Capping off a multi-year development process, Samsung’s foundry group sends word this morning that the company has officially kicked off production on its initial 3nm chip production line. Samsung’s 3nm process is the industry’s first commercial production process node using gate-all-around transistor (GAAFET) technology, marking a major milestone for the field of silicon lithography, and potentially giving Samsung a major boost in its efforts to compete with TSMC.

The relatively spartan announcement from Samsung, which comes on the final day of Q2, announces that Samsung has begun production of chips on a GAAFET-enabled 3nm production line. The company is not disclosing the specific version of the node used here, but based on previous Samsung roadmaps, this is undoubtedly Samsung’s initial 3GAE process – essentially, Samsung’s earliest process node within a family. According to Samsung, the line will initially be used to produce chips for “high performance, low power computing”, with mobile processors to come later. Samsung’s early process nodes are traditionally reserved for the company’s internal use, so while Samsung isn’t announcing any specific 3nm chips today, it’s only a matter of time until we see a 3nm SoC announces from Samsung LSI.

Samsung has, for the most part, been quiet about its progress on 3nm/GAAFET this year. The last significant news we heard from the company on the matter was several months ago at the company’s Foundry Forum event, where the company reiterated plans to get 3GAE into production by the end of 2022. Given the previous silence and the cutting-edge nature of the technology, there had been more than some concern that 3GAE would be delayed past 2022 – adding on to delays that pushed the tech out of its original 2021 launch window – but with today’s announcement Samsung seems to want to put that to rest.

With that said, the devil is in the detail in these announcements, especially as to what’s said versus not said. Taken literally, today’s announcement from Samsung notably does not include any mention of “high volume” manufacturing, which is the traditional milestone for when a process node is ready for commercial use. So by merely saying 3nm is in production, Samsung’s announcement leaves the company with a fair bit of wiggle room with regards to just how many chips they’re capable of producing – and at what yields. The company was producing test chips back in 2021, so the matter is more nuanced than just firing up the fab, so the line between PR and productization is fuzzy, to say the least.

Still, today’s announcement is a major moment for Samsung, who has been working on 3nm/GAAFET technology since before 2019, when they initially announced the technology. Samsung’s specific flavor of GAA transistor technology is Multi Bridge Channel FET (MBCFET), which is a nanosheet-based implementation. Nanosheet-based FETs are extremely customizable, and the width of the nanosheet is a key metric in defining the power and performance characteristics: the higher the width, the higher the performance (at higher power). As a result, transistor designs that focus on low power can use smaller nanosheets, while logic that requires higher performance can go for the wider sheets.

Along with today’s production announcement, Samsung has also offered some updated size and performance figures comparing 3GAE to older nodes. Officially, 3GAE can offer 45% reduced power consumption or 23% improved performance compared to Samsung’s 5nm process (the company doesn’t state which flavor), with an overall reduction in feature size of 16%. These figures are notably different from Samsung’s previous (2019) figures, which compared the tech to Samsung’s 7LPP node. Given the change in baselines, it’s not clear at this point whether 3GAE is living up to Samsung’s initial claims, or if they’ve had to back off a bit for the initial version of their 3nm technology.

What is clear, however, is that Samsung has more significant improvements in mind for the second iteration of 3nm, which we know is 3GAP(lus). According to today’s press release, Samsung is expecting a 50% power reduction or 30% performance improvement versus the same 5nm baseline, with a much greater 35% area reduction. Today’s announcement doesn’t offer a date for 3GAP, but per previous roadmaps, 3GAP is expected to land around a year after 3GAE. 3GAP is also when we expect to see Samsung open the door to outside customers, though given the harsh competitive environment, nothing should be taken for granted.


Samsung Process Roadmap (July 2021)

The launch of Samsung’s 3nm process tech comes as the company is working to regain its footing against arch rival TSMC, who has clearly pulled into the lead in the 5nm/4nm generation. The gap between TSMC and Samsung has been wide enough that major customers such as Qualcomm have been porting high-performance chips like the Snapdragon 8 series from Samsung to TSMC, and at this point Samsung has seen few major 5nm/4nm wins compared to TSMC. If everything goes well, being the first fab with GAAFET tech could give Samsung a temporary-but-material advantage over TSMC, whose 3nm process is still using older FinFET-style transistors. But in order to pull that off, Samsung will need to reverse their earlier technical problems and deliver a performant, high-yielding process that’s far enough ahead to woo skeptical customers.

