At T4G, my task is to cover the latest news around the gaming globe ASAP and with the utmost precision. I adore all the games and respect all the devs behind the amazing games that we get all year. So, whether it’s a PC or a Console game, I got it all covered.
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Marathon released in early March to a not-so-impressive 88K peak players on Steam.
Since then, the title has lost almost 60% of its players, with just 36K peak now.
It boasts positive reviews on Steam, but the user score on Metacritic is terrible.
Marathon didn’t have too many expectations riding on its back, considering the current state of Bungie Entertainment and Destiny 2. However, people were still curious as to what the studio has made, but the game isn’t doing too well right now.
Despite launching just around a month ago, Marathon has lost a significant 60% of its player base since launch. It initially hit a peak player count of 88K, which in itself isn’t too impressive for a high-budget live service title.
Why it matters: While on the surface, the idea is good and Bungie has nailed certain aspects of the game, the uneven difficulty and high skill level, even for veteran extraction shooter players, make it difficult to continue playing.
Bungie’s extraction shooter has now lost a huge chunk of its player base
Marathon hit a peak of 88K on Steam, whereas now the player base has fallen to just around 36K, which often dips even lower than this. This is a worrying sign for Bungie, as the title is still relatively new.
Also, as Steam is the biggest platform for the title, it means the numbers are even worse on PS5 and Xbox. What makes it worse is that it is a paid game, and players aren’t playing it even after buying the live service title.
Arc Raider and Helldivers 2 are both paid live service titles too, but they showed outstanding numbers, which the studio has unfortunately failed to replicate, despite the Steam reviews being very positive.
Nonetheless, Bungie has promised long-term support for Marathon, and there aren’t many glaring issues with it that can’t be fixed by updates. So, maybe if the studio listens to feedback, it can reach higher numbers.
What are your thoughts on Marathon losing 60% of its players since launch? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.
I’ve previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, I love to devoutly keep up with the latest gaming and entertainment industries. I have a Bachelor’s Degree in Computer Science and years of experience reporting on games and breaking exclusive stories. Besides my passion for gaming journalism, I love spending my leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited my articles.
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Take-Two has fired its head of AI development and his entire team in a new restructuring.
The team was working on cutting-edge technology to help with game development.
The company has embraced generative AI but recently distanced itself from platforms like Genie after taking a hit to its stock value.
As time passes, more and more game studios are backing AI to make game development more efficient. Even the head of Arc Raiders, one of the best-selling games of 2025, believes that AAA titles can be made on a fraction of the current budget by utilising the technology.
Take-Two, one of the industry’s giants, has said that AI can never replace jobs, and also assured fans that GTA 6 will not have any AI-generated assets. However, the company, like many others, is building towards a future that leverages AI, but it has encountered a small hurdle.
Why it matters: Despite embracing generative AI, Take-Two might be rethinking its AI approach after people got worried that platforms like Genie could generate titles like GTA in a few years.
Luke Dicken, the head of AI at Take-Two Interactive, revealed on LinkedIn that he has been laid off by the company alongside the rest of his team.
The developer had been working at Zynga for a decade before becoming the AI head at Take-Two in early 2025, after Take-Two acquired Zynga a few years earlier. As per the post, Dicken was helping the gaming giant make cutting-edge technology to support game development, something his team had been working on for 7 years.
The former AI head and his team were developing AI tools to empower developers. However, his time at the company has come to a shocking end.
GTA 6 won’t use AI-generated assets.
Take-Two CEO Strauss Zelnick has previously stated that the company was embracing generative AI to reduce costs and make game development easier. However, the gaming giant has also tried to distance itself from the technology after its stock took a hit amid investor concern that Genie could make titles like GTA very soon.
Do you think restructuring its AI division is a good idea, or is Take-Two just doing damage control? Tell us in the comments below or head to the Tech4Gamers forum for discussion.
Currently serving as a News Reporter at Tech4Gamers, I have the privilege of combining my love for gaming with the art of storytelling. My role involves crafting engaging narratives that keep our audience abreast of the latest developments in the gaming world.
