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FF7 Remake Director Endorses Xbox Series S, Calls It ‘Solid’ Hardware

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  • FF7 Remake director hails Xbox Series S as ‘solid’ hardware.
  • He adds that the console is pretty decent in terms of specs.
  • Furthermore, he stated that he’s an Xbox fan and discussed Square Enix’s future multi-platform approach.

Microsoft’s budget console has been a target of developers who claim that the Xbox Series S hinders development, despite these theories having been debunked multiple times. 

Surprisingly, the Xbox Series S has now been praised by one developer. Ahead of the game’s release, FF7 Remake director hailed Xbox Series S hardware as ‘solid’ in terms of specs.

Why it matters: The Xbox Series S is often criticized for not being powerful enough. Therefore, the console to receive praise from developers is quite unusual and unexpected.

Xbox Series S|X
Xbox Series S Compatibility Won’t Go Away

In an interview with Windows Central, FF7 Remake director Naoki Hamaguchi was asked about the development process for the game, specifically for the Xbox Series S, in comparison to the Xbox Series X and PS5. Hamaguchi answered by saying:

In terms of hardware specs, I would say the Xbox Series S is actually quite solid in terms of spec.

While the game’s director commended the Xbox Series S hardware, he also emphasized how much they focused on optimization for the game.

Optimization is something we were strongly cognizant of as we worked on the PC version as well. We have been pretty proud of what we were able to achieve, even on lower spec systems.

Beyond that, Hamaguchi also talked about Square Enix’s multiplatform approach these days and further added that he’s an Xbox fan. The director hinted at more Xbox ports for Square Enix games in the future.

GTA 6 on Xbox Series S
Take-Two Is Confident That Xbox Series S Will Be Able To Handle GTA 6

Going back to the topic at hand, the Xbox Series S has been gaining positive momentum in the industry recently. Earlier this year, Warhorse Studio commended the budget console for improving their overall game performance, and more recently, the developers of Battlefield 6 have made a similar statement.

That said, the Xbox Series S is no longer a cheap console, at least in the US. Recent price changes due to economic and tariff conditions have put the console at a whopping $400, which is really surprising considering we’re nearing the end of this generation.

What are your thoughts on this story? Do you think that the Xbox Series S is a capable console? Let us know in the comments below, or at the official Tech4Gamers Forums.

Rising Demand Driving SSD Prices Up to 10% Higher in Q4 2025

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  • A new report reveals that the high demand for NAND Flash Memory will increase SSD prices by 5-10% in Q4 2025.
  • The same consulting company previously successfully predicted a rise in NAND Flash Memory prices in 2023.
  • SanDisk has already increased the prices of its SSDs by 10% with Micron suspending orders due to production and pricing issues.

SSDs are currently replacing hard drives, which were the most popular storage technology for decades. These are not only faster, but they also eliminate the freezes and performance reductions that HDDs formerly caused.

SSDs are now reasonably priced, with a 1TB model costing roughly the same as a hard disk. Unfortunately, the era of cheap SSDs is said to be short-lived, as TrendForce predicts that NAND Flash memory used in SSDs and other devices will rise by another 5 to 10% in Q4 2025.

Why it matters: Over the last decade, SSDs have been the most significant development in the memory industry, surpassing hard drives in terms of storage capacity, with tens of terabytes. The rapid adoption of SSDs was largely due to their increasing affordability; however, gamers would now have to think twice before upgrading or purchasing new storage.

Nand Flash prices
Projection for Rise in NAND Flash Memory Prices By TrendForce

Similar to other markets, the rule of supply and demand applies to SSDs, and we’ve been seeing price declines for years. However, you’ve certainly noticed the odd price hike for SSDs for some time now, particularly those with 2TB or more. This is not the first time we’ve heard of a price hike for this sort of memory.

TrendForce had also previously projected a price increase for 2023. We’re back with the same experts, as their most recent data shows that demand for goods containing NAND Flash memory increased in the first half of the year. This rise in demand has led to higher orders than usual for the time of year.

