Nintendo is expecting a 10% decrease in Switch console sales in its current fiscal year, estimating that it will only sell 20 million units due to supply constraints. In comparison, Nintendo sold 28.83 million Switch consoles at its peak during its fiscal year 2020 and 23 million units in fiscal 2021, and had previously forecast that it would sell 23 million units during this fiscal year.

The current global semiconductor shortage and disruptions to logistics networks due to Russia’s invasion of Ukraine are to blame, according to Nikkei Asia’s sources. The global chip shortage has made it difficult to procure microcontrollers and other products for its three Switch models, while a coronavirus outbreak in China where the Switch is manufactured has further amplified the supply chain issues.

Nikkei’s sources claim that if the Shanghai lockdown continues, Nintendo could see Switch sales fall below the 20 million mark. To make up for the potential shortfall, Nintendo plans to sell more software as it has a number of big games arriving later this year. Splatoon 3 and Pokemon Scarlet and Violet are expected to be top-sellers for the company, and Mario Strikers: Battle League is scheduled for a summer release as well.

“The lineup will be at an all-time high level,” a Japanese securities analyst said to Nikkei. The company’s latest first-party game is Nintendo Switch Sports, a collection of athletic minigames that might make you break a sweat and something expensive. Nintendo also has subscription-based online services that are rumored to be expanding soon, with Game Boy Advance games rumored to join its library of virtual retro consoles.

As for the rest of the world, Intel expects the chip shortage to last until 2024 as the equipment needed to manufacture products is now also facing supply problems.

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It’s another light month on the gaming calendar, but May still has an appealing number of smaller releases scheduled for launch. From samurai epics to 2.5D action-RPGs, this month has some interesting games across a wide variety of genres. May also brings a return to long-distance assassination and a groovy icon revving up his chainsaw. Here are the biggest upcoming games releasing in May.

Trek to Yomi (May 5)

Trek to Yomi

A samurai action game from publisher Devolver Digital and developer Flying Wild Hog, Trek to Yomi places you in the sandals of Hiroki as he makes his way through the Edo-era Japanese countryside. You’ll need to make certain that your sword skills are sharp, as bandits and other supernatural threats are ready to end your journey prematurely in this game that uses a retro black and white filter to give it the appearance of an old samurai film.

Eiyuden Chronicle: Rising (May 10)

Eiyuden Chronicle: Rising

Announced last year at E3 as a spin-off of the upcoming Eiyuden Chronicle: Hundred Heroes, Eiyuden Chronicle: Rising is an RPG with 2.5D town-building and dungeon-crawling elements baked into it. The game will introduce a portion of Eiyuden Chronicle’s cast of characters in an original story that leads directly into Hundred Heroes. A Suikoden spiritual successor, old-school RPG fans will want to keep their eyes open for this one.

Evil Dead: The Game (May 13)

Evil Dead: The Game

Developed by Boss Team Games and Saber Interactive, Evil Dead’s latest incarnation is an asymmetric multiplayer game–similar to many other licensed games with a horror element. Bruce Campbell’s chainsaw-wielding Ash is back in action alongside a few other heroes, and players will also be able to take control of the Kandarian Demon and possess various enemies for this PvP title. Early previews for the game sound promising, as Evil Dead’s latest return adds some interesting twist on the usual some versus many gameplay.

Sniper Elite 5 (May 26)

Sniper Elite 5

Another day, another Nazi face gruesomely rearranged from a safe distance away via sniper surgery. If you’ve missed out on the previous Sniper Elite games, Rebellion’s series still stands as a precise gold standard for long-distance assassination and its trademark X-Ray killcam that shows just what a bullet can do to the human body. The stakes are higher than ever this time, but sniper Karl Fairburne won’t just be going into battle with his trademark skills. He’ll be rocking a trendy turtleneck as he takes aim at the Axis forces.

My Time at Sandrock (May 26)

My Time at Sandrock

A sequel to My Time at Porta, My Time at Sandrock is aiming to deliver updated graphics, improved performance, and tons of new features. Releasing in Early Access this month on PC, the lifestyle sim will hit Switch, PlayStation, and Xbox consoles eventually.

