Microsoft has traditionally struggled to sell Xbox consoles in Japan, but a new report from Weekly Famitsu magazine and spotted by VGC has revealed that the company has made some positive headway lately.

The combined sales figures for all four generations of Xbox consoles sold in Japan is now around 2.3 million units in total, the lion’s share of that number going to the Xbox 360 generation. The good news is that the Xbox Series X|S consoles have already outsold the Xbox One generation after being available for over a year after its original global release, an impressive feat thanks to factors like the continued pandemic and semiconductor shortage. Technically, this currently puts the Xbox Series X and S consoles on par with Nintendo Virtual Boy sales in Japan as well.

With over 142, 000 units sold so far, the Xbox Series X|S still has a way to go before it beat the sales figures of the original Xbox or the Xbox 360, the latter of which was boosted by exclusive games such as The Last Remnant and Blue Dragon when it was originally available.

According to Famitsu, the consoles sales for each generation are:

Xbox — 474,992 unitsXbox 360 — 1,616,128 unitsXbox One — 114,831 unitsXbox Series X|S — 142, 024 units

And the best-selling Xbox titles in Japan are:

Dead or Alive 3 (Xbox) — 271,149 units soldStar Ocean 4: The Last Hope (Xbox 360) — 208,521 units soldTales of Vesperia (Xbox 360) — 204,305 units soldBlue Dragon (Xbox 360) — 203,740 units soldThe Last Remnant (Xbox 360) — 154,493 units sold

Sony and Nintendo still dominate the Japanese gaming market, with the Nintendo hybrid console having sold over 20 million units in that country alone since it launched five years ago. The PS5, which has also faced stock shortage issues, has predictably done much better than the Xbox Series X|S, having sold over a million units so far.

Globally, Sony has sold 17.3 million PS5 consoles as of December 31, 2021, while Microsoft is estimated to have sold around 12 million Xbox Series X|S consoles so far.

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CD Projekt, the parent company of Witcher and Cyberpunk 2077 developer CD Projekt Red, has joined global efforts to levy sanctions against Russia for its invasion of Ukraine. It has announced that it will halt all digital and physical sales of its games to Russia and Belarus, as well as all game sales on its digital platform GOG. CD Projekt Red also recently pledged 1 million PLN (about $240,00 USD) to the Polish humanitarian group Polska Akcja Humanitarna.

“In light of the Russian military invasion in our neighboring country of Ukraine, until further notice the CD Projekt Red group has made the decision to halt all sales of our games to Russia and Belarus,” CD Projekt Group said in a statement. “Today, we begin working with our partners to suspend digital sales and cease physical stock deliveries of CD Projekt Group products, as well as all games distributed on the GOG platform, to the territories of Russia and Belarus.”

CD Projekt also stated that it’s aware that it doesn’t have the power to directly influence matters on the global stage, but it hopes that by adding its voice to a growing number of entertainment brands that have blocked Russia and Belarus from accessing their content, it can help inspire change in those countries.

“The entire CD Projekt Group stands firm with the people of Ukraine,” the company added. “While we are not a political entity capable of directly influencing state matters, and don’t aspire to be one, we do believe that commercial entities, when united, have the power to inspire global change in the hearts and minds of ordinary people. We know that players in Russia and Belarus, individuals who have nothing to do with the invasion of Ukraine, will be impacted by this decision, but with this action we wish to further galvanize the global community to speak about what is going on in the heart of Europe.”

A growing number of gaming entities have publicly moved to distance themselves from Russia and call for an end to the invasion of Ukraine. Ukraine deputy minister Mykhailo Fedorov has called on Sony and Microsoft to also join in on sanctions, though neither has yet done so. Bloober Team is also suspending sales of its games in Russia/Belarus, as a sign of solidarity for Ukraine.

EA announced this week that Russia would be removed from its FIFA 22 and NHL 22 games in the coming weeks. Meanwhile, various other gaming industry studios are organizing relief efforts.

This War of Mine developer 11 bit studios is donating all proceeds from sales of the anti-war game over the next week to the Ukrainian Red Cross. Stalker 2 developer GSC World–which is based in Ukraine–called on the gaming industry and players to donate to a fund to help aid the Ukrainian Armed Forces,

If you’d like to help ongoing humanitarian efforts, we’ve assembled a list of humanitarian organizations like the Ukrainian Red Cross and Unicef that you can donate to.

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Deus Ex–and more importantly, Epic Mickey–creator Warren Spector has announced that he is working on “a completely new intellectual property” at his studio OtherSide Entertainment.