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Fall Guys Crown Clash is underway, and during this nearly two-week-long event, you’ll have the chance to earn free cosmetic rewards in Epic’s triple-header of live-service games, Fortnite, Fall Guys, and Rocket League, just by completing in-game challenges. In order to earn rewards in all three, you’ll only need to actually play Fall Guys, but you’ll also need to be sure you’ve got all three games interconnected via your Epic Games login. If you haven’t done that yet, follow our Fall Guys cross-progression guide. Here you’ll find the full slate of challenges to complete, as well as which rewards you’ll earn in each game for checking all boxes.

Fall Guys Crown Clash details and challenges

Crown Clash is live now and ends on July 11. Five Fall Guys challenges must be completed in order for you to earn all rewards across all games. While the Fall Guys rewards are limited to Kudos, the game’s free currency that can be spent in the Item Shop, you’ll unlock things like new skins and sprays in Fortnite, as well as new wheels and boosts in Rocket League. Here’s the full list alongside some visuals so you can see what you’re chasing.

Here is the reward in both Rocket League & Fortnite based on how many rounds you completed of Fall Guys during the Crown Clash Event! pic.twitter.com/ZbDZlfDWiJ

— 🎄 Santa Ricky (@_FireMonkey) June 29, 2022

Play 10 rounds in any show – 300 Kudos in Fall Guys / Stacked spray in Fortnite / Colorful Canines banner in Rocket LeaguePlay 20 rounds in any show – 500 Kudos in Fall Guys / Stacked With Love emoticon in Fortnite / Colorful Canines topper in Rocket League Play 40 rounds in any show – 800 Kudos in Fall Guys / Sweet Clementine pickaxe in Fortnite / Medium Rare wheels in Rocket League Play 70 rounds in any show – 1000 Kudos in Fall Guys / Waffler back bling in Fortnite / Octane: Cluster Buster decal in Rocket LeaguePlay 100 rounds in any show – 1200 Kudos in Fall Guys / Major Mancake skin in Fortnite / Fallout boost in Rocket League

The challenges are plain and simple, only requiring a time commitment. You need not win anything or even excel at the game. In theory, you could be eliminated from 100 consecutive rounds in Fall Guys and still earn all 15 rewards spanning three games. While these rewards aren’t tied to Fall Guys in the way fans maybe expected–still waiting for that Bean back bling myself–we can reasonably assume that’ll happen down the line. For now, get in there and unlock these rewards while you can–they’ll disappear on July 11.

Read MoreGameSpot – Game News

While Intel has yet to officially announce its next (13th) generation of Core processors, this isn’t stopping motherboard manufacturers from releasing products for them. Always eager to slide ahead of the competition and spur on new sales towards the later half of a platform’s lifecycle, mobo makers are already releasing BIOSes that support Intel’s future chips – parts which, officially speaking, don’t even exist (yet).

Leading this charge is ASRock, who today has released a wave of new BIOSes for its 600 series motherboards designed to support Intel’s next generation of processors. Looking to the future, the wave of BIOS updates is the vast majority of its first-generation LGA1700 motherboards, including their Z690, H670, B660, and H610 models.

At present, Intel has not officially announced its Raptor Lake processors yet, which are set to be Intel’s next-generation of processors for desktops. This is an interesting move from ASRock, which means users currently with an ASRock 600-series motherboard can update the firmware now and not have to worry about installing the ‘next-gen’ later on.

ASRock’s EZ Update utility, alongside its models with BIOS Flashback, can install the update with a USB stick with the core file on it. However, it remains to be seen if pre-existing 600-series boards will be updated at the retail/distribution level before the launch of Raptor Lake.