May 2022 video game releases

Wildcat Gun Machine (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 4Warhammer 40,000: Chaos Gate – Daemonhunters (PC) – May 5Line War (PC) – May 5Citizen Sleeper (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 5Trek to Yomi (PC, PS5, PS4, Xbox Series X|S, Xbox One) – May 5Crowns and Pawns: Kingdom of Deceit (PC) – May 6We Were Here Forever (PC) – May 10Eiyuden Chronicle: Rising (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 10Songs of Conquest – Steam Early Access (PC) – May 10Salt and Sacrifice (PC, PS5, PS4) – May 10Brigandine The Legend of Runersia (PC) – May 11Source of Madness (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 11Cantata – Steam Early Access (PC) – May 12The Centennial Case: A Shijima Story (PC, PS5, PS4, Switch) – May 12Evil Dead: The Game (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 13Vampire: The Masquerade – Swansong (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 19Dolmen (PC, PS5, PS4, Xbox Series X|S, Xbox One) – May 20Touken Ranbu Warriors (Switch) – May 24Hardspace: Shipbreaker (PC) – May 24Sniper Elite 5 (PC, PS5, PS4, Xbox Series X|S, Xbox One) – May 26My Time at Sandrock – Steam Early Access (PC) – May 26Pac-Man Museum + (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 27Kao the Kangaroo (PC, PS5, PS4, Xbox Series X|S, Xbox One, Switch) – May 27

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Square Enix has shed more light on its decision to sell its Western game development studios and IPs to Embracer Group, as the Japanese company says the deal will further help it invest in the blockchain and other technologies.

The deal–which is valued at $300 million–will see Crystal Dynamics, Eidos-Montreal, and Square Enix Montreal join Embracer Group’s portfolio of studios, as well. IPs in the sale include Tomb Raider, Deux Ex, and Legacy of Kain, among others.

“The transaction will assist the company in adapting to the changes underway in the global business environment by establishing a more efficient allocation of resources, which will enhance corporate value by accelerating growth in the company’s core businesses in the digital entertainment domain,” Square Enix said in an official statement via Business Wire.

Aside from investing in the blockchain, Square Enix also plans to explore the fields of AI and the cloud, a move it says is meant to optimize its business structure as part of a medium-term business strategy that was unveiled last year.

Square Enix president Yosuke Matsuda expressed an interest last month in the company creating more blockchain games with play-to-earn elements, as he explained that the traditional video game business model would not be enough to secure the future of the company. In a letter, Matsuda wrote of his belief that blockchain games “hold the potential to enable self-sustaining game growth” by pushing the play-to-earn concept further.

“I realize that some people who ‘play to have fun’ and who currently form the majority of players have voiced their reservations toward these new trends, and understandably so,” Matsuda explained. “However, I believe that there will be a certain number of people whose motivation is to ‘play to contribute,’ by which I mean to help make the game more exciting.”

It’s worth noting that Square Enix has seen massive growth in its Japanese studios that created MMO and mobile games, areas where blockchain, cloud, and AI technology has proven to be especially useful. While its Western studios did generate profits for the companies, Square Enix generally considered these returns to be disappointing when compared to the costs of running those groups and financing games.

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Kicking off what’s set to be a busy May, this morning the Video Electronics Standards Association (VESA), the PC display industry’s primary consortium, is rolling out a new set of performance standards for variable refresh rate displays. Dubbed AdaptiveSync and MediaSync, these new test standards are designed to offer an industry-neural and open specification for the behavior and performance of DisplayPort displays. AdaptiveSync is a standard designed for high-end gaming displays, while MediaSync is aimed at eliminating video jitter on a much wider array of devices.

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Embracer Group has announced that it has acquired Crystal Dynamics, Eidos-Montreal, Square Enix Montreal, and a catalog of IPs from Square Enix. The $300 million deal will see IPs such as Tomb Raider, Deus Ex, Thief, Legacy of Kain and more than 50 back-catalog games added to Embracer’s portfolio.

“We are thrilled to welcome these studios into the Embracer Group. We recognize the fantastic IP, world class creative talent, and track record of excellence that have been demonstrated time and again over the past decades. It has been a great pleasure meeting the leadership teams and discussing future plans for how they can realize their ambitions and become a great part of Embracer,” said Lars Wingefors, co-founder and Group CEO of Embracer Group, in a press statement.

The deal will see Square Enix offload all of its Western game development studios to Embracer Group, which includes games like the upcoming Tomb Raider that is currently in development at Crystal Dynamics. The purchase is expected to be completed during the second quarter of Embracer’s financial year, which is July-September 2022.

In a press statement, Square Enix said that the deal “enables the launch of new businesses by moving forward with investments in fields including blockchain, AI, and the cloud.”

“Going forward, the company’s development function will comprise its studios in Japan, Square Enix External Studios, and Square Enix Collective. The Company’s overseas studios will continue to publish franchises such as Just Cause, Outriders, and Life is Strange.”