Previously, the market was forecast to stabilize in Q4 2025, but we have been seeing a shortage of hard drives, and the high demand has focused on QLC SSDs, which are typically the most affordable. This implies a price increase on the cheapest models.

MetaMask SSD 1
SSDs With Phison Controllers Risk Of Getting Bricked

According to the report, the prices of NAND Flash memory are expected to increase by an average of up to 10% by Q4 2025. SanDisk has made its move and has already increased the price by 10% during this time of shortage and high demand. One of the largest RAM manufacturers, Micron, has suspended orders due to price and production issues.

On the other hand, generative AI is also influencing prices and the market, given the high demand for high-capacity SSDs for use in this sector. This sets a poor precedent for 2026, which is already shaping up to face hardware shortages and high prices.

What are your thoughts on this story? Let us know in the comments below, or at the official Tech4Gamers Forums.

Don’t Expect PS6 to Reach RTX 5090 Gaming Performance Levels, Insider Claims

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  • Moore’s Law Is Dead has clarified that PS6 will not reach RTX 5090’s gaming performance levels.
  • His previous remarks only mentioned exceedingly rare cases where PS6 may rival RTX 5090 in ray tracing.
  • Orion is overall weaker in rasterization, so PS6 would be around the RTX 5080 levels in ray tracing comparisons.

Many rumors have suggested that the PS6 is focusing on affordability and mass appeal instead of raw power. However, exaggerated hearsay still spread around claiming Sony’s next-gen console would reach RTX 5090 performance levels.  

Now, notable industry insider and avid PS6 leaker Moore’s Law is Dead clarifies that PS6 would only rival the RTX 5090 in very specific edge use cases. It stands no chance when compared against the RTX 5090’s overall gaming performance

Why it matters: While the leaked PS6 specifications point towards a powerful console, rumors about it rivaling RTX 5090 are highly exaggerated. PS6 will feature 3 times the rasterization and 6 to 12 times the ray tracing of the base PS5.

In a new video going over the recent PS6 rumors, Moore’s Law is Dead debunks the media’s exaggeration of his prior claims. AMD’s custom SoC, Orion, is much weaker in rasterization compared to the RTX 5090.

that does not at all mean that we think the PS6 will hit 5090 performance. We said ray tracing, not overall. Orion is overall weaker in raster, much weaker.

For context, Orion, with the RDNA 5 GPU, can roughly perform about 4 to 8 times faster than the PS5 when FSR4 is factored in. Overall, PS6’s ray-tracing capabilities would hover around the RTX 5080 performance levels, rivaling the GPU in low ray-traced cases.

outside of edge case scenarios, no this will be closer to like a 5080 or something most of the time.

The leak specs reveal that PS6 will boast a Zen 6 CPU and up to 40GB GDDR7, delivering 34–40 TFLOPs. It is expected to hit true 4K/60 FPS in Quality Mode and 4K/120 FPS in Performance Mode for most titles.

PlayStation 6
Sony’s upcoming PS6 will heavily focus on AI features.

The leaker claims PS6 is expected to come out in fall 2027. It would likely cost $550 to $700 without the disk drive if it were to launch today, an $80 price increase over the PS5.

The PS6 portable would cost $400 to $500 under the same estimates. However, rumors suggest that the handheld won’t hold back the main console despite the massive hardware differences between them. 

Do you think the PS6 can stand against some of the top-tier flagship GPUs in ray tracing? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Rockstar Plans Project ROME Mod Platform to Let GTA 6 Players Build Custom Content

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  • New report suggests that Rockstar is working on a project called ROME, which will make GTA 6 a platform akin to Roblox.
  • Rockstar appears to be embracing the FiveM experience and making it official this time.
  • Previous reports suggested that the gaming giant reached out to several content creators to shape the Project ROME experience.

With over a decade in the making, there won’t be a bigger release than GTA 6. The entire industry has its eyes fixated on the title’s release for next year, which is set to shake up gaming as a whole.

A new report suggests that Rockstar is aiming for an adult-like experience for GTA 6. This will be achieved through Project ROME, which aims to transform GTA 6 into a comprehensive platform that extends beyond just a video game.