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First-party PlayStation games on PC made Sony $300 million in 3 years.
This was for the period from 2021 to 2023
Sony has now backtracked on the PC porting strategy, possibly threatened by Steam Machine and Xbox ‘Project Helix.’
At the start of the PS5 generation, Sony did the unthinkable by porting God of War (2018) to PC, and what followed were more first-party games being released on PC. Sony’s strategy was pretty clear back then: release single-player games on desktops after a couple of years to squeeze the last bit of revenue.
That seemingly didn’t turn out well for Sony, and they’ve now abandoned the PC porting strategy. That said, to get an idea of what they made from porting, Sony generated $300 million in revenue from publishing PC games in 3 years.
Why it matters: Across all games in those 3 years that included God of War, Horizon New Dawn, and more, $300 million seems comparatively low for a publisher as big as PlayStation.
Spotted on the LinkedIn experience section of Jerry Liu, former PlayStation PC Planner & Insights Manager, he helped the unit grow from none to $300 million in 3 years.
Other than that, his experience mentions convincing the leadership to pursue aggressive pricing strategies that eventually helped increase the gross revenue of the business by 25%.
Even though this amount seems small, the total revenue did increase massively in the following years. Stellar Blade and Helldivers 2 have brought in a lot of money for Sony.
Marvel’s Wolverine And Ghost Of Yotei Won’t Be Releasing On PC
Do you think Sony did the right thing by backing down from releasing games on PC? Let us know in the comments below, or at the official Tech4Gamers Forums.
Currently serving as a News Reporter at Tech4Gamers, I have the privilege of combining my love for gaming with the art of storytelling. My role involves crafting engaging narratives that keep our audience abreast of the latest developments in the gaming world.
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Naughty Dog was working on 2 single player games as of 2023, says ex-director.
One of those games was Intergalactic: The Heretic Prophet.
The second title could either be a new Uncharted or The Last of Us game.
Following the success of The Last of Us Part 2, Naughty Dog began development on a multiplayer spin-off game that was shelved in 2023, despite being 80% complete and just a day from reveal.
Interestingly, at the time of the game’s cancellation, Naughty Dog had been working on at least 2 single player games, as per the ex-director working on The Last of Us multiplayer title.
Why it matters: It will be interesting to see what Naughty Dog has in store for fans, especially since it has been 6 years since their last release.
In a new interview, Vinit Agarwal, director for the now-cancelled The Last of Us multiplayer game, shared details as to what was going on at Naughty Dog during the time period. The spin-off game was cancelled due to multiple reasons, including budget constraints and a lack of commitment to supporting the game.
Interestingly, Agarwal revealed that the studio was working on at least 2 single-player games at the time, including Intergalactic: The Heretic Prophet. As to the second game, it’s a mystery for now.
That second game could very well be another Last of Us project, as Neil Druckmann just teased a “few more steps” for the series recently. At the same time, we don’t rule out the possibility that the project is from another IP, like Uncharted.
Unfortunately for Uncharted, the IP failed to be revived under Bend Studios a few years ago. That said, SIE could be giving it another shot, as past rumors have suggested the Uncharted director is also rumored to have been developing a game under Naughty Dog for at least 3 years now.
The same report suggested that a third game at Naughty Dog was in its brainstorming/early development phase, which could be the new Last of Us game.
At T4G, my task is to cover the latest news around the gaming globe ASAP and with the utmost precision. I adore all the games and respect all the devs behind the amazing games that we get all year. So, whether it’s a PC or a Console game, I got it all covered.
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CDPR and Nvidia showcased the impressive RTX Mega Geometry tech in The Witcher 4 at GDC 2026.
The demo with all its visual flares and path tracing ran at 4K 80 FPS with DLSS on RTX 5090.
Modern AAA games struggle to hit these sorts of frame rates at 4K, so this is really impressive.
The Witcher 4 is arguably one of the most anticipated games of the upcoming years. It is promising to blow the boundaries of visuals while delivering great optimization. This was apparent from its recent visual showcase at the GDC 2026.
