The hype train is gaining a dangerous amount of speed as Destiny 2 barrels toward The Witch Queen. This week, Bungie detailed a bunch of changes coming to the weapon sandbox, while showing off some new Exotic weapons coming with the expansion. One of those guns is a grenade launcher, only the grenades are the worm larvae from which the Hive derive their dark powers. I have spent an inordinate amount of time thinking about this.

But first, let’s check out some of the changes to guns coming in The Witch Queen.

Brand loyalty

The details on weapons are pretty extensive in the latest TWAB, and I have to say, they all sound like solid changes. The best-sounding aspect of the whole deal is the addition of Origin Traits, which are apparently intrinsic to guns based on elements like where you get them, or who manufactured them. For instance, guns from the Trials of Osiris will have Origin Traits similar to the Celerity and Bottomless Grief perks, where they gain boosts when the rest of your teammates fall in battle. Nightfall weapons get traits that boost them against Champions. Crucible guns are better at reloading out of fights, to help you prep for your next engagement.

The more customization options Bungie brings to Destiny 2 loadouts, the more interesting that whole side of the game becomes. I really like the idea of having guns that you get for doing certain things and that reward your specific playstyle. If you’re into PvE activities, hitting up Nightfalls gets you better tools for PvE–that’s a cool idea that helps make repetitive activities more rewarding.

We’ve been hearing about who makes certain guns since Destiny 1, but now we’ll see how those manufacturers leave their marks on their work.

Origin Traits also sound like added benefits, rather than necessary components, which helps with one big aspect of this discussion: gunsetting. In the immediate aftermath of the TWAB, I saw a few complaints from people who were worried that adding Origin Traits to guns starting with Witch Queen would immediately deprecate the guns you already have stockpiled, which won’t receive Origin Traits–you’ll need to find new copies of those guns to get access to the new system. They worried that, effectively, Bungie was finding a way to make everything they already had obsolete, but that doesn’t sound like it’s the case.

The additional perks that Origin Traits offer sound like they’re nice to have, but not essential to Destiny’s meta. You’re going to be picking up a lot of new guns anyway, so you can slowly replace your old gear with the slightly better, newer versions. But having the “slightly faster reloading outside of combat in the Crucible” Origin Trait isn’t going to render your current Dire Promise into obsolete junk.

One last thing that I think is cool about Origin Traits is the fact that they extend to gun manufacturers. This is an aspect of Destiny that has felt like something Bungie wanted to do more with in the past, but it never quite worked out. We have a bunch of brand names in Destiny 2 who make weapons, but those names have only ever dictated aesthetics. It was, more or less, a neat lore thing that some guns came from some specific foundries. Now, guns from Omolon or VEIST have Origin Traits intrinsic to the brand. It’s not a massive change, but I love the idea that these names actually mean something in terms of what their weapons can do and how they operate. I’ve been seeing guns that say “HAKKE” for years and that’ll finally actually mean something to me.

Okay, time to talk about the worm gun.

Somebody hates these worms.

Someone explain to me the worm gun

A recent weapons trailer for Destiny 2 showed off several of its upcoming Exotics, including a machine gun that fires missiles like those of a Cabal Colossus, a submachine gun that sounds a lot like Halo’s Needler, and Parasite, a grenade launcher that hucks live Hive worms at enemies, which explode.

From a story standpoint, this sounds fascinatingly nonsensical.

Sure, sometimes guns are just fun or funny or weird. One of Eris Morn’s friends is a bug who lives inside Xenophage. It doesn’t have to be that serious. But even the weird guns have story and lore tied to them. So what’s the story behind the worm gun?

pic.twitter.com/dyGalp7614

— dr. hazel 🕯️ (@HazelMonforton) February 1, 2022

I mean, think about it for a second. Someone in the Destiny 2 universe made a gun. Rather than make that gun shoot standard projectiles, they configured it to launch Hive worms. So first, this is someone who would think, “Hive worms are great for blowing things up,” I guess. And they would either have to hate Hive worms such that they would think those worms should be used to kill things rather than let them just live their lives, or they would have to be indifferent to Hive worms, neither interested or disinterested in whether those worms lived.

Also, this is a person who would have to have enough Hive worms around to load into a cannon–they would have to have a reason to even think to build a cannon into which they could load Hive worms.

If we look at Parasite, we can see what look like Hive runes on it, so maybe this is a Hive weapon. My thinking is that Savathun built or commissioned this gun. Her goal in the Season of the Lost is to get rid of her worm, and in The Witch Queen, she has the power of the Light, which suggests the removal of the worm was successful. Savathun doesn’t seem to be a fan of the worm gods, the pact the Hive made with them, or the Darkness in general. The other Hive in her Lucent Brood also don’t seem to have worms–or at least, the ones with Ghosts probably don’t. So if Savathun got rid of her worm, and isn’t a fan of worms, and doesn’t need a bunch of worms hanging around…maybe she built a worm-launcher. Maybe she even gives it to us, since, despite the fact that we’re fighting in her Throne World in The Witch Queen, there still seems to be a weird relationship between Guardians and Savathun in the story.

It might even be a thumb in the eye of Xivu Arath, who is likely still on the prowl to kill Savathun in The Witch Queen.

Savathun: Thanks for helping me get rid of the Hive worms, yall want this gun that fires Hive worms? Xivu Arath would get so mad if you shot Hive worms at her lol lmao

— Phil Hornshaw (@philhornshaw) February 2, 2022

That’s my story theory on Parasite. Savathun’s mad at the worms, and rather than just stomping on them or devising a way to kill them, she makes a gun that shoots them at people–preferably other Hive. It’s some deliciously petty payback for eons of a parasitic relationship requiring the Hive to constantly conquer other species in order to gain power and resist being consumed by the worms inside them.

I also want to know who at Bungie thought of this thing, because it’s excellent and ridiculous.

We’re working on a lot more Destiny 2 coverage ahead of The Witch Queen in the coming weeks, including some catch-up guides to get you ready. To start with, you might want to check out our story catch-up article that runs down everything that happened between Beyond Light and The Witch Queen. It’s expansive and detailed, and if you missed anything this year, you’ll find it there.

And as always, leave any Destiny 2 stuff you want to discuss in the comments below.

Read MoreGameSpot – Game News

In Dying Light 2, safes will be found early and often. Secrets are locked away all across Villedor, so it’s important to know how to get into them. Thankfully, these safe codes don’t seem to change from one save file to the next, meaning we can share the safe codes we’ve found so far and you can skip some of the work yourself. If you’re looking for valuables such as Inhibitors inside, here’s how to open all locked safes, plus a tip for when you don’t have a code at all.