Why it matters: Mods make video games way better, allowing players to customise the game according to their needs. Different players create different experiences, contributing to a game’s longevity.

gta 6 project rome
Project ROME Announcement Imminent

Initially discovered by Tez2, a reliable insider, Project ROME (Rockstar Online Modding Engine) is set to be unveiled soon. Marketing for GTA 6 is expected to begin soon as we approach the game’s launch.

The intention is to create a Roblox-like experience for GTA 6, but one that is more adult-friendly. The best possible comparison would be made to Fortnite’s Creative Mode, which allows players to create their own game modes and experiences.

This leak corroborates previous reports stating that Rockstar has met with established content creators to explore further how this platform would be shaped.

gta 6 sale
Take-Two Is Eyeing 20 Million Sales For GTA 6 In Just A Day

With GTA 5, creators on FiveM, a third-party framework, have been producing new content for years. It seems that Rockstar is finally set to embrace that aspect.

Unfortunately, this will open new gates for Rockstar to insert more microtransaction elements. The publisher doesn’t go kindly with in-game purchases, and to reimburse the billions of dollars that went into the game’s production, it seems that Rockstar will want a constant stream of revenue.

On the bright side, it will also open doors for creators to earn money via this platform. Roblox creators have earned millions from different game modes, which is no surprise considering it holds millions of players monthly and has more concurrent players than Steam.

Are you excited for a metaverse-esque prospect for GTA 6? Let us know in the comments below, or at the official Tech4Gamers Forums.

Unreal Engine 5.7 Promises Major Fixes: Speed, Stability, And Advanced Lighting

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  • Epic Games has now launched the Unreal Engine 5.7 preview, which improves performance and introduces many new features.
  • PCG is nearly twice as fast as UE5.5, thanks to optimized GPU generation and game thread performance tuning.
  • MegaLights directional and particle lighting has moved to beta, and Nanite Foliage rendering paths are in the experimental stage.

Unreal Engine 5 has become the standardized gaming engine for many AAA and even indie developers due to its ease of access features. However, the huge drawback is the slew of performance issues—like stuttering and high system requirements—that come with it. 

Epic Games has been working on ironing out these flaws by improving the performance since the last few updates. The company has now launched the Unreal Engine 5.7 preview, which is a substantial upgrade over the last version.

Why it matters: Unreal Engine 5.7 boosts performance notably compared to 5.6 while introducing many new features for developers at the same time.

Unreal Engine 5.7 preview reveals massive performance improvements and new features.

As explained by Epic, the Procedural Content Generation Framework (PCG) is now production-ready, being almost twice as fast as it was in UE 5.5. This has become possible due to optimized GPU generation and game thread performance tuning.

We’ve continued optimizing GPU generation and game thread performance, and PCG is now almost twice as fast as it was in UE 5.5!

The new PCG editor mode provides customizable tools, while graphs can now run independently. UE5.7 also features a new experimental procedural vegetation editor to let developers produce Nanite-ready foliage directly in the editor using assets from Fab.

You can create and customize vegetation in real time, without having to round-trip with third-party tools and procedurally assemble them into unique tree variations and forests.

Additionally, MegaLights directional and particle lighting has moved to beta. And the new performance tuning controls allow studios to manage resolution scale and achieve better performance with improved noise reduction.

Nanite foliage has now also entered the experimental stage, enabling developers to create dense, high-detail foliage smoothly at 60 fps on current-gen hardware.

Unreal Engine 5 Stuttering Problem
Many AAA Unreal Engine 5 projects are notorious for having stuttering issues.

The update also includes production-ready substrate materials, real-time animation generation from external cameras, improvements to animation and rigging tools, and the AI-powered Epic Developer Assistant.

Epic Games has been working hand-in-hand with CD Projekt Red to implement the latest Unreal Engine 5.7 features in The Witcher 4 ahead of time. So, we already have an idea of these exciting performance improvements via the latest The Witcher 4 tech demo

Do you think Unreal Engine 5.7 will solve some of the issues it faces in most AAA games? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Resident Evil Requiem Producer Says Fans Believing Leaks Annoys Him

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  • Multiple leaks regarding Resident Evil Requiem have been on the internet for a while.
  • Capcom’s series producer states that these leaks aren’t necessarily bad, but they can be harmful sometimes.
  • He does not like the fact that some fans treat leaks as the absolute truth and set wrong expectatios for themselves.

