Ascendant Honing Chest (Destruction Stone)

Lv. 2 Free Rewards – Sailing Coin Selection Chest x 3, Ascendant Honing Chest (Guardian Stone)/ Premium Rewards – Ascendant Honing Chest (Guardian Stone)

Lv. 3 Free Rewards – Ascendant Ship Parts Chest x 1, Ascendant Honing Chest (Shard) x 3/ Premium Rewards – Ascendant Honing Chest (Shard) x 3

Lv. 4 Free Rewards – Ascendant Ship Parts Chest x 1, Ascendant Honing Chest (Leapstone 1) x 3/ Premium Rewards – Ascendant Honing Chest (Leapstone 1) x 3

Lv. 5 Free Rewards – Regulus’ Light Currency Chest x 5/ Premium Rewards – Ascendant Honing Chest (Destruction Stone) x 1/ Super Premium Rewards – Noble Banquet Wallpaper

Lv. 6 Free Rewards – Sailing Coin Selection Chest x 3, Regulus’ Light Currency Chest x 5/ Premium Rewards – Regulus’ Light Currency Chest x 5

Lv. 7 Free Rewards – Basic Timber x 180, Ascendant Gem Selection Chest x 5/ Premium Rewards – Ascendant Gem Selection Chest x 5

Lv. 8 Free Rewards – Uncommon Timber x 180, Fusion Material Selection Chest x 1/ Premium Rewards- Fusion Material Chest Selection x 1

Lv. 9 Free Rewards – Ascendant Ship Blueprint Chest x 3, Ascendant Honing Chest (Support) x 1/ Premium Rewards – Ascendant Honing Chest (Support) x 1

Lv. 10 Free Rewards – Soul Vanguard Selection Chest x 1/ Premium Rewards – Legendary Rapport Selection Chest x 2/ Super Premium Rewards – Legendary Rapport Selection Chest x 2

The Noble Banquet skin collection, which players will need to fully progress through the Ark Pass at the Super Premium tier to unlock each piece of.

Lv. 11 Free Rewards – Ascendant Ship Parts Chest x 1, Ascendant Honing Chest (Destruction Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Destruction Stone) x 1

Lv. 12 Free Rewards – Ascendant Ship Parts Chest x 1, Ascendant Honing Chest (Guardian Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Guardian Stone) x 1

Lv. 13 Free Rewards – Ascendant Ship Parts Chest x 1, Ascendant Honing Chest (Shard) x 3/ Premium Rewards – Ascendant Honing Chest (Shard) x 3

Lv. 14 Free Rewards – Ascendant Ship Blueprint Chest x 3, Ascendant Honing Chest (Leapstone II) x 3/ Premium Rewards – Ascendant Honing Chest (Leapstone II) x 3

Lv. 15 Free Rewards – Regulus’ Light Currency Chest x 5/ Premium Rewards – Ascendant Honing Chest (Guardian Stones) x 1/ Super Premium Rewards – Noble Banquet Headwear Selection Chest x 1

The Vertus pet can be claimed at Ark Pass level 30 in the Premium tier.

Lv. 16 Free Rewards – Basic Life Energy Potion x 3, Ascendant Honing Chest (Destruction Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Destruction Stone) x 1

Lv. 17 Free Rewards – Ascendant Dispatch Seal Chest x 1, Ascendant Honing Chest (Guardian Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Guardian Stone) x 1

Lv. 18 Free Rewards – Epic Trade Skill Tools Selection Chest x 3, Ascendant Honing Chest (Shard) x 3/ Premium Rewards – Ascendant Honing Chest (Shard) x 3

Lv. 19 Free Rewards – Epic Trade Skill Tools Selection Chest x 3, Ascendant Honing Chest (Leapstone II) x 3/ Premium Rewards – Ascendant Honing Chest (Leapstone II) x 3

Lv. 20 Free Rewards – Ascendant Honing Chest (Support) x 1/ Premium Rewards – Ascendant Honing Chest (Leapstone III) x 1/ Super Premium Rewards – Noble Banquet Chestpiece Selection Chest x 1

The Noble Banquet weapon skins can be claimed at Ark Pass level 30 in the Super Premium tier.