Embracer has made some massive acquisitions over the last couple of years, as it purchased Gearbox Entertainment for $1.3 billion last year, 3D Realms and several smaller studios for $313 million in August, Dark Horse media for its transmedia potential in December, and Perfect World Entertainment.

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If you’re all about looking cool while firing off your spells in Elden Ring, you’ll want to get your hands on Briars of Punishment. This bloody sorcery uses Faith instead of Intelligence, though, so you may have to respec to make the most of it. Either way, we’ll tell you where you can get your hands on the spell with this guide.

Briars of Punishment explained

Briars of Punishment is a sorcery that requires 21 Faith to cast. It unleashes bloody thorns in a straight line in front of you and deals damage to enemies, but it also applies a bit of damage to you.

Briars of Punishment’s item description reads:

An aberrant sorcery discovered by exiled criminals. Theirs are the sorceries most reviled by the academy. Wounds the caster with thorns of sin, sending a trail of bloodthorns running over the ground to impale enemies from below. This sorcery can be cast repeatedly. The guilty, their eyes gouged by thorns, lived in eternal darkness. There, they discovered the blood star.

Where to find Briars of Punishment

Briars of Punishment can be obtained in the Mountaintops of the Giants. You’ll come across this late-game area during the main story path. Luckily, the spell you’re seeking is sitting out in the open and can be grabbed by killing some nearby enemies or just riding over on your horse to grab it and then bail out.

Briars of Punishment location

As you explore the mostly linear opening segment of Mountaintops of the Giants, you’ll eventually reach a long stone bridge with a massive Golem Archer on the other end. Before crossing this bridge, look for a dead tree to the left next to three Lesser Fire Monks. Beside the tree is where you’ll discover Briars of Punishment.

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You can play Minecraft just about anywhere–PC, consoles, and mobile devices all run Mojang’s seemingly immortal game. But the truth is that despite being on a dozen platforms, there are really just two versions: Bedrock and Java. If you’re looking to get into Minecraft, you’ll see people talking about these two versions, but what is the difference–and which one is best?

Java vs. Bedrock: Why are there two versions?

When Minecraft just started to become popular in the early 2010s, there was just one platform and one version. Minecraft was built in Java and played on Windows and Linux. Bedrock, meanwhile, began its life as Minecraft Pocket Edition, a version meant to run well on mobile devices, but would eventually form the base for Bedrock Edition.

Bedrock Edition exists for a few reasons. One is that Java has tons of security vulnerabilities; a major vulnerability affected Minecraft’s Java edition as recently as December 2021, in which the Log4j vulnerability allowed users to execute code on a Minecraft server just by entering text into the game’s chatbox. If you’re putting your game onto every console in existence, you probably don’t want to accidentally make them all hackable–as much as console modders would love that.

Java is also not terribly well optimized for 3D games like Minecraft, and wouldn’t have run well on the first round of consoles it released on, which includes the Xbox 360 and PlayStation 3. Bedrock is a complete rebuild of Minecraft that both takes care of that security issue and lets Microsoft better optimize the game for modern game console hardware.

Java vs. Bedrock: What’s the difference?

There are a number of differences between Java and Bedrock editions of Minecraft, including little mechanical differences–Minecraft on Java has more combat moves, and some mobs and items have different variables–though Microsoft has made an effort in recent years to ensure that Minecraft’s Bedrock and Java Editions are getting closer and closer together, rather than further apart.

Which version you want will depend a little bit on your needs.

If you’re playing on a console or mobile device–an Xbox, PlayStation, Switch, or Android/iOS device, you’ll be playing Bedrock. If you’re one of the few and proud that plays on a Linux device, you’re going to be playing Java. So we’ll assume those players already know what they want and focus on the rest of us playing on Windows 10 and 11 PCs.

If you want to play with friends on other platforms, go with Bedrock and Realms.

So, all of your friends play Minecraft, but some of them play on PC, others play on Xbox, and some are even playing on their mobile devices. There are a couple of options for cross-play. With Minecraft Bedrock, you can hook up with them whenever you like for a single-session multiplayer game–you can join your friend’s game, but only while they’re also playing–stored on the host user’s device. If you use an official Minecraft Realm, though, you can have an always-online, always-accessible server provided by Microsoft for a small monthly fee. Anyone on Bedrock Edition that you invite–that includes players on Xbox One, Series S, and Series X, Nintendo Switch, PlayStation 4 and 5, Android, iOS, and Windows 10 and 11–can join a Realm and get building whenever they want.