Resident Evil Requiem is Capcom’s next big release, and fans are incredibly excited to see the series returning with a brand-new entry. This entry promises to return to the roots of Resident Evil’s horror gameplay, and rumor has it that Leon Kennedy is also set to return.

Although Leon is not confirmed for Resident Evil Requiem at this point, insiders have been adamant that he will indeed return. Discussing the rumors and past events, a developer has also commented on the situation, stating that leaks can get annoying when fans believe them so much.

Why it matters: Leaks have become a major part of every game’s pre-launch cycle, so it is not shocking to see studios being concerned about the way information is spread to the general public.

Resident Evil 9
Leon Kennedy Is Rumored To Show Up In Resident Evil Requiem

Discussing the leaks with VGC, Resident Evil series producer Masato Kumazawa stated that he doesn’t necessarily mind leaks.

The producer does not have a problem with information leaking ahead of schedule, even if it is real. However, he does not like the fact that some fans treat leaks as the absolute truth, even when it isn’t.

He elaborated that such fans sometimes build up false expectations for themselves and end up disappointed when they are proven wrong. This is Masato Kumazawa’s biggest gripe with leaks since he believes people convince themselves that leaks are always real.

Information appearing online in the form of a leak, whether it’s true or not, doesn’t really annoy me so much as the fact that information that has not yet been confirmed gets treated as gospel by people who decided that it must be true.

-Masato Kumazawa

Although the developer did not reference any particular leaks, it’s hard not to imagine the statement referencing the rumors of Leon Kennedy showing up in Resident Evil Requiem.

resident evil requiem
Grace Is The Lead Character In Resident Evil Requiem

Recently, images of the character showing a battle-hardened look also spread online, but prominent insiders were quick to debunk these leaks. Needless to say, it’s anybody’s guess whether Leon will actually show up in the game.

What do you think about the series producer’s statement? Let us know in the comments, and visit the Tech4Gamers Forums for further discussions.

Ghost of Yotei Impresses on Standard PS5 in Graphics Comparison With PS5 Pro

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  • Sucker Punch has done a great job optimizing Ghost of Yotei for the PS5 and PS5 Pro.
  • The title shows very similar graphics performance on both consoles.
  • PS5 Pro has a slight edge as it offers a Ray Tracing Mode with 60 FPS support.

Sucker Punch has done it once again with Ghost of Yotei as the game has managed to impress the critics. It has garnered a decent score of 87 on Metacritic, with universal praise, and the performance is also excellent on the PS5. 

Testing shows that Ghost of Yotei is impressive even on the base PS5 when compared to the PS5 Pro. The graphical fidelity as well as the performance are pretty similar on both consoles, showcasing impressive optimization. 

Why it matters: This is an excellent demonstration of how modern consoles aren’t the problem, but game optimization is. Studios often leave out the most essential part, which leads to criticism of the hardware as well. 

ElAnalistaDeBits has released a detailed video showcasing the difference in Ghost of Yotei between the PS5 and PS5 Pro. The base console has three different modes, while the Pro has four due to its extra power. 

Nonetheless, in Quality Mode, both offer a solid 30 FPS experience at 4K native resolution. In Performance Mode, the PS5 renders at 1440p or 1080p, compared to the Pro’s 1800p or 1440p at 60 FPS. However, the difference in quality is quite subtle. 

Ghost of Yotei
Ghost of Yotei has brilliant performance and graphics even on the base PS5.

Both consoles also offer a Ray Tracing mode that runs at 30 FPS, and again, the results are very similar. One area where the PS5 Pro surpasses the base model is its inclusion of a Ray Tracing Pro Mode, which supports 60 FPS. 

PS5 does have very minor frame drops. But they are hardly noticeable. All in all, the performance and visual fidelity on both consoles are super impressive, showcasing how Unreal Engine 5 is the real thing holding development back. 