Nvidia has released a detailed video showcasing The Witcher 4 Mega Geometry, and, more interestingly, it was running at a whopping 4K 80 FPS on the RTX 5090 using DLSS, while many modern games struggle at that resolution.
Why it matters:CD Projekt Red revealed that it is working closely with Epic Games and Nvidia to fix optimization issues and improve visual technologies. They have already achieved a lot, but want to make it even more promising.
The Mega Geometry tech clusters millions of triangles that create a frame, and these clusters are compressed and cached multiple times. This allows for reduced VRAM optimization while maintaining crisp visuals.
More importantly, in its tech demo, the Senior Director of Engineering at Nvidia, Martin Stich, revealed that the Mega Geometry tech doesn’t use any new APIs, so you don’t need any new hardware to use it.
The Witcher 4 is expected to break all visual barriers in gaming
This allowed The Witcher 4 showcase to hit 4K 80 FPS on RTX 5090 using DLSS. For context, many modern games, even while using the highest-end card, don’t manage these FPS or wither need frame generation.
It’s seriously impressive how stunning the foliage looks using this tech. A mix of different new tricks was used to achieve this, like Opacity Micro-Maps (OMMs), with the goal of reducing geometry count.
Anyhow, the promise here is great, and with these technologies still in early development, they are bound to get better with time. This could solve the major issue of high VRAM utilization with modern games.
I’ve previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, I love to devoutly keep up with the latest gaming and entertainment industries. I have a Bachelor’s Degree in Computer Science and years of experience reporting on games and breaking exclusive stories. Besides my passion for gaming journalism, I love spending my leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited my articles.
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Vinit Agarwal, the game director of The Last of Us multiplayer title, has revealed that it was 80% complete.
The project spent 7 years in development and was cancelled in favor of Neil Druckman’s Intergalactic.
The developer also revealed that the game received a lot of funding due to the COVID pandemic and tested well internally.
Arguably, Sony’s biggest mistake this generation has been its live-service approach. The Japanese giant spent billions developing numerous multiplayer titles, most of which never saw the light of day, such as the God of War project from Bluepoint.
The cancelled live-service title based on The Last of Us was probably the biggest loss of this new strategy, being cancelled in late 2023 after spending a considerable time in development. Now, a former Naughty Dog developer who worked on the game has revealed that it was 80% complete.
Why it matters: Cancelling a project that was in the works for seven years and was doing well internally sums up this generation for Sony.
While speaking on a podcast, Vinit Agarwal, an ex-game director at Naughty Dog, revealed that The Last of Us multiplayer title was 80% complete when it got cancelled. The developer stated that the game had been in the works for 7 years, starting production back in 2016, before its eventual demise in 2023.
We got off the ground and we made a lot of progress and the game was doing really really well internally. We developed it to almost 80% completion. It was very very close to done.
Agarwal emphasized that The Last of Us multiplayer was very close to completion, but Sony pulled the plug to proceed with the development of Neil Druckman’s upcoming title, Intergalactic: The Heretic Project. The Japanese giant chose the single-player project as it was something Naught Dog was known for, instead of an experimental live-service title.
The director of The Last of Us multiplayer went on to say that he thinks the game was going to be really big, as it was doing well internally. However, the project had been funded due to the exponential increase in revenue during the COVID pandemic, and that money had run out by 2023 as profit declined when life went back to normal.
The live-service title was going to have 40-player matches.
Hence, Sony had to make a decision, and it went with Neil Druckman’s title, which was only revealed to Agarwal 24 hours before the public announcement.
Do you think Sony made the right decision by cancelling the multiplayer game? Tell us in the comments below or head to the Tech4Gamers forum for discussion.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
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Gamers optimize hardware but ignore productivity tools, wasting time on clunky document navigation.
Traditional readers rely on exact word matches, whereas AI tools use semantic search to find answers based on intent.
High-tier tools handle massive files without lag and sync across desktop and mobile devices.
You’ve got the rig. Dual monitors, mechanical keyboard, maybe even a custom loop. Your in-game settings are dialed in to squeeze every last frame out of your GPU, and your ping sits comfortably below 20ms. By every measurable standard, your PC gaming setup is elite.