“It feels great to be working with a talented team on a new title and new IP,” Spector said of the new project. “Fans of my work already know what to expect: an immersive world and engaging narrative that players will directly impact through their choices and playstyles. We are still in early development and are looking forward to sharing more information soon!”

While Spector is keeping quiet on what the game will be about, some key art for it was revealed and shows off a concept that looks like Waterworld meets The Lord of the Rings:

Key art for Spector’s next game.

Veteran game producer Jeff Goodsill will oversee the production of Spector’s game and other unannounced titles in development, as well as help grow Otherside. The studio is also currently working on System Shock 3, although development on that title has been turbulent since it was first announced in 2015.

System Shock 3’s original developer Starbreeze faced financial difficulties that resulted in Otherside taking over completely, and in 2020 it was announced that Chinese gaming company Tencent would be “taking the System Shock franchise forward” with Spector still involved in an unknown capacity.

A System Shock TV series is also in development and is currently being written by Mortal Kombat scribe Greg Russo.

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As a Nintendo franchise that has been around for 30 years, it’s surprising that Kirby is just now making the jump to 3D platforming with Kirby and the Forgotten Land. The Nintendo Switch exclusive releases March 25, and if the game’s first world is any indication, longtime Kirby fans have much to look forward to. Kirby and the Forgotten Land is essentially the Puffball’s spin on Super Mario 3D World/Land. And thanks to humorous new Mouthful abilities, Forgotten Land is shaping up to be one of the most varied platformers in series history.

Gameplay footage released thus far doesn’t make it entirely clear, but Kirby and the Forgotten Land follows the traditional level-based structure. Stages are mostly linear with little exploration off the beaten path besides to solve puzzles here and there. Even the automatic camera angles nudge you in the right direction, and while you can turn the camera slightly, you don’t have free control. If you miss something and need to backtrack, you’ll see Kirby run toward the camera–it doesn’t turn with you. This setup does make Forgotten Land feel like a side-scroller on a 3D plane at times, but the extra freedom of movement here still enhances Kirby’s unique set of abilities.

Like the title suggests, Kirby’s not in Dream Land anymore. On a quest to save the Waddle Dees from a mysterious entity called the Beast Pack, Kirby joins up with a cute little chinchilla with elephant ears who can fly though not much else is known about this dude. This Beast Pack uses adorable fox-like creatures as its minions, which is just rude if you ask me. The story thus far feels like standard good versus evil fare we’ve seen in past Kirby games, but that’s not a bad thing considering Kirby has always focused on its action-platforming loop.

Forgotten Land dropped me right into the action in an intro stage called “Point of Arrival.” Serving as a quick tutorial, Point of Arrival reintroduces players to Kirby’s copy abilities and lets you take Mouthful Mode for a spin, literally. Watching Kirby inhale a car, covering the entire vehicle with his stretchy skin, is about as funny as it sounds, especially since his eyes basically serve as blinking headlights. Zipping around the opening level and running over bad guys was quite fun, and I could almost see the car gameplay being turned into a full racing game at some point.

Mouthful Mode is more than just a silly new way to smash baddies, though. Throughout the five levels in World 1, I employed numerous Mouthful abilities to solve puzzles, save hidden Waddle Dees, and complete optional challenges in each of the big levels. Cone Mouth–in which Kirby inhales an orange traffic cone–lets you destroy weak points in the ground. I even used it to break up a water pipe to create a geyser to reach an otherwise inaccessible spot. Vending Machine Mouth is my favorite so far, since it turns Kirby into a gun that can rapidly shoot cans of soda. All Mouthful Mode objects shimmer, but not all of them are used as dynamically as others. For example, Storage and Dome Mouths simply revealed hidden objects or clues for puzzles in World 1.

Sometimes you have to utilize both a copy ability and Mouthful Mode to solve a puzzle. In one instance, I had to become Stair Mouth–a set of giant stairs–to create an avenue for reaching a ledge. Then I lit a rope by spewing fire and hurriedly hopped up the stairs and into the cannon before the fuse activated. You retain your copy ability after spitting out Mouthful objects, but to be clear, you can’t be a giant staircase who happens to breathe fire as well, even though that would be cool.