As a side note, if you’re planning to build your own server or pay another provider with more flexible server options, you’ll need to stick with PC or take your chances with dicey hacks to get other versions working with servers, as only Windows devices support connecting to custom servers in Bedrock Edition.

If you want to go super deep with modding, play Java Edition.

You’re not one to just leave a game the way it was installed. You want to make it your own. That doesn’t mean just skins and texture packs, but total overhaul mods that introduce new game mechanics, shader packs, and more. If that sounds like you, you’ll want to play Java Edition.

If you have an older computer, play Bedrock Edition.

The older your computer is, the more leeway you’ll need to give it with games. Minecraft is anything but new, but Bedrock tends to run better on older systems due to Java’s generally poor optimization. Of course, Java will most likely run fine–but Bedrock Edition will give you a little more elbow room. Generally speaking, if you want the most stable performance, the general consensus in the Minecraft community seems to be that Bedrock offers a smoother, more stable experience over Java–regardless of whether your PC qualifies as a potato or cutting-edge technology.

If you want officially supported ray tracing, play Bedrock Edition.

If you want the most advanced graphical effects and prefer they be of the officially supported variety, Minecraft Bedrock Edition offers full integration with Nvidia’s ray tracing and upscaling features. Ray tracing allows you to enjoy all kinds of light effects that completely change the way the game looks, while Nvidia’s DLSS upscaling helps keep the game running smoothly by playing at a lower resolution and then using AI/deep learning to make the game look like it’s running at that native resolution. Minecraft Java Edition does offer shader packs and other mods that can change the way the game looks, but Bedrock is where the official support lies. At this time, you must be running an Nvidia RTX card of some kind–the newer the better.

If you want to see experimental versions first, play Java Edition.

While Bedrock Edition is the lead platform for Microsoft and Mojang, Java Edition is still under active development, and due most likely to it having a smaller player base (remember, PC only) that’s generally more tolerant of changes, Java will often get upcoming and experimental features first. If you want to see all that new stuff before it makes it to the official Bedrock branch of development, check out Java edition.

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With so many offensive sorceries in Elden Ring, there’s a certain intrigue that comes with one built around defending against other spells. Such is the case, though, with Eternal Darkness, which can be used to suck up and defend yourself from other sorceries and incantations. Read on to find out where you can grab it for your collection.

Eternal Darkness explained

Eternal Darkness is a sorcery that requires 35 Intelligence to cast. It creates a void that draws in sorceries and incantations, making it a solid choice against magic enemies and other spell-users in PVP.

Eternal Darkness’ item description reads:

Forbidden sorcery of Sellia, Town of Sorcery. Creates a space of darkness that draws in sorceries and incantations. This sorcery can be cast while in motion. Originally a lost sorcery of the Eternal City; the despair that brought about its ruin made manifest.

Where to find Eternal Darkness

Eternal Darkness can be found on a corpse at the Swamp Lookout Tower in Caelid. To get to this location, complete Sellia, Town of Sorcery as part of the Millicent questline, then make your way to the Church of the Plague to grab the Site of Grace there.

Swamp Lookout Tower

From the Church of the Plague, head south and then wrap north to reach the Swamp Lookout Tower at the edge of a cliff. You’ll find an enemy here to take down before doing anything else, but once it’s been defeated, you can pick up Eternal Darkness on the corpse in the jail cell, which is found just inside the small, crumbling tower.

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When Castlevania is discussed today–at this point far-removed from any new games in the series–we often hear about the same few retro titles. The original game paved the way for other action-platformers. Symphony of the Night influenced decades of non-linear action-RPGs, including a long line of great games on the Game Boy Advance and DS.

However, another game rarely discussed in these conversations, Castlevania: Lords of Shadow, was a radical departure from the series’ past that drew more from Zelda and God of War than it did from Castlevania. Its departures from the series’ conventions only helped make its big twist even more unexpected–and its ending was so badass that it only made Lords of Shadow 2 more disappointing.

Spoilers for Castlevania: Lords of Shadow series to follow!

Castlevania: Lords of Shadow

Castlevania: Lords of Shadow works because of the series’ already-long legacy when it launched, not in spite of it. Starring Gabriel Belmont–a new character whose surname is recognizable to any Castlevania fan–Lords of Shadow spends much of its lengthy playtime focused on a story that doesn’t feel quite like Castlevania. Gabriel’s wife Marie has died, and he’s determined to complete a mission that will apparently result in her resurrection. It’s a story that wouldn’t be out of place in any number of action-adventure games, including a major inspiration like God of War. The trick here, however, is that developer MercurySteam wanted longtime fans to feel a little frustrated while they were playing. Sure, Gabriel had a whip, but where were the spooky bats? Where was Death? And, of course, where was Dracula?