What are your thoughts on the Ghost of Yotei performance and graphics in comparison to PS5 Pro? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum

Cinder City Interview – What to Expect?

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  • The development team is currently focused on the PvE content, with PvP modes planned for after the initial launch.
  • Beta testing is expected to begin sooner than was previously announced.
  • Cinder City will feature both gunplay and melee combat.
  • The final business model has not been decided, but the CEO has confirmed that the game will not be pay-to-win.

When BigFire Games first showcased Cinder City, it immediately felt like something unique. An open-world MMO mixed with a tactical shooter? That’s not a combo you see every day. And while most players might expect PvP to be front and center, James Bae, CEO of BigFire Games, told us the team is focused on nailing the PvE first before rolling out competitive modes.

The studio is aiming for a 2026 launch, and things sound like they’re moving along steadily. Internal tests are already underway, and plans are in place to launch beta testing earlier than expected.

What’s cool is that the game won’t just stick to gunplay. Thanks to the team’s history with Blade & Soul, melee combat is also part of the mix. So yes, if you’ve been hoping to slice through enemies with a katana, that’s on the table.

We also discussed tech, as Unreal Engine 5 often raises eyebrows about its performance. James admitted that UE5 had its issues in the early days, but said the team’s already on the latest version and is confident that players won’t need a monster PC to enjoy the game.

On top of that, improvements to bullet impact feedback and new map designs, such as Seoul’s outskirts with rivers and open spaces, are all in the works.

All in all, Cinder City looks like it’s shaping up to be more than “just another MMO shooter.”

Cinder City
The developers are working to improve the impact of bullet hits by implementing client-side hit detection, which reduces delays.
Cinder City, being an open-world MMO tactical shooter, immediately grabbed my attention. After reading about all the PvE features, I wonder if it has any PvP elements? Perhaps an arena system where players can go to battle with each other?

James Bae: Players naturally expect PvP in a shooter like this—and we do have it in mind. In fact, we’ve already prototyped and tested it internally. That said, our current focus is on delivering a strong PvE experience first.

Given that the game is still in the internal testing phase and an open beta is planned for mid next year, how far away is the expected launch window for Cinder City? Can devs meet the expected 2026 release window?

James Bae: Our goal is to launch within 2026. We’re running multiple internal test cycles and working hard to move external testing up sooner than what we mentioned at Gamescom. Hopefully, once 2026 begins, we’ll be able to share when that will start.

Can we expect any melee weapons with fleshed-out mechanics, even if Cinder City is aiming to be a tactical shooter? Playing as an agile katana-wielding character is always cool after all.

James Bae: It feels like you’ve got a spy on our team—because that’s exactly what we’re working on. Some of us, including myself, previously developed Blade & Soul, an action RPG rooted in Eastern martial arts. That experience inspired us to bring melee combat into CINDER CITY.

In CINDER CITY, bosses and NPCs already incorporate melee attacks and weapons into their combat design. We felt that limiting enemies to gunfire alone wouldn’t make for an engaging experience. After adding melee weapons, boss encounters in particular became much richer, with attack patterns reminiscent of Souls-like games. Naturally, when we started designing new playable characters, melee weapons became part of the plan.

Will the game be available worldwide after launch, as some popular MMORPGs sometimes skip regions like South Asia?

James Bae:  The plan is to launch globally.

If the game does go free to play, can we expect more traditional live-service elements in Cinder City? Having player-friendly live service elements often ensures longevity in the MMORPG genre as opposed to a paid model.

James Bae: The business model hasn’t been finalized yet. The only thing we’ve firmly decided is that the game will not be pay-to-win.

The game is aiming to push the boundaries of Unreal Engine 5, but what exact version is being used in development? Will the studio switch over to UE 5.6, considering the performance boost it provides?

James Bae: We regularly update to the latest UE5 builds. By the time this article goes live, we’ll likely already be on 5.6.

Going on from the last question, UE5 is notorious for causing performance issues and needing high-end, beefy PCs to run games effectively. Is BigFire Games developing the game with those criticisms in mind? Will Cinder City be free from those UE5 stutters and lagging?