And yet.
You’re still ctrl+F-ing through 300-page hardware manuals like it’s 2009. You’re scrolling endlessly through PDF patch notes trying to find one specific mechanic that changed in the latest update.
Here’s the uncomfortable truth: the productivity layer of a gaming setup gets almost zero attention, and it’s quietly costing you time, focus, and competitive edge. The same way a bad chair ruins a perfect desk build, clunky document tools undermine everything else you’ve invested in.
The good news? That’s changing. A new class of AI-powered productivity tools is catching up to the demands of serious PC gamers, content creators, and hardware enthusiasts.
These aren’t your dad’s PDF readers. They’re intelligent, cross-platform tools designed to treat your documents less like static files and more like searchable, interactive databases.
Why Gamers Deal With More Documents Than They’d Like to Admit
Before getting into the tools, it’s worth acknowledging the elephant in the room: gaming is document-heavy, and nobody talks about it.
Competitive players analyze patch notes across multiple updates, cross-reference balance changes, and annotate strategy guides. PC builders wade through BIOS documentation, compatibility charts, and multi-hundred-page component manuals.
Hardware reviewers synthesize benchmark data from dense whitepapers. Esports participants receive rulebooks, scheduling documents, and tournament brackets, often in PDF format, that need to be parsed quickly under time pressure.
The PDF hasn’t gone anywhere. If anything, it’s more prevalent than ever. Technical documentation, game design references, driver release notes, OEM spec sheets: these live in PDF format almost universally. The problem has never been the file format itself. The problem has been the tools used to interact with it.
Basic keyword search, clunky navigation, no AI layer, no cross-device sync. The average PDF reader was designed for a world where you had one document, one device, and unlimited patience.
UPDF is a cross-platform PDF editor available on Windows, macOS, iOS, and Android. One account, multi-device access, which already puts it ahead of most legacy tools that treat each platform like a separate product. But the real differentiator isn’t the cross-platform model. It’s the architecture.
UPDF was built with AI as a core layer, not a feature toggle. And in version 2.5, that shows up most clearly in semantic search, a capability that fundamentally changes how you interact with documents.
From Keyword Matching to Intent Recognition
Traditional PDF search is literal. Type “GPU thermal throttle threshold,” and if the document says “temperature limit for graphics processing,” you get nothing. The search engine doesn’t understand meaning; it matches strings.
UPDF AI semantic search understands your question. It identifies relevant sections based on meaning, not exact phrasing, and extracts contextual answers directly from the document.
Real-World Scenarios
Scenario A: Hardware Review Document. You’re reviewing a 200-page GPU benchmark report. Instead of scanning tables manually, you type “Which GPU scored above 90 FPS in 4K benchmarks?” UPDF AI highlights the relevant table and summary section immediately.
Scenario B: Game Strategy Guide. You’re prepping for a ranked session and need build advice. Search “Best stealth build for late-game missions,” even if the guide uses different terminology, and UPDF returns the exact section with build recommendations.
This is the difference between a document tool and a document intelligence tool.
Making Static PDFs Dynamic
Beyond search, UPDF’s AI layer can generate structured summary visuals from dense hardware spec sheets, create highlight-style breakdowns from esports rulebooks, and convert long technical reports into presentation-ready formats. It’s not flashy for the sake of it; it’s workflow enhancement for people who work with complex documents regularly.
Performance Under Load
UPDF handles large technical PDFs, including multi-hundred-megabyte files, without the sluggishness that plagues lesser tools. Page navigation stays smooth, switching between annotation and AI modes is near-instant, and semantic search indexing happens without a noticeable performance dip. For anyone who’s rage-closed Adobe Acrobat mid-session, this matters.
PC builders and hardware enthusiasts comparing power supply tables, searching BIOS documentation, or extracting compatibility info fast
Tech reviewers and analysts summarizing whitepapers, pulling benchmark charts, and organizing research
Licensing
UPDF offers a one-time license option, meaning no subscription tax eating into your setup budget every month. Multi-device access on a single account makes it practical across your desktop, laptop, and mobile workflow.