Dying Light 2 safe codes

There are many safes hidden in Villedor, so we’re still discovering all of them. We’ll update this list as needed, though, so bookmark it if you’ve found it helpful in your early or post-game travels, and we hope it will eventually fit every locked safe code in Dying Light 2.

Bazaar safe code (in the Church belltower): 5-1-0First Biomarker safe code: 9-7-3Nightrunner’s Hideout safe code: 1-0-1Treasure Hunt safe code: 3-21-67Moonshine safe code: 14-9-2Downtown bandit camp safe code: 3-1-3Broadcast safe code: 3-1-4

How to open safes without the code

While we’re still seeking out more safe codes, it’s also worth noting that the game uses a bit of controller feedback to hint at a safe’s code even if you don’t have the code on hand. When turning any safe’s dial, do so very slowly and, if you’re using a standard controller, you’ll feel a slight rumble when you pass one of the three digits. You won’t know the correct order, but there are only a few possibilities once you’ve got the numbers, so you can brute-force it from there.

Inhibitors are often locked behind safes.

This is actually how I solved one of the game’s early safe codes (Nightrunner’s Hideout). Typically, these codes are left hiding somewhere like on the wall or in a collectible very close by, but if you can’t find the environmental clue, and until we’ve found them all ourselves (we’re still stumped on the Church of St. Thomas safe code, for example), this is one way that can help resolve some locked safes.

It doesn’t seem to work every time, perhaps because Techland keeps some safes locked until the player has actually found its related clue, but for times when you’re really stumped, act like a professional safecracker and see if it works for you.

Once you’re all set there, keep reading more about how to repair weapons, how to fast-travel, and how to find Military Tech.

Read MoreGameSpot – Game News

Apex Legends Season 12: Defiance is right around the corner and kicks off Year 4 for developer Respawn’s battle royale. Year 3 proved a transformative year for Apex Legends–alongside the usual new weapons and characters, it saw the introduction of Arenas and a tighter narrative focus on the legacy of Titanfall 2. Respawn doesn’t seem to be letting up for Year 4, with Season 12 introducing a whole bunch of new content. Below, we go over everything Season 12 is changing about Apex Legends or adding to the game, including legend and weapon rebalancing, map changes, new modes, and events.

Start date

Apex Legends Season 12 is set to start February 8. If Respawn keeps to the same start time as Season 11: Escape, Season 12 will kick off at 10 AM PT / 1 PM ET. However, Respawn has not announced a start time yet.

Patch notes

Respawn has not yet released the full patch notes for Apex Legends Season 12. Patch notes for the major seasonal updates traditionally get revealed the day before a new season starts. So the Season 12 patch notes will likely be posted on February 7.

New character: Mad Maggie

Season 12 sees the addition of Mad Maggie to Apex Legends’ playable roster. Mad Maggie is an “aggressive playmaker”–her abilities are geared towards pushing enemy squads and engaging them in close-range combat, similar to Octane and Revenant. Maggie is the second playable character in Apex Legends with an ability that makes her especially adept when she’s using specific weapons (the first being Rampart, who gets an extended clip and faster reload speed on LMGs). Maggie excels with shotguns, gaining increased running speed when holding one.

Changes to Crypto and Caustic

Season 12 makes several balancing adjustments to Apex Legends’ existing cast of playable characters. Most notably, Crypto is getting a good buff–starting in Season 12, the recon legend will be able to toss his drone in a straight line, allowing him to quickly scan in front of him or attach the drone to a wall as a stationary webcam. Caustic will also be getting an update in Season 12. The toxic trapper is getting a nerf–his traps will now be destructible, preventing the legend from using them as reliable cover.

Weapon & hop-up changes

In Season 12, the Alternator SMG is rotating out of Care Packages and the Volt SMG is rotating in. On top of this, the VK-47 Flatline and Longbow DMR are both being rotated into Replicators, with no way to loot these firearms save for finding them in an enemy’s deathbox. You’ll otherwise have to craft them with Materials in order to nab them.

In terms of hop-up attachments, Hammerpoint Rounds are returning. The hop-up will still go on the P2020 and Mozambique, but Season 12 changes the attachment so that it can be put onto the RE-45 Auto as well. Additionally, Shatter Caps are changing so that it’s no longer a toggle–when attached, the 30-30 Repeater and Bocek Compound Bow will automatically switch to a shotgun-like bullet spread when firing from the hip. And finally, a new hop-up will be added in Season 12. Called Kinetic Feeder, the attachment can go on the Triple Take and Peacekeeper. It automatically reloads and starts focusing either weapon when you slide.

Map changes

Though it received smaller changes in both Season 7: Ascension and Season 9: Legacy, Olympus gets its first major adjustment in Season 12. The new season adds two major points of interest to Olympus, as well as several adjustments throughout the map. Now called “Sabotaged Olympus,” the new map features plenty of new ways to loot and navigate on the south side of the city with Phase Driver and Terminal.

Phase Driver is a huge, circular POI that will be wedged in between Hydroponics and Bonsai Hillside, causing Solar Array, Icarus, Bonsai Hillside, and Bonsai Plaza to all shift away from the center of Olympus in order to make room. Those POIs are still there though, don’t worry–the shape of the city has just shifted. Phase Driver can be interacted with–squads can use it up to three times to teleport in blue-, purple-, and gold-tier loot rollers (like the ones found in Pathfinder’s Fight Night).

Terminal is a large internal POI with five entrances, connecting Phase Driver, Bonsai Hillside, Bonsai Plaza, and Solar Array to Hammond Labs. So, what was once a simple hallway beneath the Phase Runner is now an interconnected series of passages that should make it a bit easier to travel and fight in between these locations without getting third-partied.

The northern half of the map has gotten some love too. Most notably, Supply Track (the hallway that connects Turbine to Rift) has been expanded with a new entryway, which should keep that location from becoming a choke point as regularly as it did in Seasons 7-9.

New mode: Control

At the start of Season 12, a new limited-time mode called Control will be added to Apex Legends. Control is chaotic fun, streamlining the Apex Legends’ experience to be more approachable for newcomers. The mode sees two teams of nine face off in a tug-of-war over controlling objectives across the map. Capturing and defending objectives nets your team points, and the first side to reach 1500 points takes the win.