The current Intel Z690 chipset features and specifications

The biggest question, though, is why right now? Intel hasn’t gone as far as announcing its 13th Gen Core series yet, although it is expected to be sometime by the end of this year. Officially, Intel has kept things about the upcoming Raptor Lake processors under wraps, and there is still very little to go on outside of unconfirmed sources and ‘leaks.’

It’s also worth noting that Intel is likely to announce a new motherboard chipset for its 13th Gen Core series processors, likely named Z790 following previous launches, which will also be on the LGA 1700 socket. This is much like with the release of the Z590 chipset, which also featured support for 11th and 10th Generation Core series processors.

Outside of ASRock’s announcement, other motherboard vendors have been tight-lipped about the upcoming 13th Generation Core series processors and Intel. It remains to be seen if other vendors now choose to follow suit with ASRock in releasing firmware for unannounced processors, especially seeing as there are usually teething problems with launch day firmware, let alone firmware released months in advance.

Source: ASRock

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Com2uS, the studio behind the massively popular RPG Summoners War: Sky Arena, has introduced a new monster to the game. Players can now add the Battle Angel to their rooster as a part of the latest update.

“Battle Angel” will introduce a new chapter in Summoners War: Sky Arena. The Battle Angel is a new monster from the future that attacks from all angles using all five elements: fire, water, wind, light, and dark. And while utilizing each element, players can use different skills. Summoners War will have a Special Summon event that runs until July 13, and players who participate will have a high chance of unlocking the Battle Angel.

Below are changes that’ll be happening to the game alongside the Battle Angel update:

Monster Evolution Improvements – An autofill function has been added that finds Monsters with suitable conditions for evolution among the Monsters that have been won and then registers them in the slots at once. The autofill function is exposed when there are Monsters that meet the evolution condition (Monster with Mx. Lv). Players can also specify the tab to the location where the Monsters that they want to automatically select are stored through the Monster Storage Menu.Quality of Life Updates – A repurchase button has been added to the repeat battle screen so players can repurchase the Runes and Artifacts of a specific grade or above. These Runes/Artifacts are 5-6 Star Hero+ Runes and Hero+ Artifacts, and players can repurchase them with the same amount of Mana Stones obtained by selling them.Exclusive Theme for Summer – It’s summertime everywhere, and now players can experience the fun of the season in Summoners War: Sky Arena when they activate the theme through Game Settings > Options > Others.

Summoners War: Sky Arena is a free-to-play mobile game. You can download it on the Apple App Store, Google Play, and PC.

Read MoreGameSpot – Game News

There’s no shortage of great wireless earbuds on the market nowadays, although popular brands are incredibly expensive–often costing well over $100. Included in that group are the JBL Live Free NC+ earbuds which retail for $150 at Amazon but right now you can snag them for just $75 at GameStop Deals.

Each purchase comes with earbuds, three different ear tip sizes, two sizes of gel-sleeves, the charging case, and a quick start guide. If the JBL earbuds don’t live up to your standards, you’ll have 30 days to return the product.

While the JBL Live Free NC+ earbuds are great for all-around use, anyone seeking a dedicated gaming headset should check out our best headset roundups for Xbox, PS5, Switch, and PC.

Read MoreGameSpot – Game News

111dots Studio has announced “Rampage: United” a new update coming to Garena’s Free Fire Rampage on June 25. The update introduces a new game, rewards, activities, and more content. This is in preparation for the final in-game story showdown between The Director and the Horizon.

In the week leading up to the update, players have unlocked new powers by completing a series of tasks, including:

Exploring a dedicated event page to rank up through various daily missions and collecting sign-in rewardsA Rampage Identity Web event to personalize their characters and assemble their favorite Rampage squadFollowing the Rampage: United storyline through the animation teaser and an imaginative comic series to get Rampage spirit.

This was part of an in-game event that took players through the Rampage: United storyline.

111dots Studio has also added a new mode, “Rampage United,” that went live on June 25. In this mode, players work as a team to capture the manuscript and gain points across the different zones on the map.

Free Fire will also be giving away free Rampage: United-themed gear such as:

Night BladeAqua Rogue BundleAqua BackpackAqua Loot BoxThunder Blaze PinGarena Free Fire: Rampage is a free-to-play mobile game.