So far, developer HAL Laboratory has done a stellar job balancing the new Mouthful mechanic with the tried and true copy abilities. While Mouthful Mode is the new thing, copy abilities are still vitally important to both puzzles and combat, including World 1’s giant gorilla boss who tries to flatten Kirby with his humongous frame. And for the first time, copy abilities can be upgraded. Upgrades are purchased in the Weapons Shop in Waddle Dee Town, a hub that gradually grows throughout your adventure. These evolutions turn abilities such as Cutter, Sword and Fire into more powerful attacks. Using the upgraded Cutter appeared to create a wider projectile that took down enemies quicker.

While I didn’t see any opportunities in World 1, my hope is that evolved copy abilities will be used for more than just making even quicker work of enemies big and small. If you were hoping for a Kirby game with more of a challenge, World 1 doesn’t suggest that Forgotten Land will be different from its predecessors in this regard. Kirby has long been Nintendo’s most approachable platformer, and you have two difficulty options to choose from: Wild or Spring-Breeze. Wild is decidedly not wild so far, with common enemies posing little to no threat and the boss of World 1 going down in less than 30 seconds. I tried Spring-Breeze mode as well, and it reminded me of Yoshi’s Crafted World’s Mellow difficulty, which was a lovely feature for my daughter who was just getting into games at the time.

In addition to the main stages, you unlock Treasure Road levels as you rescue Waddle Dees in each world. Treasure Road stages are time trials that are designed around a specific copy ability. In one of the stages, I used the Cutter to scoop up gems while avoiding enemies. In another, I rolled bombs down hills like bowling balls. Though you get more than enough time to complete these trials, each one has an optional objective for beating the level really fast, and a few of them required some repetition to nab the record. Treasure Road funnels into the copy ability upgrade system, as the stones you earn are required to purchase evolved abilities.

Forgotten Land’s world is already shaping up to be one of the most interesting locales in series history. Natural Plains mostly has the grassy look we’ve come to expect from the first set of stages in each Kirby (and Mario) game, but it overlays this onto an abandoned city. World 1 is home to a level that takes place in an old shopping mall, complete with escalators, stores in the background, and yes, Vending Machine Mouth. This standout stage included puzzles that required me to observe my surroundings to find the right path to collectibles and trapped Waddle Dees. Overall, it felt like one of the most inventive and imaginative Kirby stages in series history.

I spent around two hours in World 1, completing all five main levels, seven Treasure Road trials, and checking off every optional objective. I also played through a few levels in co-op mode with my daughter. One player has to play as Bandana Waddle Dee, so they are missing out on the copy abilities and Mouthful Mode. Nevertheless, Kirby and the Forgotten Land’s opening levels are delightfully charming whether you’re going at it solo or with a partner. But yes, please relinquish Kirby to your kid, because Kirby is much cooler.

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Doom designer John Romero is releasing a new Doom II level to help support the people of Ukraine and related humanitarian efforts following Russia’s invasion of the country.

Romero announced on Twitter that he is releasing the new level for the 1994 game for €5. 100% of proceeds will be donated to the Red Cross and UN Central Emergency Response Fund.

The level is called One Humanity, and it’s the first Doom II level from Romero since the game was originally released in 1994. An original copy of Doom II and a modern source port are required. You can buy the new level from Romero’s website here.

To support the people of Ukraine and the humanitarian efforts of the Red Cross and the UN Central Emergency Response Fund, I’m releasing a new DOOM II level for a donation of €5. 100% of the proceeds go toward these agencies. Thank you. https://t.co/1meRjC0IJZ pic.twitter.com/p0VbjdIofP

— 𝕵𝖔𝖍𝖓 𝕽𝖔𝖒𝖊𝖗𝖔 (@romero) March 2, 2022

In the wake of the attacks, Ukraine has asked PlayStation, Xbox, and eSports organizations to stop supporting Russia. Multiple movie studios have stopped releasing new films in the country, while Apple no longer sells any products there.

Additionally, Ukrainian developer GSC Game World has announced that development on Stalker 2 has “shifted to the sidelines” as the company focuses more on protecting themselves and their families during this time.

If you want to help relief efforts, we’ve assembled a list of humanitarian organizations like the Ukrainian Red Cross and Unicef that you can donate to.

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The Batman series has returned to Rocket League. A new Batmobile, inspired by the one seen in The Batman starring Robert Pattinson, is now available in Rocket League as paid DLC.

Players can now buy The Batman Bundle for 1,000 Credits. It comes with the new version of the Batmobile and various related extras like wheels, a boost, a trailer, and a Dark Knight matte paint finish. There is also a Batman-themed goal explosion. You can see the full contents below.