Limited-time events

Respawn has released its Apex Legends Season 12 roadmap. In it, two limited-time events are teased: Warriors and Unshackled. Warriors is a Collection Event, so it will likely feature a new legend heirloom–though it may also add a new mythic-tier legend cosmetic, like the Bloodhound skin seen in the Season 12 gameplay trailer that evolves over time. Unshackled is listed as a normal event, which means (if Respawn holds to pattern) it’s likely geared towards adding a new limited-time battle royale mode or Arenas map. Respawn has not confirmed either to be the case though, so we could just as easily get something totally brand-new.

Ranked splits

Like previous seasons, Apex Legends Season 12 will feature a ranked split, allowing players to climb up the in-game rankings on two different maps. The Ranked playlist will start on Olympus. Midway through the season, your ranking will reset and Ranked will switch over to Kings Canyon.

For those who aren’t interested in Ranked, standard Trios and Duos will feature a regular map rotation between Olympus, Storm Point, and Kings Canyon. That means World’s Edge is out of the map rotation entirely in Season 12.

Arenas

With the Alternator returning to ground loot and the Volt being placed in Care Packages, you’ll be able to once again buy the Alternator in Arenas. Conversely, you will not be able to buy the Volt. Additionally, the RE-45 will now be able to be upgraded to have the Hammerpoint Rounds hop-up attachment.

Quest storyline

In Season 12, Apex Legends’ Quest will dive into Mad Maggie, finally giving players her point of view. Octane’s dad, Duardo Silva, is setting Maggie up as a villain who’s putting the people’s beloved legends in danger (in the world of Apex Legends, the legends are basically just famous athletes, and the battle royale bloodsport they engage in is just good TV).

This plan is all in hopes of attracting more sympathy to his stance that the Syndicate (the group that runs the Apex Games and most of the populated worlds in the Titanfall/Apex Legends universe’s Outlands) is incompetent and in need of some new leadership: Duardo, himself. Octane and Lifeline (whose rich parents are also pretty evil and side with Duardo) are wise to his villainous nature, and have already set their own plans in motion to try and stop him.

Battle pass

Season 12 introduces a new battle pass to Apex Legends. Respawn has not yet revealed what all of the rewards will be, though you can see some of the new cosmetics in the Season 12 gameplay trailer–legendary skins for Seer and Loba and reactive legendary skins for the Hemlok Burst AR.

Year 3 anniversary

In celebration of Apex Legends’ three-year anniversary, Season 12 will kick off a three-week giveaway. Log into Apex Legends during each of the first three weeks of Season 12, and you’ll be able to unlock Octane, Wattson, and Valkyrie for free. Each character comes with themed Apex Packs that will drop random items or cosmetics.

To unlock Octane, log into Apex Legends between February 8-15. To unlock Wattson, jump into the game February 15-22. And finally, Valkyrie can be unlocked by logging into Apex Legends February 22-March 1.

On top of that, Apex Legends Year 3 is ending with an Anniversary Collection event. During the first three weeks of Season 12, you can buy 24 collection-exclusive epic and legendary cosmetics from Apex Legends’ in-game store.

PS5 + Xbox Series X|S versions

Season 12 won’t see Apex Legends getting native PS5 and Xbox Series X|S versions, but current-gen versions are on the way. During a preview event, Apex Legends game director Steven Ferreira said, “We got a bunch of details [on PS5 and Xbox Series X|S versions of Apex Legends] coming soon, so I don’t want to spoil those.”

Cross-progression support

Though Apex Legends supports cross-play, it still does not support cross-progression, meaning players have to use separate accounts when they want to play on a different system. Cross-progression support is coming to Apex Legends in 2022, but it doesn’t seem to be scheduled for Season 12.

Read MoreGameSpot – Game News

The Dying Light 2 glider was featured heavily in the game’s run-up to launch, so naturally players are eager to get it for themselves. We played Dying Light 2 for dozens of hours already, and we can attest to the glider being one of the best new additions to the series. Here’s what you need to know about how and exactly when you’ll get it for yourself.

Dying Light 2 glider – how to unlock

The glider in Dying Light 2 is unmissable, thankfully, though it also comes with the caveat that you can’t get it any sooner than when it’s required for the story. After about 10 gameplay hours in the game’s first open-world section, Old Villedor, Aiden will travel to Central Loop, the downtown section of the ravaged city.

Central Loop looks marvelous thanks to its skyscrapers that add a totally new level of verticality to the series. You can see the city from new angles with your glider too, which is a journey that begins with the mission A Place To Call Home. This is the first mission in Central Loop and will see Aiden and Lawan, a character you’ll meet on your adventure, practicing with the new glider right as you get downtown.

Sometimes the glider can allow you to skip a tricky platforming puzzle.

Through a brief tutorial, you’ll see how you’re meant to catch air and refill stamina by gliding over can’t-miss air vents sending gusts of wind (and good vibes, honestly) straight up toward the sky. if you’re really eager to get the glider–we won’t blame you– you could mainline the Old Villedor section of the game and get to Central Loop sooner, in about five hours of gameplay. The 10-hour estimate accounts for some typical sightseeing.

Either way, once you have it, you’ll have it forever. It doesn’t take up an inventory slot and you can’t damage it, so you don’t need to ever repair it like how to repair weapons. You can, however, upgrade it using Military Tech, and you should do so as soon as you can. Across three upgrades, the glider can get faster and reach greater heights, which further improves Aiden’s already impressive movement abilities.

Read MoreGameSpot – Game News

Yoko Taro plays by his own rules. That meant serving as creative director on a card-based role-playing game called Voice of Cards: The Isle Dragon Roars in 2021, despite everyone assuming his next project would be Nier-related. It apparently also means releasing another one of those games just a few weeks after announcing it, as Voice of Cards: The Forsaken Maiden is coming out in just two weeks.

Announced with little warning today, Voice of Cards: The Forsaken Maiden is a completely separate game from The Isle Dragon Roars, and it’s not a direct sequel. Both games are designed as standalone titles, though you’ll have some idea of what to expect gameplay-wise if you’ve played The Isle Dragon Roars.

Square Enix calls the game a “standalone experience for both old and new fans of the series,” and by “old fans,” the company means people who played the first one like three months ago. The world moves quickly these days.

As an unnamed hero, you must save a group of islands facing destruction, joining a failed maiden venturing into the seas. Because it’s a Yoko Taro project, expect some depressing and unexpected turns, along with music director Keiichi Okabe’s signature melancholy tunes.

Much like in the first game, Voice of Cards: The Forsaken Maiden uses cards for everything–and we mean everything. From the menu to dialogue and the environment, it’s all represented by cards. Should its design be similar to the first game, there will actually be a pretty traditional turn-based RPG behind that structure. Some of the cards look to be returning, as well, including items and townspeople. Those who played the first game should also spot a certain organization making another appearance in the trailer, too.