Players can also earn a Mars Warclasher Bundle that’ll be available until July 8. Garena Free Fire: Rampage is a free-to-play mobile on the Apple iOS App and Google Play store.

For more Garena Free Fire: Rampage stories, check out these stories:

New Updated Bomb Squad Mode Coming To Garena Free FireBTS Debuts New Music Video As Part Of Garena Free Fire Collaboration Gen FFRead MoreGameSpot – Game News

Developer Amplitude Studios’ squad-based roguelike Endless Dungeon offers a more rambunctious and silly narrative within the studio’s Endless games, a primarily 4X strategy series with traditionally dramatic and serious stories. It’s a welcoming first step into a universe I’ve often heard friends talk about but never managed to actually get into. Plus, it’s pretty fun!

Borrowing mechanics and features from hero shooters and twin-stick tower defense games, Endless Dungeon sees you form a squad of three from a roster of playable characters. You’re all shipwrecked in a long-abandoned space station, forced to work together in order to escape. To do so, you’ll need to make your way through the station’s 10 districts–which are filled with never-ending waves of monsters–while accompanying a brittle energy crystal that opens up the doors in your way.

I got to play through the tutorial and first district of Endless Dungeon during a preview, using a squad composed of metal music-loving Zed, autonomous police bot Bunker, and cowboy sharpshooter Blaze. I hate to stan anything to do with the police, but Bunker was my favorite, filling the tank role on the team with her massive shield. Of the three characters, I also like her storyline the most. Bunker isn’t actually trying to escape the station–her partner/mentor has disappeared so she’s trying to delve deeper into the station in order to find clues that could lead to what happened to him.

Bunker feels like a necessary choice for missions, where crowd control is the name of the game. The minigun-toting Zed also proved valuable, shredding threw whole crowds of enemies with storms of bullets and musical area-of-effect explosions. I didn’t enjoy playing as Blaze all that much and didn’t see much use for him when he was in the squad. The sharpshooter can dish out a lot of damage to a single target from a distance and create explosive traps. Those mines were also useful for crowd control but every character can create stationary turrets to help shore up defenses, so Blaze felt a little useless at times. Bunker feels far better as she can tank hits and block off chokepoints while on the move.

Regardless of who you play, your goal is the same: Protect the squad’s crystal. If your crystal is broken (or the party is wiped), you’re sent back to the hub where the characters meet to converse and talk about what’s happening. Enemies come at you with a hungry frenzy, desperately gnawing at you or any defenses you build in order to get to the crystal you’re protecting. It’s a difficult proposition when playing Endless Dungeon solo–which saw me frantically swapping between characters as the odds tipped ever more in my foes’ favor. Though an AI does take control of whichever two squadmates you aren’t controlling, it’s really only smart enough to perform the most basic of tasks, like following you and defending a spot. Playing in a three-person party where everyone controls one character is a far more approachable experience, where everyone is working in tandem to overcome Endless Dungeon’s challenge.

Following my time with the game, I emailed Amplitude Studios creative director Jean-Maxime Moris to ask some follow-up questions. The responses are transcribed below.

This isn’t an entirely new genre for y’all, having made Dungeon of the Endless prior to this. What lessons did you learn from that game that you’re implementing into this new project?

Dungeon of the Endless was the crazy child of the Endless Universe, a unique blend of genres and a quite crazy project that turned out amazing in terms of player reception. Its unique identity and tone were defining elements that were loved and that we made sure went into Endless Dungeon. Also, one of the things fans kept talking to us about at community events was the incredible blast they were having with multiplayer. We kept that in mind and thought why not try multiplayer with dual-stick direct control? And Endless Dungeon was born, the first title in Amplitude’s history to aim for a simultaneous launch on PC and consoles!

What was most exciting about using the world of Dungeon of the Endless as a narrative backdrop for this new game? And, on the other side, did y’all face any unexpected narrative challenges with this game already tied to the world of something else?

The background of both Dungeon of the Endless and Endless Dungeon is the Endless Universe, but these two games do not share any connection. Of course, if you look closely, you will find Easter eggs and references to Dungeon of the Endless!