Lv. 21 Free Rewards – Epic Rapport Selection Chest x 10, Ascending Honing Chest (Destruction Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Destruction Stone) x 1

Lv. 22 Free Rewards – Legendary Rapport Selection Chest x 2, Ascendant Honing Chest (Guardian Stone) x 1/ Premium Rewards – Ascendant Honing Chest (Guardian Stone) x 1

Lv. 23 Free Rewards – Epic Rapport Selection Chest x 10, Ascendant Honing Chest (Shard) x 3/ Premium Rewards – Ascendant Honing Chest (Shard) x 3

Lv. 24 Free Rewards – Legendary Rapport Selection Chest x 2, Ascendant Honing Chest (Leapstone II) x 3/ Premium Rewards – Ascendant Honing Chest (Leapstone II) x 3

Lv. 25 Free Rewards – Ascendant Honing Chest (Support) x 1/ Premium Rewards – Ascendant Gem Selection Chest x 1/ Super Premium Rewards – Noble Banquet Pants Selection Chest x1

Lv. 26 Free Rewards – Any Card Pack x 5, Regulus’ Light Currency Pack x 5/ Premium Rewards – Regulus’ Light Currency Pack x 5

Lv. 27 Free Rewards – Any Card Pack x 5, Ascendant Gem Selection Chest x 5/ Premium Rewards – Ascendant Gem Selection Chest x 5

Lv. 28 Free Rewards – Eternity Essence x 3, Fusion Material Selection Chest x 1/ Premium Rewards – Fusion Material Selection Chest x 1

Lv. 29 Free Rewards – Pheon x 25, Ascendant Honing Chest (Support) x 1/ Premium Rewards – Ascendant Honing Chest (Support) x 1

Lv. 30 Free Rewards – Legendary Card Pack x 1/ Premium Rewards – Vertus Pet Selection Chest x 1/ Super Premium Rewards – Noble Banquet Weapon Selection Chest x 1

Read MoreGameSpot – Game News

Sony has announced release dates for the new version of PlayStation Plus, and it’ll be here soon. In a blog post, Sony said the new PlayStation Plus will debut in Asian markets (but not Japan) starting on May 23, with a release in Japan, the Americas, and Europe to follow throughout June.

You can see the rollout dates below, though bear in mind these are not strictly set in stone. Instead, they are target dates for when Sony aims to launch the new version of the subscription service.

PlayStation Plus Rollout

Asia markets (excluding Japan) – targeting May 23, 2022Japan – targeting June 1, 2022Americas – targeting June 13, 2022Europe – targeting June 22, 2022

What’s more, Sony announced that one of the perks of the new PlayStation Plus, cloud streaming access (at the Premium tier), is expanding to more regions for a total of 30. The newly confirmed markets include Bulgaria, Croatia, Czech Republic, Greece, Hungary, Malta, Poland, Republic of Cyprus, Romania, Slovakia, and Slovenia.

“We’ve been working on this massive global effort to provide flexible options, quality games and greater value for our members for quite some time now–and we’re just a few weeks away from our first regional rollout,” PlayStation’s Jim Ryan said.

For more, check out a breakdown of the new PlayStation Plus tiers below. You can also read GameSpot’s opinion piece, “Whether Sony Likes It Or Not, Game Pass Makes The New PS Plus Look Underwhelming.”

New PlayStation Plus Tiers

PlayStation Plus Essential

United States – $10/month | $15/quarter | $60/yearEurope – €9/month | €25/quarter | €60/yearUnited Kingdom – £7/month | £20/quarter | £50/yearJapan – ¥850/month | ¥2,150/quarter | ¥5,143/year

PlayStation Plus Extra

United States – $15/month | $40/quarter | $100/yearEurope – €14/month | €40/quarter | €100/yearUnited Kingdom – £11/month | £32/quarter | £84/yearJapan – ¥1,300/month | ¥3,600/quarter | ¥8,600/year

PlayStation Plus Premium

United States – $18/month | $50/quarter | $120/yearEurope – €17/month | €50/quarter | €120/yearUnited Kingdom – £13.49/month | £40/quarter | £100/yearJapan – ¥1,550/month | ¥4,300/quarter | ¥10,250/yearRead MoreGameSpot – Game News

Taiwan Semiconductor Manufacturing Co. has solid plans for the next few years, but the foundry’s manufacturing technology design cycles are getting longer. As a result, to address all of its clients’ needs, the company will have to keep offering half-nodes, enhanced, and specialized versions of its fabrication processes.