Voice of Cards: The Forsaken Maiden is out February 17 for Nintendo Switch, PS4, and PC. Nier DLC will be available, just like with the first one.

Read MoreGameSpot – Game News

It used to be unheard of for first-party Nintendo games to be discounted outside of major sales events, but nowadays it happens regularly. While Nintendo Switch games don’t get the same steep price reductions we see on Xbox and PlayStation, you can still find notable exclusives for at least $10 off. And if you’re looking for accessories such as controllers or headsets, there’s a near-endless supply to choose from on Switch, which means you can almost always get a good deal. We’ve rounded up the best Nintendo Switch deals available in February. Our roundup features big discounts on entries in some of Nintendo’s most popular franchises, including Super Mario and The Legend of Zelda.

In addition to the Nintendo Switch deals below, make sure to check out our series of roundups covering all things Nintendo Switch. We have lists featuring the best Nintendo Switch games, best Nintendo Switch games for kids, and best Switch multiplayer games. If you’re looking for some great Switch accessories, we’ve rounded up the best Nintendo Switch controllers, carrying cases, grips, and skins.

Note: The prices reflected below are subject to change due to the ever-fluctuating nature of deals, especially at Amazon. The prices shown were accurate as of our last update.

Best Nintendo Switch game deals

A wide selection of Nintendo Switch exclusives are on sale for $10 to $20 off right now, including Super Mario Odyssey, Hyrule Warriors: Age of Calamity, The Legend of Zelda: Breath of the Wild, and more. Don’t forget to also check out the Nintendo Switch eShop’s sale page, as new deals pop up all the time.

Animal Crossing: New Horizons — $50 ($60)Bravely Default 2 — $46 ($50)Donkey Kong Country Tropical Freeze — $50 ($60)Hyrule Warriors: Age of Calamity — $40 ($60)Just Dance 2022 — $25 ($50)The Legend of Zelda: Breath of the Wild — $40 ($60)The Legend of Zelda: Link’s Awakening — $50 ($60)The Legend of Zelda: Skyward Sword HD — $50 ($60)Luigi’s Mansion 3 — $50 ($60)Mario + Rabbids Kingdom Battle — $20 ($60)Mario Golf: Super Rush — $50 ($60)Mario Kart 8 Deluxe — $50 ($60)Monster Hunter Rise — $34 ($60)NBA 2K22 — $25 ($60)New Super Mario Bros. U Deluxe — $37 ($60)New Pokemon Snap — $53 ($60)Pokemon Shield — $50 ($60)Pokemon Sword — $50 ($60)Pokemon Brilliant Diamond — $55 ($60)Pokemon Legends Arceus — $55 ($60)Shin Megami Tensei III: Nocturne HD Remaster — $35 ($50)Shin Megami Tensei V — $50 ($60)Sonic Colors Ultimate — $30 ($40)Super Mario 3D World + Bowser’s Fury — $50 ($60)Super Mario Odyssey — $38 ($60)Super Mario Party — $50 ($60)Super Smash Bros. Ultimate — $50 ($60)Xenoblade Chronicles: Definitive Edition — $40 ($60)

Best Nintendo Switch console deals

Outside of bundle deals and slight discounts around Black Friday, it’s exceedingly rare to see deals on Nintendo Switch consoles. So even though 2022 has just started, it’s a safe bet that Nintendo Switch consoles won’t be seeing any meaningful discounts for many months. In fact, simply finding a Nintendo Switch at retail price may become challenging. The Switch OLED is still experiencing stock shortages, but even the “dated” models aren’t available at all times. For instance, the regular Switch is sold out at numerous retailers, and multiple colors of the Switch Lite are out of stock everywhere.

Below, we’ve highlighted all three Switch models and listed where they are currently in stock (at the time of writing).

Best Nintendo Switch accessory deals

From controllers to memory cards and headsets, there’s a wide range of Switch accessories that can enhance your overall experience. Check out some of the best Switch accessories currently on sale below.

Best Switch controller deals

You can currently save on some nice third-party controllers, including numerous PowerA controllers and Hori’s excellent Split Pad Pro.

Best Switch headset deals

When it comes to headsets for Nintendo Switch, some of the best options are universal and work across all of your gaming platforms. And since the Switch supports Bluetooth now, you can even use audio options that aren’t necessarily meant for gaming, including Apple AirPods. Right now, you can save big on headsets from popular companies such as Razer, Corsair, and SteelSeries.

Best Switch carrying case deals

There is no shortage of Nintendo Switch carrying cases out there. Below, we’ve highlighted some carrying case deals that stood out to us. We’ve included at least one option for all three Switch models.

Best Switch grip deals

A Nintendo Switch grip can significantly improve comfort for handheld play, so it’s definitely worth investing in one if your hands tend to get cramped after playing for a bit.

Best Switch microSD card deals

The Switch and Switch Lite come with 32GB of onboard storage, while the Switch OLED has 64GB. Regardless of which model you have, you’ll likely need to add additional storage to store your games–plus, some games even require a microSD card. Thankfully, microSD cards are very reasonably priced.

Read MoreGameSpot – Game News

Apex Legends Season 12, titled Defiance, introduces playable character Mad Maggie, a great Crypto buff, and a whole lot more. The season also begins with the debut of a brand-new limited-time mode called Control, which is composed of 9v9 objective-based matches. I got a chance to play Control at a preview event, and came away enjoying it. The new mode is far more chaotic than Apex Legends’ standard battle royale or Arenas modes but still brings the fun, and it deserves to be more than an LTM.

After three years, Apex Legends has evolved into a complicated beast that can be a bit off-putting to jump into if you’re new. Control feels like it addresses that shortcoming, creating a space to see why Apex Legends is so fun without the do-or-die pressure of a battle royale or challenging CS:GO-like rounds of Arenas. I walked away from Control thinking about what a shame it is that it’s only a limited-time mode–similar to battle royale and Arenas, there’s a potentially high skill ceiling to Control, but the initial learning curve is far more approachable.

“One of the goals [for Control] is to really streamline the experience so players can focus on combat and playing the objectives,” game designer David Swieczko said at a press event. “So we have things like infinite ammo, shield regen, and fast healing. We’ve done away with the bleed-out state too. So similar to [limited-time mode] Winter Express.”

Control reminds me of Titanfall 2’s Amped Hardpoint or Halo Infinite’s Strongholds. Two teams of nine spawn on opposite sides of a map, with three objective points located in between. Standing near an objective captures it for your team–the more objectives your side owns, the faster your team accumulates points. The first side to reach 1500 points wins. The matches I played were like hard-fought rounds of tug-of-war as each side scrambled for majority control of the map.