Endless Universe is the backbone of Amplitude, and it is great to be able to have a somewhat more serious tone in our 4X series, but then go crazy with Endless Dungeon.

Endless Dungeon retains the off-the-wall tone of its predecessor and goes for a space western aesthetic in terms of character archetypes, music, and visuals. We hope it will feel as unique to play in as it is to create.

How did y’all come up with the three-man squad? Why is a duo partnership too little and a squad of four just too much?

The three-man squad was the sheer result of iteration on single-player gameplay. We had four in mind originally but realized while playtesting that the cognitive load was too much: keeping in mind what three other heroes are doing in the midst of action can be quite challenging. We did try two but that was not as much fun and would have been limiting in multiplayer. So, three it was, the perfect balance between accessibility and fun!

How is Endless Dungeon’s story told? How do characters discover or unlock more of the narrative?

Endless Dungeon’s story is told in many ways and its depth grows the further you get in the dungeon and the more content you unlock in the meta. You will unlock new characters to hang out with in the saloon or to go on a run with. They’ll have stories to tell and their own quests that you can complete navigating the 10 districts of the game, also unlocked progressively. You will also unlock stories about the station’s history and raison d’être (the reason for being). These will echo the notes you come across as well as the game’s environmental storytelling.

Is the storyline experienced in a linear manner? How confusing is it to keep up with everything?

In a procedural roguelike, nothing is totally linear yet there are key beats that will trigger throughout the game for all to experience. Hopefully, it won’t be confusing at all although if you are already familiar with the Endless Universe, you get a head start in terms of piecing the lore and story together.

And how does gameplay progression work? I didn’t really get a chance to see how the characters themselves might grow stronger over time (if they do at all).

Characters do grow stronger over time or rather, they are gradually given more and more options to try out in combat through meta progression. All these items and upgrades are purchased in the saloon at various stands using a meta currency that you earn from run to run. For instance, at the saloon bar, you can buy mocktails: passive upgrades that you get to equip for a run. If you collect blueprints in the station, you can give them to the Gunsmith who will turn them into new weapon attachments or new hero upgrades. You’ll be able to carry a growing amount of these upgrades.

There are also upgrades that you gain during a run: the hero upgrades you buy with Food, or the Crystal upgrades you get spending Crystal Shards. You also meet the good old Merchant who will sell you weapons and devices that will in turn level up in combat!

How many different heroes will be available at launch? Number of levels?

There will be a total of eight heroes at launch. There are nine districts spread across three floors. You visit one district on each floor, descending into the dungeon. Every new run means mapping out a new path towards the core, the 10th and final environment.

Will the game support cross-platform multiplayer?

The game does not support cross-platform multiplayer across manufacturers. However, it does support it within a given ecosystem. For example, PlayStation 4 players can join their friends on PS5 and Xbox Series X|S players can play with their friends on Xbox One consoles.

How is the economy shared between players in multiplayer? Do we all pull from the same pool of resources?

All the resources you accumulate in a run are shared in multiplayer. Your chances depend on efficient communication and decision-making!

What doors shall we open next? In what order? What turret shall we research next? Who needs an upgrade the most?

These are just a few of the questions you will need to ask yourself and your friends and when pressure and mistakes kick in, that’s when multiplayer will be the most fun.

In multiplayer, how far apart can I be from the rest of my party? Do we have to stick together, or can we be whole levels apart?

You can wander as far apart from each other as you want within the same zone. The three players always go through a zone together and need to reach the exit… together!

There are times when you will spread out to cover choke points or points of interest, and others where you will need to regroup to escort the crystal for instance. Try out different team tactics and learn to adapt and improvise in the face of more and more monsters!

In terms of the waves, how often do they occur? Is it determined by how many rooms I’ve explored? How much time has passed? Something else?

Once you find a monster spawner in a zone, you know the first wave is coming. And after the first will come many more, depending on how fast you are moving forward.

The timing between waves depends on the elapsed time since the previous wave as well as the number of doors you open. And we add a slight element of randomness to the mix!