Other Tools Worth Stacking
UPDF handles your document layer, but a complete productivity stack has a few other pieces worth mentioning.
Notion remains the best second brain for gamers who maintain guides, tier lists, or build databases. Its database views and cross-linking make it genuinely powerful for content-heavy workflows.
AutoHotkey (Windows) is criminally underused for gaming productivity. Automating repetitive key sequences, building custom macros for document navigation, or scripting system shortcuts takes minutes to set up and saves hours long-term.
ShareX offers free, no-nonsense screen capture with built-in OCR, useful for extracting text from screenshots of patch notes or hardware comparisons you can’t copy directly.
None of these replace each other. Stack them intentionally and the cumulative time savings compound fast.
Conclusion: Optimize the Full Stack
The gaming community obsesses over hardware optimization, and rightfully so. But the workflow layer deserves the same energy. You wouldn’t run a high-end GPU on outdated drivers.
Running dense, technically complex documents through a bare-bones PDF reader is the software equivalent. Your rig is optimized. It’s time your document workflow was too.
I’ve previously worked for eXputer as a Senior News Writer for several years. Now with Tech4Gamers, I love to devoutly keep up with the latest gaming and entertainment industries. I have a Bachelor’s Degree in Computer Science and years of experience reporting on games and breaking exclusive stories. Besides my passion for gaming journalism, I love spending my leisure time farming away in Stardew Valley. VGC, IGN, GameSpot, Game Rant, TheGamer, GamingBolt, The Verge, NME, Metro, Dot Esports, GameByte, Kotaku Australia, PC Gamer, and more have cited my articles.
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Arc Raiders boss Patric Soderlund plans to redesign Nexon’s game development using AI tools.
According to the Embark CEO, most companies are misreading AI and not using the right tools, which will result in their failure.
However, Nexon is using the right processes, as evidenced by Arc Raiders being built on one-third of a AAA budget.
Despite all its triumphs, Arc Raiders has had a few controversies, the most prominent being the use of generative AI for voice lines, which Embark eventually corrected. However, in a new report, the studio’s CEO is placing greater emphasis on implementing AI in game development.
Why it matters: Arc Raiders’ success was one of the biggest stories of 2025, but the studio head’s emphasis on AI to develop future projects casts a dark shadow over the project.
In a new Nexon report, Patrick Soderlund, the CEO of Embark, highlighted his aim to redesign game development through AI. The Nexon Executive Chairman said that the company is ahead of other developers in utilising AI because it understands the technology and the challenges that come with it
Soderlund explained that most companies have misread AI and that no matter how much they invest in tools, they will ultimately fail. The Arc Raiders boss further stated that game development is like auto mechanics; the tools are accessible to everyone, but only those who know how to take advantage of AI will win, and that is where Nexon excels.
Billions of data points from decades of player interactions and design decisions are available at the Japanese company, and AI will utilise them with speed and at scale.
Arc Raiders just recently corrected its use of generative AI voice lines.
Patrick Soderlund also stressed that the reason Embark has successfully created two games like The Finals and Arc Raiders with fewer people and one-third of a AAA budget is the intelligent use of AI tools and processes. Now, the Executive Chairman will be bringing these methods to Nexon.
At T4G, my task is to cover the latest news around the gaming globe ASAP and with the utmost precision. I adore all the games and respect all the devs behind the amazing games that we get all year. So, whether it’s a PC or a Console game, I got it all covered.
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Crimson Desert had a shaky start but is now the 2nd-highest-rated user-reviewed game of 2026.
It has been a huge commercial success, selling 4 million units and generating over $200 million in revenue.
$75 million of this revenue came from PS5, making it a significant platform for the title as well.
Crimson Desert had a shaky start with its initial reviews being mixed, with the game having plenty of technical and gameplay flaws. However, while the reviews have now turned positive, the sales numbers looked promising right from the start.
Even before the game came out, it was estimated that it had already sold over 400K copies in pre-orders. Now that Crimson Desert has officially sold 4 million copies, it has already generated over $200 million in revenue.