In Control, all you really have to worry about it capturing and holding zones–no need to loot or worry about lives.

And that’s all you really need to know. There are additional considerations, but they’re more so there for variety than complexity. “It’s a really light looting system,” Swieczko said. “The way you can gain new weapons is through our timed events, which occur every few minutes throughout the match. One of those is airdrops, which can have a rare chance of containing a better helmet or armor but are mostly focused on bringing in more ordinance and weapons. And the other timed event is the capture bonus event–that paints a target on one of the zones. If a team can control that zone until the timer runs out, they get a nice boost to their score.”

Ultimately, most of the complexity tied to Apex Legends’ battle royale and Arenas isn’t here. In Control, you have infinite respawns, there’s no need to loot (instead, there are predetermined loadouts that all players choose from), and body shields automatically recharge when outside of combat. Plus, you’re not limited to playing as a single character for an entire match–you can switch your legend every time you spawn in.

And yet, Control teaches you the fundamentals of Apex Legends. It feels incredible to pull off a stylish play with your character’s ultimate ability or upgrade your gear and feel your weapons firing with a bit more of a kick than they did before. And Control doesn’t make you work all that hard for these sensations, allowing you to enjoy them and see how using the right ability or finding the right attachment can lead to rewarding play. So when you go to battle royale or Arenas, you’ll understand how important legend abilities and gear upgrades are to Apex Legends’ gameplay.

You’ll have a healthy assortment of loadouts that you can switch between with every spawn.

“[A player’s personal] ratings are the way players can earn their ultimate [ability] and also upgrade their weapons,” Swieczko said. “So when you perform actions that benefit your team–like neutralizing or capturing objectives, or taking out enemies–you gain ratings for those actions. And when you reach a ratings tier threshold, your weapons evolve on the spot–if you have a starting blue-tier weapon, it’ll go to purple and you’ll get all the attachments that come along with that.”

Stripping Apex Legends of most of the mechanics and features you normally have to consider does decrease the level of necessary strategy that has brought me back to Apex Legends for 1,234 hours and counting (I love this game, okay?)–in a timeline where Control is a permanent mode, it’s not replacing battle royale for me. But removing all of that complexity means that the entire focus of Control is Apex Legends’ superb movement and gunplay mechanics. And stopping to just enjoy that, without having to scour for loot, is a relaxing (in relative terms–this is still a fast-paced first-person shooter) and welcome change of pace. For as long as the mode is live, I foresee Control acting as my go-to means of starting the evening and warming up before diving into Apex Legends’ battle royale.

“We’ve always tried to use our LTMs to give players unique gameplay experiences while also preserving the competitive nature of our core modes,” Apex Legends game designer Mark Yampolsky said. “We view them as an opportunity to try new ideas, whether that’s introducing players to new items or mechanics or even testing changes to our game meta. We knew from the get-go that we wanted Control to carve out space for casual play with Apex. We heard a lot of feedback from our players that even our non-Ranked cues can feel pretty sweaty at times.”

Like she is with Arenas, Rampart is far better suited to Control than battle royale.

I hope Control returns as a permanent mode following its conclusion (like Duos) or at least becomes a regularly occurring limited-time mode (like Shadow Royale or Winter Express). Respawn has no plans to make it permanent right now, but it sounds like the team is open to it depending on the playerbase’s reaction.

“It’s something we can explore in the future,” Swieczko said. “The decision is to keep it an LTM for now. It’s a very different way of playing Apex. We love it. And we’ve had a ton of fun with it internally. We really wanna see what the feedback is from players and how they engage with it.”

If Control were to ever return, the one aspect about it I’d hope to see changed is its maps. Control doesn’t have mode-exclusive maps; instead, it partitions off points-of-interests from existing maps (Olympus’ Hammond Labs and Storm Point’s Barometer). It’s serviceable for a limited-time mode, but it keeps Control from having its own identity. Right now, it feels like a temporary spin-off of the battle royale (which, admittedly, is exactly what it is). For Control to endure as a compelling mode that stands apart from the battle royale, it needs to follow Arenas’ lead and have its own maps that are specifically geared towards an objective-based team deathmatch as opposed to just a battle royale hot-drop location.

Between the two maps, I enjoyed playing Control far more on Barometer than Hammond Labs.

The problem, of course, is that doing so would take development time and resources away from battle royale and Arenas support. “As of right now, we are just putting Control maps inside of the [battle royale] maps,” Yampolsky said. “We think there’s an awesome amount of experiences there we can deliver within that constraint. That’s what we really want to explore first. And, you know, at the end of the day, when we’re not building Control-exclusive maps, that’s resources that we can put towards making bigger and better map updates.”

So Control’s future is a little bit up in the air right now. Better to be safe than sorry and just play it when it goes live–there have been incredible limited-time modes that Respawn has never brought back (like Déjà Loot and Ring Fury), so don’t automatically count on Control’s return. It’s a fantastic on-ramp for folks looking to understand why Apex Legends is such a superb experience or simply wanting to take a break from the far more intense battle royale and Arenas modes. Control will go live in Apex Legends at the start of Season 12 on February 8 and remain in the game for three weeks.

Read MoreGameSpot – Game News

2021 was a massive year for the gaming industry, as unprecedented growth, new technologies, and the first year of next-gen consoles were all headline-grabbing developments. The year was also dominated by some of the deepest pockets in the industry scooping up some of the best studios, publishers, and intellectual properties under their brands.

Those acquisitions have resulted in seismic shifts in the gaming industry–ones where it’s not beyond the realm of possibility to hear of a new mega-deal that sees billions of dollars paid out to own a big-name studio. All throughout 2021–and in the first month of 2022 alone–gigantic deals have gone down, making it a fascinating time to be a fan of the gaming industry. If you’re looking for a recap on just how much has changed recently, we’ve created a quick timeline on the major events that have gone down over the last year-plus.

Microsoft goes on a buying spree

Just over two decades ago, the idea of Microsoft venturing into the gaming space was unheard of. These days, however, the Xbox division is a core part of Microsoft’s identity, and one that the company has invested heavily in over the years. No stranger to studio acquisitions, Microsoft had already added the likes of Double Fine, Minecraft maker Mojang, and several other studios to its portfolio in a major push to develop Xbox-exclusive games.