Is there an actual antagonist to Endless Dungeon? I only saw the mindless creatures blocking my escape–is there anyone out there I eventually have to worry about?

I can’t say much more today but there is a lot to worry about inside the dungeon! Fans of the Endless Universe and newcomers alike will not be disappointed!

We look forward to releasing new information about the game in the coming months as well as to getting feedback from our community during OpenDev!

Read MoreGameSpot – Game News

Hit anime series Spy X Family doesn’t have a video game adaptation–yet–but at least one of the show’s characters will be playable in Captain Velvet Meteor: The Jump+ Dimensions which releases on July 28. Master spy Loid Forger joins several Shonen Jump heroes in the Switch game, bringing his own unique skills and abilities alongside Hell’s Paradise: Jigokuraku ninja Gabimaru, ‘Tis Time for Torture’s Princess, and Kafka Hibino from Monster No. 8. The full character lineup includes:

Monster No. 8 – Kafka HibinoHeart Gear – ChromeSlime Life – SlimeHell’s Paradise: Jigokuraku – GabimaruSummer Time Rendering – Ushio Kofune’Tis Time for “Torture,” Princess – Princess & ExGhost Reaper Girl – Chloe LoveSpy X Family – Loid Forger

Captain Velvet Meteor: The Jump+ Dimensions follows the protagonist Damien as he retreats into an imaginary world and battles against the forces of evil alongside heroes from his favorite Shonen Jump and Jump+ manga. Each fight has a strategic element to it, and Damien can use the signature abilities of his manga heroes to defeat his enemies.

The game was briefly shown off in this week’s Nintendo Direct, and you can see the trailer in the timestamped video below:

In case you missed it, Spy X Family has emerged as one of the most popular anime series of 2022 so far. Adapted from the original manga created by Tatsuya Endo, the show follows a spy as he establishes a family that will help him get closer to a target who threatens the safety of the world. To accomplish his goals, Forger adopts a young orphan girl named Anya and marries a woman named Yor Briar, but he is unaware that his adopted daughter is psychic and that his wife is one of the deadliest assassins in the world. Also, the family takes in a dog that can see the future.

The most popular anime screenshot of 2022.

While the concept is wild, Spy X Family has been met with rave reviews for how it balances comedy, action, and drama to great effect. Anya has also become meme material, thanks to her smug anime face.

In other animated news, the Lord of the Rings anime movie has revealed more details on its plot and cast, Tekken fighting game series director Katsuhiro Harada has hyped up the Tekken anime series coming to Netflix, and the Cyberpunk 2077 anime series has confirmed a September release date.

Read MoreGameSpot – Game News

Mario + Rabbids: Sparks of Hope is the unlikely sequel to the unlikeliest of hits. The original Mario + Rabbids game, Kingdom Battle, was a wild collaboration between Nintendo’s most iconic characters and Ubisoft’s screaming, Minion-like goofballs, all mashed together with a healthy dose of XCOM. Most shocking of all was that it all worked together beautifully. For Sparks of Hope, Ubisoft is experimenting further with free movement more reminiscent of a traditional Mario game, new playable characters like Bowser, and an emphasis on flexibility with its new Sparks system.

“To me, it was a dream project and it was almost unbelievable to have the opportunity to start to work on a game with Mario and Rabbids,” creative director Davide Soliani told GameSpot. “I always respected, as a player and as a developer, [Nintendo’s] IP, but it was very tense for me to go in front of them and to pitch our idea. And since then, we kept collaborating together because we did Mario + Rabbids Kingdom Battle, but we also worked on [Donkey Kong Adventure]. Then we started with Sparks of Hope.

“I will say that we are now collaborating with Nintendo for eight years in a row. We never stopped collaborating with them, and this gave us confidence, strength, and knowledge of how to not just be respectful of their IP but also to know more about the Mario universe, going deeper and deeper. But we also strengthened our relationship in terms of exchanging ideas.”

That bizarre mix of influences–a Mario game, but also a Rabbids game, but also a tactics game with adventure elements–meant Soliani and his team had to convince Ubisoft, then Nintendo, and finally, the players, of the game’s merit. That made the team adopt a philosophy of constantly surprising players with humor and strategic depth. In Sparks of Hope, Soliani says he wants to surprise players with “this extra vibe of epicness.” That extends to both the story, with a more expansive scope, and in terms of the combat systems.