THE BATMAN BUNDLE [1100 CREDITS]

Batmobile (2022) Body (Dominus Hitbox)Batmobile (2022) Engine AudioDark Knight Matte Paint FinishBatmobile (2022) WheelsBatmobile (2022) BoostBatmobile (2022) TrailReel Life DecalThe Batman Goal Explosion

All items in The Batman Bundle can only be attached to the 2022 Batmobile, and it cannot be customized with any other items. The only exception is the Batman goal explosion, which can be applied to other cars.

A new limited-time mode, Gotham City Rumble, is also now available in Rocket League. In this mode, power-ups are themed around Batman villains, including the Joker’s boxing glove and Poison Ivy’s vines.

All of this new content is only available until Tuesday, March 8 at 6 PM PT.

The Batman comes to theaters today, March 3, and it’s expected to do huge numbers and help reignite the box office. For more, check out GameSpot’s The Batman review.

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Depending on what you’re playing, Valve’s new Steam Deck battery can last as long as eight hours or as little as two. More graphically demanding games require more power to drive the hardware that enables them, with SteamOS doing a pretty decent job of load-balancing everything dynamically in the background. If you are looking for a few other settings you can tinker with to get the best out of your Steam Deck’s battery life, we’ve got a few hints.

Limit your framerate

The Steam Deck’s 1200×800 display is beautiful and bright, featuring a native 60Hz refresh rate that benefits less graphically intensive games. But running at a higher refresh rate requires more power for both the display and the APU spitting out each frame. Thankfully, SteamOS features a system-level 30fps frame rate cap in its quick settings menu, letting you bypass any similar settings in games that might not work as well.

It’s a useful feature that can be toggled on at any time, and you’ll likely see a significant uptick in your expected battery life as a result. This setting alone can claw back an hour or two when playing some smaller games like Spelunky 2 or Celeste, and a little less with more demanding games like God of War (where just running at 30fps is the target anyway).

Turn down your in-game settings

This might go hand-in-hand with the recommendation above, but like any other PC the Steam Deck will draw less power if the game you’re playing isn’t demanding it. That means some changes to your graphical settings can yield some better battery life, and without as much of a visual hit as you might think.

Although the display is of a fairly high resolution, the 7-inch size means you’re less likely to notice smaller changes in overall detail in the same way that you might on a 27-inch monitor. That means knocking down settings like anti-aliasing and shadow quality, for example, will require less processing power and not greatly impact the visual quality. It’s worth messing around with this in each game you play to find a balance that suits you.

Limit your total TDP

If you’re looking for a more brute-force method of forcing the Steam Deck to consume less power, you can set a new maximum TDP (Thermal Design Power) for the handheld within the system settings menu. TDP refers to the thermal performance of a processor, and is often used as a basic indicator for power consumption. The more watts, or higher TDP, a processor uses, the more heat it produces and more power it consumes. Reducing the maximum TDP will force the APU to adapt in turn, turning down its base operating clock speed with respect to the amount of power it now has access to.

The Steam Deck’s battery life varies quite a lot depending on a number of factors.

Of course, you have to be careful with how you use this setting. Setting a TDP value too low will negatively impact performance in a big way, and, in some cases, crash games altogether. But if you want really granular control over how the Steam Deck operates, this is one of the two easiest ways to achieve that.

Set a maximum base clock speed

The other thing, predictably, is setting your GPU’s basic clock speed to a static value, preventing the APU from boosting up and down dynamically. This can, in some cases, make battery life worse if you’re not careful, forcing the APU to run at a higher speed than is necessary for lighter games.

In more demanding titles, the opposite can be true. Performance can degrade based on how low you set the clock value, but this in turn can help you extend battery life without a small performance hit. If you aren’t keen on tinkering around with values for each new game you try, limiting your Steam Deck to 30fps will almost always do enough to allow the Steam Deck to react dynamically in this regard, but it’s still nice to have this option.

Tone down screen brightness

Like pretty much any other electronic device with a screen, the brighter you set the Steam Deck’s screen, the more power it’s going to drain. So this isn’t so much a hint as it is a reminder: ake sure to have the Steam Deck’s screen brightness set to automatic so that it can properly dim depending on the ambient light in the room you’re playing it in.

The good thing is that, unlike some other portable gaming devices, the Steam Deck’s screen retains a lot of its detail without much brightness. It also scales down very low, letting you get a comfortable viewing experience in bed, for example. Never discount how much more gaming you can get in just by dimming your screen. For more on Valve’s impressive new toy, read our Steam Deck review.