In 2020, Microsoft came out guns blazing with its next round of acquisitions, as it bought ZeniMax Media, the parent company of famed video game publisher powerhouse Bethesda Softworks. By March 2021, that $7.5 billion deal was officially complete, and Microsoft now had some of the finest IPs working under the Xbox Game Studios brand. While Bethesda’s various games and studios were no doubt valuable assets, ZeniMax’s cloud gaming technology shouldn’t be overlooked.

Originally revealed at E3 2019, Bethesda said at the time that the patented cloud streaming SDK known as Orion would allow games to run at “max settings” with minimal bandwidth usage. Combine that technology with Microsoft’s push to make Xbox an experience that’s playable on mobile devices through its own cloud gaming initiative, and the ZeniMax purchase made that much more sense. Microsoft didn’t just gain a rich library of IPs to add to its console and popular Xbox Game Pass service; it acquired the technology to one day make those titles accessible on more than just consoles and PC.

Fast forward to January 2022, and in its biggest flex yet, Microsoft announced plans for a $68.7 billion acquisition of Activision Blizzard were underway. While that deal may only be concluded next year–provided that it’s approved by regulatory bodies–it’s another example of Microsoft being more than prepared to invest heavily in its future by securing some of the biggest IPs currently in existence, and the talented staff to go along with them.

Every First-Party Xbox Game Studio

Sony’s Destiny

The last generation of gaming is one where Sony operated in peak form thanks to its first-party studios. A few years into the life-cycle of the PS4, a PlayStation Studios-branded game carried an air of quality and prestige that elevated it above its competition. That ethos has remained steady in the first year of the PS5 era, but it’s now a part of a more ambitious strategy by a company that has largely focused on quality single-player experiences.

Throughout 2021, Sony got the ball rolling with acquisitions of PC port developer Nixxes Software, Returnal studio Housemarque, The Playroom’s Firesprite Studios, God of War support studio Valkyrie Entertainment, and Bluepoint Games, the studio responsible for its well-received remakes of classic games such as Demon’s Souls. In January 2022, Sony opened up its wallet once more and announced that an acquisition of Destiny 2 developer Bungie was underway. Despite the conspicuous timing, coming shortly after the Activision Blizzard news, Sony’s Bungie deal had already been months in the making.

Sony’s not done buying studios yet, and it has specifically signaled an intent to dive heavily into live-service games like Destiny. The company is equipped with some of the best people and resources to focus on a digital strategy that revolves around its trademark single-player games, quality remakes, virtual reality games for its upcoming PSVR 2 hardware, and an aggressive push into live-service territory with multiple new games in that space.

A Look At PlayStation’s Games And Studios

Embracer makes a few moves of its own

Over in Europe, Embracer Group has been on an acquisition tear as of late. The Swedish video game holding company operated by Lars Wingefors has dozens of internal studios and eight groups responsible for multiple subsidiaries, making it a force to be reckoned with in the gaming industry. Each group has its own operations, subsidiaries, and development studios. One of its most notable acquisitions was Gearbox Software in early 2021, the studio famous for the Borderlands series and multiple other popular series.

Since then, Embracer’s acquisitions have been modest but frequent, all organized under the likes of sub-parent companies such as THQ Nordic, Koch Media, and more. Aspyr, 3D Realms, and Asmodee all joined Embracer Group throughout 2021, and Dark Horse Entertainment added some powerhouse comic book IPs to the company in December 2021. While it has a major global presence and studios all over the world, Embracer Group has established itself as one of the biggest names in the European gaming market.

Here come new challengers

Electronic Arts is synonymous with several genres of games, but racing is one area where the company was arguably in need of a refresh. Need for Speed as a franchise was being consistently lapped by its competitors, so EA’s move was to simply buy out some of its competition. With Codemasters officially acquired in 2021, EA now has access to not only some of the best talent in the racing game genre, but also some of the best properties. F1 and Dirt are very different in terms of racing sub-genres, but they’re still wildly entertaining franchises that regularly fire on all cylinders.

Codemasters also has other IPs to offer, and here’s hoping that EA recognizes that a new iteration of Brian Lara Cricket would be most welcome right now.

As for everyone else, you can’t discount Facebook parent company Meta grabbing a number of VR studios for its Quest headsets, Tencent making a number of smaller but vital purchases, and NetEase cutting to the chase by attracting some of Sega’s best talents to form an entirely new studio under it. If you can’t acquire the studio, you can certainly acquire the right people to make games for you.

As for the future, anything’s possible in an industry where even Wordle–everyone’s favorite vocabulary-themed brain-teaser–was recently sold. Sony is still planning to bolster its first-party inventory with more studio purchases, Microsoft has become an expert in surprise deals, and other big tech companies might be looking to grab a slice of the action before it’s too late.

Read MoreGameSpot – Game News

If the recent spate of NFT-related announcements quickly followed by NFT-related apologies are any indication, video game publishers (not to mention voice actors) are going to have a hard time convincing their target audience to accept “play-to-earn” mechanics. But that doesn’t mean game industry execs aren’t eager to hop on the bandwagon, even in light of environmental concerns. In fact, despite the backlash that basically every NFT announcement has received, some publishers still appear eager to incorporate NFTs into their games.

With game companies expressing a range of thoughts on the future of NFTs in the games industry–from Ubisoft’s early adopter enthusiasm to Microsoft’s cautious skepticism–we’ve rounded up the public statements from major game publishers and developers on the topic. If you’re just curious about what NFTs are, this video is a great place to start.

Ubisoft

So far, Ubisoft is the only major publisher to actually incorporate NFTs into one of its games, adding Digits, in-game cosmetic items with unique serial numbers, to its 2019 live-service shooter Tom Clancy’s Ghost Recon Breakpoint. In December, the French publisher started its Ubisoft Quartz initiative, which it says is “for players, and players only.” That means that only buyers who also own Ghost Recon Breakpoint can earn, buy, and resell Digits at Rarible.com or Objkt.com, Ubisoft’s two officially approved resellers. The full list of requirements stipulates that players play the game on Ubisoft Connect on PC, reach XP level 5, have activated 2-factor authentication with Ubisoft Connect, be at least 18 years old, and be located in and a resident of one of the eligible territories. As a result, very few people have engaged with Ubisoft’s NFTs at all, with a total volume of less than $1000 (256.49 Tezos) in sales on Objkt.com, for example, as of February 4.

Despite the low sales and overwhelmingly negative fan response, Ubisoft has doubled down on NFTs. CEO Yves Guillemot reiterated his commitment to implementing the technology in December, and in late January, Nicolas Pouard, vice president at Ubisoft’s Strategic Innovations Lab, and Didier Genevois, the company’s blockchain technical director, discussed the fan response in an interview with Finder. Pouard faulted players for failing to understand the appeal of NFTs.