TSMC’s success in the last 20 years or so was largely conditioned by the company’s ability to offer a new manufacturing technology with PPA (power, performance, area) improvements every year and introduce a brand-new node every 18 – 24 months while maintaining predictably high yields. But as complexity of modern fabrication processes gets to unprecedented levels, it is getting much harder to keep the pace of innovation while also sustaining predictable yields and simple design principles.

With TSMC’s N3 node, the gap between N5 (5 nm-class) ramp up and N3 (3 nm-class) ramp up will increase to around 2.5 years, which may pose some challenges to the foundry’s key customer, Apple. The good news is that N3’s follow up, N3E, seems to be coming in ahead of schedule. Meanwhile, with N2, the cadence is set to stretch to about three years, which largely means a strategic shift in TSMC’s strategy of node development. 

N3E: An Improved 3nm Node Pulled In (Almost)

TSMC’s N3 is set to bring in full node improvements over N5, which includes 10% ~ 15% more performance, 25% ~ 30% power reduction, and an up to 1.7X higher transistor density for logic. To do so, it will use more than 14 extreme ultraviolet (EUV) lithography layers (N5 uses up to 14, and N3 is expected to use even more) and will introduce certain new design rules for deep ultraviolet lithography (DUV) layers. 

Advertised PPA Improvements of New Process Technologies
Data announced during conference calls, events, press briefings and press releases
 
TSMC
N7
vs
16FF+
N7
vs
N10
N7P
vs
N7
N7+
vs
N7
N5
vs
N7
N5P
vs
N5
N3
vs
N5
Power
-60%
<-40%
-10%
-15%
-30%
-10%
-25-30%
Performance
+30%
?
+7%
+10%
+15%
+5%
+10-15%
Logic Area

Reduction %

(Density)

70%

>37%

~17%
0.55x

-45%

(1.8x)


0.58x

-42%

(1.7x)
Volume
Manufacturing

 

 

 
Q2 2019
 
Q2 2020
2021
H2 2022

TSMC is set to start ramping up production of chips using its N3 node in the second half of the year and will deliver the first commercial batch to a client (or clients) in early 2023, which is when it will receive the first N3 revenue.

While TSMC’s N3 process technology was designed both for high-performance computing (which is a term that TSMC uses to describe applications like CPUs, GPUs, FPGAs, ASICs, etc.) and smartphones in mind, there is evidence that the node has a rather narrow process window, which would make it hard for chip developers to hit desired specifications. This is a problem as it increases time-to-yield and ultimately lowers margins. In an apparent bid to tackle the issue, TSMC has developed N3E version of the technology that widens process window and provides improvements over N5.

“N3E will further extend our N3 family with enhanced performance, power, and yield,” said C. C. Wei, chief executive of TSMC.

Originally, TSMC planned to start high-volume manufacturing (HVM) using N3E about a year after N3 (i.e., in Q3 2023), but in the recent months a rumor emerged that TSMC was pulling in HVM of N3E by about a quarter due to better than expected test production runs. During its most recent conference call, TSMC confirmed that N3E’s progress was ahead of schedule and that it was considering pulling in mass production using this technology, but did not elaborate about exact plans.

“Our N3E result is quite good,” said the head of TSMC. “The progress is ahead of our schedule. And pull-in, yes, we are considering that. So far, I still did not have a very solid data to share with you that how many months we can pull in. But yes, it is in our plan.”

Keeping in mind that chip developers have their own schedules for their designs, it is unlikely that all of them will be able to take advantage of earlier N3E ramp since their chips have to pass all the pre-production iterations as well. Nonetheless, better-than-expected N3E progress is a good sign in general, especially considering the fact that TSMC’s N3 family will have to serve the industry for quite a long time.

N2: Expect First Chips in 2026

In fact, N3 and its evolutionary iterations will remain TSMC’s leading-edge offerings till late 2025 because the company’s N2 (2 nm-class) schedule looks quite conservative.

When TSMC first talked about its N2 in August 2020, it did not reveal many details about the technology (by now we know that it adopts gate-all-around [GAA] transistor structure) or its schedule, but indicated that it would build a brand-new fab near Baoshan, Hsinchu County, Taiwan, for this node (some sources call this new facility Fab 20). Taiwanese authorities approved the construction plan in mid-2021 and that plan included breaking ground in early 2022 (earlier this year TSMC’s board of directors indeed accepted capital appropriations for a new fab construction), so we believe that the shell is being built as we speak. 