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Stalker 2 developer GSC Game World, which is based in Ukraine, has provided an update on how the studio is reacting to and handling itself amid Russia’s invasion of the country. GSC Game World’s main office is in Kyiv, which has been attacked and continues to be by Russian forces.

Understandably, developers at GSC Game World have focused more on protecting themselves and their families during this time, the studio said in a newly published video. Development on Stalker 2, meanwhile, has taken a back seat. “We are now striving to help our employees and their families to survive. The game development shifted to the sidelines. But we will definitely continue after the victory. Glory to Ukraine,” the team said.

The video contains harrowing video of the attacks in Ukraine and the devastation left in the wake. It also demonstrates just how quickly things can change, as GSC Game World said it was editing a video about Stalker 2’s motion capture studio up until the attacks began on February 24.

GSC was among the world’s first major developers to respond to the crisis in Ukraine, releasing an initial statement in which it expressed optimism that Ukraine’s armed forces would prevail.

“Through pain, death, war, fear, and inhuman cruelty, Ukraine will persevere. As it always does,” the studio said.

The developer is planning to release Stalker 2: Heart of Chernobyl later this year, though whether or not the project will be delayed remains to be seen.

In the wake of the attacks, Ukraine has asked PlayStation, Xbox, and eSports organizations to stop supporting Russia. Multiple movie studios have stopped releasing new films in the country, while Apple no longer sells any products there.

If you want to help relief efforts, we’ve assembled a list of humanitarian organizations like the Ukrainian Red Cross and Unicef that you can donate to.

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The appeal of Xbox cloud gaming is further coming into focus. Microsoft Flight Simulator, a very ambitious title with significant hardware requirements, is now playable on original Xbox One hardware thanks to Xbox Cloud Gaming. It’s the Xbox Series X version of Microsoft Flight Simulator, so players can expect a high-end, good experience, provided their internet connection is strong and stable enough to support it. A trailer announcing the cloud version shows off more of what to expect, including how it supports all manner of wireless controllers, including Sony’s DualShock.

Over the cloud, Microsoft Flight Simulator runs at a maximum of 1080p/30fps, while there is of course no need for a local install because it’s being played over the cloud. Additionally, Microsoft Flight Simulator is now playable beyond consoles through mobile phones, tablets, and PCs with lower specs that otherwise wouldn’t be able to support it.

Microsoft also clarified that the multiplayer experience for Microsoft Flight Simulator over the cloud compared to PC and Xbox Series X|S is “identical.” All players, no matter what platform they’re on, will be flying in the same airspace.

Additionally, Microsoft Flight Simulator’s World Updates 1-VI are available over the cloud, and any and all purchases made on another device carry over to the cloud.

Microsoft Flight Simulator is available through Xbox Game Pass Ultimate, which also includes access to cloud streaming.

Xbox Cloud Gaming is such a big focus for Microsoft because there is a limited audience for traditional consoles. There are far, far more mobile phones, tablets, and PCs in the market, and Microsoft is keen to grow the Xbox brand by meeting players where they are. That’s why Microsoft sorta doesn’t really care if you buy an Xbox console or not.

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Destiny 2‘s new grenade launcher Parasite has a fun and unexpected backstory to it. Specifically, its sound design was made using the sounds of cooking beef mac and cheese. Yes, really.

Audio lead Evan Buehler revealed this unexpected piece of trivia during an interview attended by GamesRadar. “I know if you’ve ever made some fresh pasta, specifically beef mac and cheese, and kind of mixed it around a little bit, some of those sounds were used to create that,” Buehler said. “Maybe not so great or weird, but it’s something you could experience or understand in your own home.”

This is not the first story about the outlandish methods of capturing sounds for video games. For Halo Infinite, developers at Microsoft recorded a pug’s snuffs and scruff sounds for alien enemies.

In other Destiny 2 news, Bungie has clarified that anyone trying to play the game on Steam Deck will be banned.

For more, check out GameSpot’ Destiny 2: The Witch Queen review-in-progress. “The centerpiece is the laudable story campaign, making a lot of the game’s best design more approachable for a variety of characters, but The Witch Queen also invokes the best parts of Destiny’s past, as well–like the secret-laden, dense, and fascinating locations found in The Taken King and Forsaken expansions,” reviewer Phil Hornshaw said. “The Witch Queen is a massive step forward for the game, the culmination of a recent history of great refinements and additions, resulting in a Destiny 2 that’s in its best form yet.”

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