“I believe that this was also true with the Kingdom Battle, but even more true in Sparks of Hope,” he said. “There is such a depth in our combat system, which is one of the elements we are mostly proud of. There are others, but this is the core of our game, I believe.”

Soliani says the combat system this time is heavy on synergy between heroes and skills, letting you customize the heroes to your liking with their skill points and giving you more flexibility and the ability to use combos. The demonstration we saw was a good example, showing a much greater range of ways that the heroes could interact with each other and the environment than in Kingdom Battle. While that game had a few combo moves, like spring-boarding off each other for extra reach, the short combat encounter we saw had a much greater range of synergies–from marking enemies for a combo attack to floating above for a gentle landing to using environmental hazards and enemies like Bob-ombs as weapons.

All of this is complemented by the new movement system, which is now free-roaming. Rather than selecting your position on a grid, Mario and his crew move the way you’d expect them to in any other Mario game, jogging around the battlefield, jumping over obstacles, and collecting coins. Combining that level of intuitive movement with more natural combat options, eschewing the last game’s menu system, means this looks to imitate classic 3D Mario mechanics. It remains to be seen if Ubisoft nailed the feel of a Mario game, but it looks very naturalistic in gameplay demonstrations. Free movement is a core essence of Mario games.

“To me, [the new movement system] adds freedom,” Soliani said. “That’s the perception I wanted the player to have while playing the game. Nothing wrong with the grid system and the cursor; I love those kinds of games. I did Kingdom Battle because I love those kinds of games. But we didn’t want to do just a pure sequel. We wanted to rework the game from the ground up. We wanted to bring a new reason and a good reason to buy another game. So freedom is what I had in mind. The ability to just run inside the battlegrounds, to vault over the cover and jump on the other side, dashing [into] some others that could be flipped and then taken and then thrown out of boundaries, or maybe against other heroes. For example, you can flip and throw the bomb against another bunch of heroes, so yes, it’s an enemy that can damage you, but you can turn the table at your own advantage and flipping this guy and using it as a weapon instead.

“And this is just within the movement phase. Then you have the attack phase, the techniques, and bags full of items that you will be able to buy along the course of your journey. So there are a lot of elements, but all those elements can be quickly–super quickly–assessed in the combat system, but not like we were doing in Kingdom Battle by browsing different slots. You can quickly assess everything and move your character with the simple press of a button. So the dynamics and the velocity that the players have now with the combat system, it’s another level. It’s unmatched. And to support that, we also created the various types of enemies. Before they were always moving, attacking, and using the techniques. Now we have different kinds of enemies. So I believe that we have been better at proposing different kinds of interaction with the combat system and different ingredients to have fun with during the battles.”

At the center of both the story and the gameplay are the Sparks–Super Mario Galaxy’s Lumas crossed with Rabbids. The creatures are being kidnapped by the villain Cursa for unknown but certainly evil reasons, and as you rescue them you’ll gain new suites of abilities and customization options. In the video we saw both a burst of electricity and a huge area-of-effect ice blast. But Soliani says they also augment the heroes, letting you enhance their existing strengths or make up for their deficits.

“First of all, the Sparks are creatures that you have to save from this malevolent entity that is, let’s say, threatening the whole galaxy. But once saved, they can be used in combat, their power can be used in combat, in order to help you out. Those Sparks can also grow up along with you so you can make them stronger.

“And their ability and the fact that you can keep them as you want to any heroes, it’s what makes the whole difference. You can take a new archetype and a specific Spark can either help what are already the good characteristics of a hero. For example, make it stronger with the Spark that is announcing the damage output of any given hero. So if you take someone like Mario, that has already a quite good damage output, you can make it even stronger. But you can instead keep another kind of Spark, which is helping, maybe, the weaknesses of Mario. Mario is not as tough as Bowser. So all those combinations together is what is going to make the play style of each player shine. So the modularity of the Spark is what is going to make each hero even more interesting than before.”