“Well, it was a reaction we were expecting. We know it’s not an easy concept to grasp,” Pouard said. “But Quartz is really just a first step that should lead to something bigger. Something that will be more easily understood by our players. That’s the way we think about it and why we will keep experimenting. We will keep releasing features and services around this first initiative. And our belief is that, piece by piece, the puzzle will be revealed and understood by our players. We hope they will better understand the value we offer them.”

As it stands, Ubisoft is inarguably the industry’s biggest booster of NFTs. While other companies have stated their plans to become involved, expressed interest, or reneged after a backlash, Ubisoft has created and sold NFTs and, despite outcry, remains committed to continuing to sell NFTs.

GameStop

On February 3, GameStop announced plans to partner with Immutable, an Australian cryptocurrency company, to create a $100 million fund in Immutable’s IMX tokens intended to fund grants for creators of NFT content and technology. The two entities are also planning to launch their own crypto marketplace later this year. Upon achieving certain milestones, the terms of the deal dictate that Immutable will give GameStop as much as $150 million in IMX tokens. Overall, this seems like a big bet on the blockchain from a brick-and-mortar retailer that has struggled to keep up with an increasingly digital marketplace.

Square Enix

In “A New Year’s Letter from the President” posted to Square Enix’s website on January 1, president and representative director Yosuke Matsuda expressed an eagerness to incorporate blockchain and/or NFT technology into future releases but stopped short of detailing specific plans. In the wide-ranging letter, Matsuda expressed cautious excitement about the future of NFTs, writing:

I see 2021 not only as “Metaverse: Year One,” but also as “NFTs: Year One” given that it was a year in which NFTs were met with a great deal of enthusiasm by a rapidly expanding user base. However, we do observe examples here and there of overheated trading in NFT-based digital goods with somewhat speculative overtones, regardless of the observed value of the content provided. This, obviously, is not an ideal situation, but I expect to see an eventual right-sizing in digital goods deals as they become more commonplace among the general public, with the value of each available content corrected to their true estimated worth, and I look for them to become as familiar as dealings in physical goods.

Matsuda seemed to enthusiastically embrace the idea of incorporating “play-to-earn” mechanics into future Square Enix games.

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. 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. Traditional gaming has offered no explicit incentive to this latter group of people, who were motivated strictly by such inconsistent personal feelings as goodwill and volunteer spirit.

Alongside the environmental impacts associated with cryptocurrency, the incorporation of play-to-earn mechanics is one of the chief reasons players object to NFTs. Rather than playing games because they have artistic merit, provide an opportunity to connect with friends, offer an escape from daily stresses, or, you know, are fun, play-to-earn mechanics have the potential to increasingly transform playing games into something to monetize. Instead of a hobby, gaming could become a job or, at least, a side hustle. Given the games industry’s embrace of loot boxes and in-game real money marketplaces, many players are wary of publishers adding more methods with which they can extract money from their customers.

Nintendo

On February 3, Nintendo expressed interest in NFTs and the Metaverse during a Q&A session after the publication of recent financial results. The company said, per analyst David Gibson, “We do have interest in this area, we feel the potential in this area, but we wonder what joy we can provide in this area and this is difficult to define right now.”

Q) How think about metaverse and NFT?
A) We do have interest in this area, we feel the potential in this area, but we wonder what joy we can provide in this area and this is difficult to define right now (hey Facebook etc take note!!) 8/

— David Gibson (@gibbogame) February 3, 2022

Gibson later clarified that Nintendo was primarily discussing its stance toward the metaverse.

EA

On an earnings call last November, Electronic Arts CEO Andrew Wilson called NFTs the “future of the industry.” But, more recently, Wilson stated that the publisher was not “driving hard” on implementing the blockchain into future games. That slight pivot may be a reaction, on Wilson’s part, to the negative reaction with which NFT announcements have been met.

Xbox

Xbox boss Phil Spencer hasn’t ruled out offering NFTs in the future, but in an interview with Axios, he expressed skepticism about the technology in its current state.

“What I’d say today on NFT, all up, is I think there’s a lot of speculation and experimentation that’s happening, and that some of the creative that I see today feels more exploitive than about entertainment,” Spencer said.

“I don’t think it necessitates that every NFT game is exploitive. I just think we’re kind of in that journey of people figuring it out…. And I can understand that, early on, you see a lot of things that probably are not things you want to have in your store…. I think anything that we looked at in our storefront that we said is exploitive would be something that we would, you know, take action on. We don’t want that kind of content.”

Konami

Outside of re-releases, Konami doesn’t publish as many games as it used to, but the house that Castlevania built celebrated the 35th anniversary of its beloved vampire-slaying series in a way guaranteed to make at least a portion of the audience unhappy. In January, the Japanese publisher marked the landmark occasion by selling NFTs of Castlevania-related pixel art, videos, and music on OpenSea, an NFT auction site.

Team 17

On January 31, indie publisher Team17–best known as the developer of the Worms series, and the publisher of Overcooked–announced it would partner with Reality Gaming Group on a “generative NFT art project” called MetaWorms. The website featured a 3D image of a glittery worm holding a Holy Hand Grenade. The NFTs were not planned for inclusion in future Worms games and would have been sold separately, unlike Ubisoft’s Digits, which were implemented into, and required users to own, Ghost Recon Breakpoint.

Team17’s announcement was met with an intensely negative response, both from fans and from developers who have worked with the publisher in the past.

sigh pic.twitter.com/I4PIQB6o1H

— AGGRO CRAB (@AggroCrabGames) January 31, 2022

Aggro Crab, an indie developer that partnered with Team17 on its 2020 roguelike Going Under, released a strongly worded statement condemning Team17’s decision.

“Needless to say, we will not be working with them on further titles,” the statement said, “and encourage other indie developers to do the same unless this decision is reversed.”

Overcooked developer Ghost Town Games tweeted something similar (albeit less aggro) to its official Twitter account.

pic.twitter.com/t9RwesTp33

— Overcooked 🍽 (@Overcookedgame) February 1, 2022

“We at Ghost Town Games just wanted to reassure you all that Overcooked (and any of our future games) will never engage with NFTs,” read the statement. “We don’t support NFTs. We think they carry too great an environmental and social cost.”

Similarly, Playtonic, developer of the Yooka-Laylee games, both of which were published by Team17, dismissed the prospect of using NFTs at any time.