Why it matters: After the critics’ reviews, people were a bit skeptical as even Pearl Abyss’s stocks fell substantially, but now the stocks are higher than ever as the sales numbers continue to boom.
Crimson Desert has already generated over $200 million in revenue
Alinea Analytics has revealed that Crimson Desert has generated over $200 million in revenue since it launched on March 19. Around $75 million of this has been generated on the PS5, making it a significant platform for the RPG.
However, while Xbox numbers haven’t been revealed, they are expected to share a much smaller ratio, which is a trend we’ve been seeing for a long time now. Anyhow, Pearl Abyss has recorded some solid figures till now.
The game’s reviews have also jumped from mixed to very positive
It is expected to be nearing 5 million copies sold, and the player base on Steam still looks solid. The studio has been constantly patching the title and listening to the fan feedback, which has improved the title a lot.
Additionally, its Metacritic user score has also climbed over the course of updates. It started from around 7 and is now a magnificent 8.8, also becoming the second-highest rated game of the year on the rating platform.
What are your thoughts on Crimson Desert generating over $200 million in revenue already? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.
Currently serving as a News Reporter at Tech4Gamers, I have the privilege of combining my love for gaming with the art of storytelling. My role involves crafting engaging narratives that keep our audience abreast of the latest developments in the gaming world.
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Insider says that the upcoming PlayStation handheld will feature a stronger GPU in comparison to the Xbox Series S.
Current leaks point to a 24GB shared memory for the hardware.
The PlayStation handheld is speculated to launch in the holiday period of 2027 alongside the PS6.
Sony is set to return to the handheld market with the next generation of PlayStation consoles. So far, details on the handheld have been scarce, but now, a new report has suggested what to really expect from the mini-factor hardware.
Insider now says that the PlayStation handheld will have a stronger GPU in comparison to the Xbox Series S.
Why it matters: It is exciting to see Sony pack so much punch in a smaller hardware form, and if it is stronger than the Xbox Series S, expect it to make a big impact in the handheld market.
Fresh Leaks For The PlayStation Handheld Via NeoGAF
This claim comes from known insider Kelper2, who compared the GPU power for the upcoming Xbox Series S and the PlayStation handheld, saying that the latter features a more powerful GPU than the former, with a bit of improvement in Raster and is “massively ahead” in Ray Tracing and Path Tracing.
Moreover, he also talked about FSR 5 and PSSR 3, saying it will be better than the current DLSS 4.5.
In terms of specs, current leaks suggest 24GB of shared memory for the PlayStation handheld, and despite having 6GB less memory than the PS6, it won’t hold the bigger console back.
The PS Vita wasn’t that successful due to a lack of game support, which is why Sony Abandoned The Handheld Market
Compared to the ROG Xbox Ally X, the PlayStation handheld is stronger in comparison and was previously suggested to cost $500 if launched without an OLED screen. However, things have changed for the worse now, and with inflated component prices and poor macroeconomic conditions, the hardware could be more expensive.
Expect a 2027 holiday launch for the PlayStation handheld alongside the PS6 and the Xbox ‘Project Helix.’
At T4G, my task is to cover the latest news around the gaming globe ASAP and with the utmost precision. I adore all the games and respect all the devs behind the amazing games that we get all year. So, whether it’s a PC or a Console game, I got it all covered.
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Resident Evil Requiem has sold 6 million units and is the fastest-selling game in the series.
While it sold more copies on Steam, the revenue figures were higher on PS5.
It generated over $200 million in revenue on PS5, compared to PC’s around $167 million.
Resident Evil Requiem has been an absolute blast for Capcom, already selling 6 million copies since launch, and becoming the fastest-selling game in the franchise. However, it seems that its biggest platform in sales wasn’t Steam.
According to a report, PS5 was the biggest platform for Resident Evil Requiem, generating over $200 million in revenue. Notably, the number of units sold was higher on Steam, but the revenue was larger on PS5.
Why it matters: Resident Evil is one of the few long-standing franchises that haven’t lost its quality over the course of so many years. In fact, it keeps on growing and better, even better, with time.