James Bae: I was surprised by how much criticism UE5 gets online for optimization and hardware demands. While some of it is understandable, we think it’s a bit exaggerated. Early versions did have optimization issues, but that’s true for most software. Over time, these problems improve.

By the time CINDER CITY launches, we expect most of the issues you mentioned to be resolved.

I saw some criticism about the moment-to-moment impact of bullets seeming muted despite other excellent shooting mechanics. Can we expect improvements in that regard? Each rifle bullet causing softer zombie enemies to recoil backwards violently, and mech-type enemies having physical dents because of bullets will greatly enhance that feeling.

James Bae: There are two main reasons for that perception. First, in PvE shooters like CINDER CITY, enemies generally require multiple hits to take down. While we’re not talking about hundreds of bullets per enemy, one-shot kills are rare, which can make impact feel less pronounced.

Second, because this is an MMO, hit detection happens server-side, which introduces slight delays due to packet transmission. We’re addressing both issues. For the second, we’re implementing client-side hit detection with server verification to reduce latency.
As for your suggestion—knocking weaker enemies back or showing visible dents on mech-type foes—we’re already working on those features, and some are partially implemented. You’ll see them when the game launches.

Will the entire game take place in the city of Seoul, or can we expect natural biomes also sewn together in the open-world experience?

James Bae: Areas on the outskirts of Seoul will feature more natural environments, but the overall design direction emphasizes urban combat—inside buildings, large shopping malls, subway stations, and other complex structures.

That said, the upcoming “Pangyo” map will include more greenery, rivers, and open spaces, as it has fewer high-rise buildings compared to Gangnam.

Cinder City is still a ways off, but it’s clear BigFire Games has big plans for it. From mixing PvE raids with Souls-like bosses to keeping PvP in the pipeline, the team isn’t afraid to experiment with what an MMO shooter can be.

And with a 2026 launch goal, there’s plenty of time for those features, like melee combat and improved bullet impact, to get even better before players jump in.

If nothing else, the passion behind the project really shows. Whether you’re here for the tactical gunfights, the idea of katanas in a shooter, or just the promise of exploring Seoul’s gritty streets, Cinder City feels like one to keep on your radar.

Big thanks to James Bae for taking the time to chat with us about what’s next for the game.

Xbox ROG Ally X Pre-Orders Already Sold Out Despite Beefy $1000 Price Tag

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  • Xbox ROG Ally X pre-orders have sold out in a single day on the official Xbox store. 
  • The stocks have run dry, despite the handheld costing a staggering $1,000.
  • It can still be purchased through local retailers or the ASUS store online, but this is likely to be the case for only a short time.

The gaming scene is shifting towards handheld dominance after the console wars, with all the major players, including Xbox, joining to capture a piece of the market. The Xbox ROG Ally has been in plenty of controversy since its reveal, but its first signs of success are already showing.

The Xbox ROG Ally X pre-orders began a day ago, following much anticipation, and they have already sold out on the Xbox Store globally. The stocks have already run dry, despite a significant amount of online backlash against their exorbitant $1,000 price tag.

Why it matters: The Xbox Rog Ally X stocks are already running out, suggesting that a majority of gamers are willing to accept the concerning $1,000 price tag for the handheld. It will likely also perform well in overall sales.

Xbox ROG Ally X pre-order stock has already sold out on the Xbox store.

As confirmed by Xbox, the only way to obtain the ROG Ally X is either through the online Asus store or by trying your luck at local retailers, for the minuscule chance that some stock may still be available. These stocks are also likely to run out in a few days, given the massive hype surrounding the handheld.

Gamers in the comments have accused Xbox of keeping the stock of ROG Ally X low in the first place, claiming it’s unlikely for many handhelds to sell out within a day. Others are simply making fun of Xbox enthusiasts who are making these purchases.

In comparison, about three Steam Decks can be purchased in the same price window, suggesting that the Xbox ROG Ally X will face significant competition in sales to break even.