“We have no interest in utilising NFT’s in any aspect of our business now or in the future,” Playtonic said. “Nor do we endorse the use of NFT’s [sic] in the wider world.”

The Game Kitchen, which partnered with Team17 on its game Blasphemous, put out a similar statement, which read, “In light of recent announcements, we consider it necessary to state that The Game Kitchen does not support or endorse NFTs, so we will never be utilising them in our games [sic].”

All four developers encouraged their fans to be kind to Team17 community managers, who are often on the receiving end of harassment for decisions made above their heads.

SMG Studio, which worked with Team17 on Moving Out, put out a similar statement, but went further, stating: “P.S. During the pandemic we have had time to reconsider our impact as a studio on the environment. In a conscientious effort to reduce landfill we won’t be doing any future merchandise, any physical editions of SMG’s own IP games and if attending events, a reduced booth presence. No more ‘stuff’ that’s gonna end up in the bin the next day. No one needs an SMG Tshirt. We’ll also be carbon offsetting the company’s footprint to the best of our ability from 2022 onwards.”

Team17 walked the decision back on February 1, less than 24 hours after its initial announcement. In a statement on the official company Twitter, Team17 said, “Team17 is today announcing an end to the MetaWorms NFT project. We have listened to our Teamsters, development partners, and our games’ communities, and the concerns they’ve expressed, and have therefore taken the decision to step back from the NFT space.”

GSC Game World

On December 15, Stalker 2: Heart of Chernobyl developer/publisher GSC Game World announced that its eagerly anticipated post-apocalyptic shooter would incorporate NFTs. GSC Game World’s plan was to auction of the right to become a “metahuman,” meaning the opportunity to go to GSC Game World’s offices for a “detailed scanning procedure.” Then a highly detailed NPC based on the owner’s likeness would be put into the game. GSC Game World quickly canceled the plans, tweeting on December 17: “Dear Stalkers, we hear you. Based on the feedback we received, we’ve made a decision to cancel anything NFT-related in S.T.A.L.K.E.R. 2. The interests of our fans and players are the top priority for the team. We’re making this game for you to enjoy–whatever the cost is. If you care, we care too.”

pic.twitter.com/mffnmpiQiw

— S.T.A.L.K.E.R. OFFICIAL (@stalker_thegame) December 16, 2021

Sony

While Sony has not attempted to incorporate NFTs into any of its games, other divisions of the company have already rolled out NFTs. The Japanese company partnered with AMC to offer NFTs to fans who preordered tickets for Spider-Man: No Way Home. Meanwhile, Sony Music teamed up with Pinkfong to mint a line of “Baby Shark”-themed NFTs. Still, there’s no indication that Sony plans to incorporate NFTs into its video games.

Behaviour Interactive

One of the earliest examples of a major developer getting involved with NFTs, Dead by Daylight developer Behaviour Interactive worked with a company called Boss Protocol last October to create tie-in NFTs featuring the game’s model of Hellraiser’s Pinhead. As Behaviour put it in a tweet at the time: “Behaviour worked with Boss Protocol over several months to adapt in-game models for use as NFTs and approved them prior to the release of Pinhead in DbD. The NFTs have a chance to grant access to the #Hellraiser chapter of DbD.” No content was locked behind the NFTs, but fan reaction was still overwhelmingly negative.

Take-Two

Strauss Zelnick, CEO of Take-Two, the parent company of Grand Theft Auto V and Red Dead Redemption 2 publisher Rockstar Games, is a big fan of NFTs. That’s perhaps unsurprising given GTA Online’s business model, which is heavily dependent on microtransactions.

“If you believe in collectible physical goods, I don’t know why you wouldn’t believe in collectible digital goods. And blockchain authorization, which is what an NFT really is, is one way–not the only way–to authenticate the fact something is singular, is rare,” Zelnick told GamesIndustry.biz.

“So I’m a big believer, but what I don’t believe is that just because something is digital or an NFT that it suddenly has value and/or has value that will be increased in the future. And I think that’s the problem. NFTs, because they’re related to the blockchain as currently contemplated and because some have gone for a lot of money, are seen by some as just another opportunity to invest in a speculation that some think will only go up. And speculations don’t just go up; they come down to… For an NFT to be valuable and durable, it has to be found at the intersection of rarity and quality, of rarity and value. And there’s rarity for sure in all NFTs, but I’m not sure there’s value.”

Zelnick may be a big fan, but he hasn’t indicated that Take-Two will incorporate NFTs into future games.

Peter Molyneux

Peter Molyneux, known for his work on games like Fable and Black and White, announced in December that his company 22cans is partnering with Gala Games, which claims on its website to make “blockchain games you’ll actually want to play,” on an NFT game called Legacy. Molyneux previously announced the game in 2019 but has reworked it to take advantage of blockchain technology. It’s the only game we’ve seen so far from a major developer that actually requires players to purchase NFTs in order to play.

Read MoreGameSpot – Game News

The release of Valve’s Steam Deck is just around the corner, ushering in a new age of handheld PC gaming on February 25. However, while the device is designed to be portable, it may actually be considerably larger than you think.

In a photo posted to Twitter by gaming YouTuber Cary Golomb (ThePhawx), he presents the Steam Deck next to a PlayStation Vita, and the size difference is rather staggering. As a matter of fact, the handheld PC is nearly double the width of the Vita.

Vita means life #SteamDeck pic.twitter.com/xitnkv4WqV

— Cary Golomb (@carygolomb) February 4, 2022

Golomb goes on to showcase various other handhelds alongside the Steam Deck, including a Nintendo Switch OLED model, which is once again smaller than Valve’s new device.

Here’s the #steamdeck next to the Switch OLED. pic.twitter.com/kbGF9exbe0

— Cary Golomb (@carygolomb) February 4, 2022

Even a Wii U controller, though a bit bulkier in design, is ultimately smaller than the Steam Deck.

#SteamDeck next to a Wii U Controller pic.twitter.com/5v2OZUVv4R

— Cary Golomb (@carygolomb) February 4, 2022

The full Twitter thread shows Golomb comparing plenty of other devices in an attempt to find something that comes close to matching the Steam Deck’s massive profile, which clocks in at 11.7 inches long, 4.6 inches tall, and 1.8 inches thick. Without a doubt, though, the Steam Deck beats them all.

The Steam Deck’s size remains the same regardless of which of its three versions you buy, though each upgrade offers a step up in internal storage. Early impressions regarding the device have been largely positive despite its large profile, and it appears that comfort shouldn’t be much of an issue for most buyers. If you want to learn more, here’s everything we know about the Steam Deck ahead of its February 25 launch.

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