PS5 is the biggest-selling platform for Resident Evil Requiem
Alinea Analytics has dropped its latest sales report, indicating that Requiem is nearing 3 million units sold on the PS5, and was the top-selling game on the platform in March. It sold more on PC, but the revenue was lower than $167 million.
Crimson Desert also had notable sales, as it took the 3rd spot, but the RPG’s primary platform is Steam. However, Requiem’s sales highlight the point that consoles aren’t dying, at least the PlayStation isn’t going anywhere.
Requiem is one of the best Resident Evil games in recent years
There have been debates that consoles might die in the future, but amid the ongoing memory crisis, one would even argue that they could be your best bet. Unfortunately, Sony is substantially increasing the PS5 prices.
This might make it a less ideal deal, but it will still remain a primary console. The PS6 is already rumored to be launching somewhere in late 2027 or 2028, and could be priced around $700, if it is subsidized.
What are your thoughts on PS5 being the biggest platform for Resident Evil Requiem? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.
As Tech4Gamers’ Founder and Editor-in-Chief, I bring over 13 years of PC Hardware Reviewing and 8+ years of IT Project Management experience. Certified in Google IT Support , my focus is on providing honest product reviews and analysis and fostering a strong gaming community with 130k+ members in PPG.
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Wholesalers in Shenzhen are dumping DDR5 stock at losses to regain cash, leading to price cuts of up to 30% in just a few days.
High-capacity 32GB modules have seen massive price tags slashed by more than half in some instances
Retail interest has stalled after months of high prices, forcing merchants to prioritize moving inventory over maintaining profit levels.
China’s DDR5 memory market has reacted to a sudden wave of aggressive sell-offs at any price. What initially appeared to be a one-day correction has escalated into aggressive selling in Shenzhen, where module prices have fallen by as much as 30% within days. This was not a progressive price reduction but rather a direct liquidation, with wholesalers clearing inventory to recover cash.
The focus is on Huaqiangbei, where a major portion of the country’s actual component commerce is based, and that’s where the hit was felt. Hopefully, we’ll see something similar here as well.
The best example of this is, once again, the 32GB DDR5 modules, which used to cost over 3,000 RMB (375 euros) but have since dropped to between 500 and 1,050 RMB, with prices reaching 1,950 RMB (245 euros). This change is too significant to ignore, yet too localized to apply without context.
The important issue here is not the price drop itself, but the fact that it is occurring at a time when the world is under immense strain. Even merchants are discussing weak short-term demand and the need to increase inventory turnover.
The retail channel has lost traction after months of inflated prices, and when demand slows, the Chinese market answers as it always does, with sharp price decreases and no room to maintain artificially high prices. Nobody wants to lose money, and there are no buyers. Consumers are saving money, and rightfully so.
This does not imply that DDR5 has suddenly lost value, but rather, the accumulated stock in the distribution channel is beginning to become excess in China, and when there is excess stock, sales occur everywhere.
Another important issue is that the Shenzhen ecosystem operates differently from big manufacturers’ contract markets, with fast liquidity, speculation, and constant turnover. That’s why the movements are so violent and difficult to imitate outside of China; that’s why we don’t see them in Europe, Korea, Japan, or the United States.
However, other industry insiders believe that this adjustment does not alter the underlying trend, as memory remains a vital resource in data centers and artificial intelligence, and production is more centered on that sector. This weakens the consumer market, particularly when purchase rates do not keep pace.
Outside of China, price declines are occurring, but they are much weaker and do not follow the liquidation pattern. This leaves Shenzhen as both a leading indicator and an extreme environment that exaggerates market moves.
Similarly, sales are already declining by double digits in European stores. Nobody wants to overpay, and if this becomes the new normal, many will leave the market for a long time.
What we’re seeing isn’t the end of the cycle, but it’s just an internal adjustment in the Chinese market. However, it shows that there is a lot of speculation both inside and beyond the country. Now the question is whether this will remain in China or spread to the rest of the market in the coming weeks, because when China starts selling cheap DDR5 at this scale, it doesn’t stay a local problem; it becomes a global pricing event.