Those players would have to stick around for an after-credits cutscene to have those questions fully answered. Zobek–a magical man voiced by Patrick Stewart who aided Gabriel for much of the game–was Death all along, albeit appearing more often as a soft-voiced narrator than as a spectral horror. And Dracula had actually been in the game too… sort of. The tormented Gabriel became Dracula, living into the modern day and adopting the name, as a result of the events of the game. But with his wife still dead, his vampiric power had become a curse, with the immortal Belmont yearning for eternal rest in place of eternal life. Zobek offered Gabriel that luxury if he would stop Satan’s acolytes from resurrecting him.

A terrific little pile of secrets

Castlevania: Lords of Shadow – Mirror of Fate HD

Castlevania: Lords of Shadow and its 3DS sequel Castlevania: Lords of Shadow – Mirror of Fate (yes, it’s a bad name) both play on existing expectations of Castlevania lore, even regarding existing characters. In the original canon, as well as the Netflix animated series, Trevor Belmont–a vampire-hunter and Castlevania III protagonist–and Dracula’s son Alucard are separate people. They’re often together, and occasionally battle each other. This isn’t the case here–via Mirror of Fate’s reverse-chronological story, we learn Trevor became Alucard after being killed by Dracula, who just so happened to be his father. Dracula only realized this as Trevor drew his last breaths, and the son woke as a vampire on a personal mission to destroy Dracula. It’s a twist that subverts our expectations while also feeling in line with the previous version of Alucard, and it gives more emotional weight and meaning to the young vampire’s mission.

Both of these games were setting the stage for an incredible finale–for a game that would see Dracula fight the literal Satan, cure his immortality, and die knowing that he had redeemed himself, reverting from prince of darkness to the brave warrior who loved his family he had once been. He would finally team up with Alucard to fight a common enemy, with father and son conquering their personal demons while slaughtering an army of literal ones.

What a horrible night to have a sequel

Castlevania: Lords of Shadow 2

It’s just a shame we never got that game, because Castlevania: Lords of Shadow 2’s story sucks. No, not in a fun vampire way, but in such a confusing way that it seemed like completely different people wrote it. Characters’ motivations seem to completely change from one game to the next, particularly with regard to Patrick Stewart’s Zobek–a character you have to fight unexpectedly in one of the worst boss fights of the entire game. There were improvements made elsewhere, to be fair, particularly with more complex and flashy combat, as well as a free-turning camera in place of the fixed one from the first game. But, even if your combat is fantastic, there needs to be a reason to fight, and Lords of Shadow 2 just doesn’t seem to know what that reason is.

Did different people write the games? Well, partially. Director and MercurySteam studio head Enric Alvarez was one of four writers, alongside producer Dave Cox, on the first game. Alvarez’s writing contributions appear to have been greater in Lords of Shadow 2, with “written and directed by” in the credits. Cox, meanwhile, is not listed as a writer on Lords of Shadow 2 but did get a writing credit on Mirror of Fate. Whatever the reason was, however, it’s striking how little respect Lords of Shadow 2 seemed to have for all of the setup and earned emotional moments from the previous games.

It seemed all too eager to throw them out without a good reason why, save for having another “twist” that didn’t feel as earned as the original Gabriel-is-Dracula reveal did. Rather than fulfill his destiny and finally rest, Dracula chooses to destroy the Mirror of Fate and forge his own destiny. Out of context, it sounds like a cool way to end the series, but this is a man who has wanted to die for literally hundreds of years. Twists work when the seeds have been planted without the audience realizing it. They don’t work like the one in Lords of Shadow 2, as it seemed to have been chosen entirely at random.

Castlevania: Lords of Shadow 2 should have been an incredible and bittersweet conclusion to the personal tale of one of gaming’s most tragic characters. Instead, it sullied what came before it, giving each twist less meaning and leaving us wondering if Gabriel Belmont’s whole story had been a waste of time. The only reason I’m still thinking about the game more than eight years after it was released is because it could have–and should have–been so much more. MercurySteam had already done the unthinkable by producing a reboot of a classic gaming franchise that players actually liked, but it seemed to second-guess every decision it had made in that game when developing Lords of Shadow 2. If the team ever wants to call a mulligan and just try again, I’m willing to pretend the first Lords of Shadow 2 never existed. Well, except for this.

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