Shell construction usually takes a year or a little more, then equipment installation takes over a year as well, so we expect the first phase of Fab 20 to be ready by mid-2024 at the latest. TSMC expects to start risk production using its N2 technology in late 2024 and then initiate HVM towards the end of 2025, which means that the gap between the initial N3 ramp in Q3 2022 and initial N2 ramp in Q4 2025 will be about three years.

“Our progress so far today for the N2 is on track,” said Mr. Wei. “All I want to say is, yes, at the end of 2024, [N2] will enter the risk production. 2025, it will be in production, probably close to the second half or the – or the end of 2025. That is our schedule.”

Considering how long modern chip production cycles are, it is safe to say that the first N2 chips made by TSMC will arrive in consumer devices no sooner than early 2026.

TSMC’s New Node Introduction in Recent Years
 
N7
N7P
N5
N5P
N3
N3E
N2
Transistor Type
FinFET
FinFET
FinFET
FinFET
FinFET
FinFET
GAA FET
Risc Production
?
?
?
?
2021
2022
Late 2024
Volume
Manufacturing
Q2 2018
 
Q2 2019
Q2 2020
 
Q2 2021
Q3 2022
Q2/Q3 2023
Late 2025

But perhaps TSMC’s public disclosures about N2 and Fab 20 are too conservative. Analysts from China Renaissance Securities seem to be more optimistic about Fab 20 readiness than TSMC is, which may be an indicator that the foundry could pull-in N2 HVM by a quarter or even two if the fabrication process meets its performance, power, and yield goals.

“We also see more clarity around TSMC’s N2 expansion schedule in Fab 20 (Hsinchu),” Sze Ho Ng, an analyst with China Renaissance Securities, wrote in a report for clients. “Tool move-in is expected to start by end-2022, based on company plans, ahead of risk production in late 2024E with Intel (client PC Lunar Lake’s graphic ’tiles’, while the CPU ’tiles’ are fabbed using Intel’s 18A) and Apple being the anchor customers for dedicated capacity support.”

Meanwhile, pulling in a node from Q4 2025 to Q3 2025 when alpha customers already set their plans for 2025 may not make a lot of sense, but we will certainly see how things work out with N2.

More N3 Iterations

This year, TSMC’s customers that need a leading-edge fabrication process will use the company’s N4 technology, which belongs to the N5 family (along with N5, N5P, N4P, and N4X). Essentially, this means that an N5 node will remain TSMC’s most advanced offering for three consecutive years.

N3 nodes will also have to serve TSMC’s clients for another three years (2023, 2024, 2025), so we are going to see several iterations of this process. So far, TSMC has formally confirmed N3E and N3X (which is another performance-oriented manufacturing technology akin to N4X aimed primarily at CPUs and datacenter ASICs), but I would expect more N3-derived nodes to come to address mainstream SoCs in 2024 ~ 2025. 

Keeping in mind that TSMC’s FinFET-based N3 will have to stay competitive against GAA-based Samsung’s 3GAP and 2GAE/2GAP in 2023 ~ 2025 and Intel’s 20A (RibbonFET + PowerVia) in 2024 and 18A (High-NA EUV) in 2025, TSMC’s engineers will have to be quite creative with their N3 enhancements. 

On the foundry side of things, TSMC will remain ahead of its rivals for quite a while since Intel is not expected to invest significantly in its IFS-dedicated capacity before 2025 (so its 20A and 18A capacities for IFS customers will likely be limited), whereas Samsung Foundry is traditionally behind TSMC when it comes leading-edge capacity and prefers to prioritize its parent company and strategic clients (e.g., Qualcomm). But formal process technology leadership is what TSMC’s engineers will have to maintain with N3 and it will be uneasy to do considering how aggressive Intel and Samsung are.

Changes Are Coming

Evidently, TSMC’s brand-new process development and ramp up cadence has increased to two-and-a-half years with N3 and will increase to three years with N2, which may be considered as a major slowdown by its key customers. Meanwhile, potential pull-in of N3E is a good sign which shows that the company can make its intra-node advancements fairly quickly. Hence, the main question is how significant will TSMC’s intra-node advancements be going forward. This is a question that only time will answer.

In the meantime, it looks like with TSMC’s three-year new node development cycle, future intra-node advancements will be significantly more important for the company and its clients than they are today.

Read MoreAnandTech