Mario + Rabbids: Kingdom Battle was a surprising addition to the Mario canon, not least of which because Nintendo is notoriously protective of its characters. Mario + Rabbids: Sparks of Hope appears primed to surprise players all over again, with a greater degree of flexibility and more Mario-like mechanics. The bizarre crossover experiment just keeps paying off in new ways. But this time, we aren’t surprised at how fun and engaging the collaboration looks.

Mario + Rabbids: Sparks of Hope is coming to Nintendo Switch on October 20.

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When TSMC initially introduced its N2 (2 nm class) process technology earlier this month, the company outlined how the new node would be built on the back of two new cutting-edge fab techniques: gate-all-around transistors, and backside power rails. But, as we’ve since learned from last week’s EU symposium, TSMC’s plans are a bit more nuanced than first announced. Unlike some of their rivals, TSMC will not be implementing both technologies in the initial version of their N2 node. Instead, the first iteration of N2 will only be implementing gate-all-around transistors, with backside power delivery to come with a later version of the node.

So far, TSMC has mentioned two distinctive features of N2: nano sheet gate-all-around (GAA) transistors, and backside power rails. GAA transistors have two unique advantages over FinFETs: they solve many challenges associated with the leakage current since GAAFET’s channels are horizontal and are surrounded by gates around all four sides. Meanwhile, backside power rail enabled improved power delivery to transistors, which increases performance and lowers power consumption.

But, as it turns out, TSMC is not planning to start with both nanosheet GAA transistors and backside power rails in the initial generation of its N2 process technology. As disclosed by the company last week at their EU symposium, the first generation of N2 will only feature gate-all-around transistors. Backside power delivery, on the other hand, will come later with more advanced implementations of N2.

At this point the company hasn’t said too much as to why they’re not rolling out backside power delivery as part of their initial N2 node. But, in discussing the bifurcation, TSMC has noted that backside power delivery will ultimately add additional process steps, which the company is seemingly looking to avoid on their first try with GAAFETs.

The lack of backside power delivery in the original version of the N2 fabrication technology perhaps explains rather moderate performance improvement of N2 when compared to N3E node. While for high-performance computing (CPUs, accelerators, etc.) a 10% to 15% performance improvement at the same power and complexity does not seem to be impressive, a 25% to 30% power drop at the same speed and complexity seems to be very good for mobile applications. 

Advertised PPA Improvements of New Process Technologies
Data announced during conference calls, events, press briefings and press releases
 
TSMC
N5
vs
N7
N3
vs
N5
N3E
vs
N5
N2
vs
N3E
Power
-30%
-25-30%
-34%
-25-30%
Performance
+15%
+10-15%
+18%
+10-15%
Chip Density*
?
?
~1.3X
>1.1X
Volume
Manufacturing
Q2 2022
H2 2022
Q2/Q3 2023
H2 2025

*Chip density published by TSMC reflects ‘mixed’ chip density consisting of 50% logic, 30% SRAM, and 20% analog. 

Considering that TSMC always offers multiple versions of its nodes, that TSMC has several variants planned for N2 is not all that surprising. Nonetheless, it is a bit odd to see that TSMC is taking a rather long road to backside power delivery.

Compared and contrasted to the competition, this will end up being a notable difference from how rival Intel is planning to handle their own GAAFET/backside power transition with the Intel 20A process. Intel intends to introduce its GAA RibbonFET transistors and PowerVia interconnects together in mid-2024 – going so far as to create an internal pseudo node just to focus on RibbonFET development. TSMC, on the other hand, is taking a more cautious approach to risks and innovations, one which potentially has TSMC moving at a slower pace, but is also an approach that has traditionally been a better fit for TSMC’s need to deliver more constant and consistent updates to its fab offerings.

And while we’re still a few years out, it will be interesting to see what this means for the competitiveness of TSMC’s first-generation N2 node. Will a GAAFET process without backside power delivery be at a meaningful disadvantage? Per current schedules, we’ll find out the answer to that in the second half of 2025, when TSMC’s first N2 node is slated to enter high-volume manufacturing (HVM).

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