ASUS ROG Xbox Ally
ROG Ally X is Xbox’s answer to the handheld market.

However, the premium variant of the new Xbox handhelds may also surpass expectations in sales, given the trajectory of current pre-orders. It’s unclear whether Xbox will replace the stock on its official store anytime soon. 

Do you think the Xbox ROG Ally X will sell in the millions, despite its high price? Will gamers cave in and accept the price tag? Let us know your thoughts in the comments below, or join the discussion on the Tech4Gamers forum.

Forza Horizon 6 Open World Is the Series’ Biggest Yet, With Tokyo as the Largest City

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  • Forza Horizon 6 has been officially announced for 2026 and will take the series to Japan. 
  • The game’s art director has confirmed that Forza Horizon 6’s open world will be the series’ most extensive to date.
  • Moreover, the open world will be denser, and Tokyo is the largest city in the series’ history.

Microsoft finally unveiled a teaser trailer for Forza Horizon 6 at the recent Xbox Tokyo Game Show. With a 2026 release slate, information about the game is currently minimal. However, Playground Games has suggested that it might be their most ambitious release in the series so far.

As such, the studio has also confirmed that the Forza Horizon 6 Japan setting will be the largest open-world setting across all entries.

Why it matters: Forza Horizon games are hailed for their scenic representations of real-world locations. While bigger open worlds don’t equal good quality in most titles, the case isn’t valid with Forza Horizon games.

Forza 6 PS5
FH 6 Will Arrive On PS5 Consoles At A Later Date

In an interview with GamesRadar, art director Don Arceta for Forza Horizon 6 said the following:

I think this map that we’ve created for Japan, or Horizon’s version of Japan, is big, but also dense. There’s always something around the corner for you to discover and see. But yeah, it’s bigger.

Usually, Forza Horizon maps can be pretty bland, with empty roads and minimal urban areas. For the sixth entry, they aim to address this concern, stating that as they expand, they will also become denser, and Japan will be filled with activities for players to engage in.

Regarding Tokyo, Arceta also calls it the ‘biggest city’ to date, and it’ll be exciting to see what the city holds for players. Japan has been deeply rooted in car culture, and it is a setting fans have long demanded from Playground Games, ever since they created the first Forza Horizon game.

Forza Horizon 5 had double the map size of its predecessor, so that the sixth entry might be going on another scale. This jump in scale was made possible by Forza Horizon 6 being a true next-gen title and Playground Games fully adapting to the Xbox Series’ hardware.

Are you excited for Forza Horizon 6? Let us know in the comments below, or at the official Tech4Gamers Forums.

Why You Should Stick To One Platform For CS2 Tournaments

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  • Millions of people watch competitive events for games like CS2 each year.
  • Integrated viewing platforms make this experience even better by combining statistics and live footage.
  • These platforms also offer chat games, archival footage, and a lot more.

Modern esports is bigger than ever, and tournaments like EVO see viewership in the millions each year. Among the biggest games, the likes of CS2 stand out since these communities are extremely dedicated.

As someone who has watched plenty of pro Counter-Strike footage and in-depth analysis videos, I also understand the importance of seamless access to both live gameplay and statistical data during competitive events.

Nobody wants to have multiple tabs open and frantically switch between stats and live footage during an intense showdown. Fortunately, integrated viewing platforms promise a proper viewing experience for CS2 matches.

In my opinion, Bo3.gg has set the bar for competitive viewing by creating an all-in-one destination that eliminates the need to juggle multiple tasks at once. This platform is basically the future of competitive viewing.

Why it matters: It may not be immediately obvious to gamers why integrated viewing platforms are so impressive, but there’s no going back once you get used to them.

Multi-Platform Integration

Counter-Strike 2
Multi-Platform Integrated Can Transform CS2 Tournaments

One major convenience provided by bo3.gg is the ability to view multiple streaming platforms from a single interface.

Effectively, this means that gamers don’t need to switch tabs to watch a stream on Twitch, Kick, or YouTube. This can be a problem when one platform offers better image quality than the other or simply offers more reliable and lag-free streaming.

Bo3.gg has even found a solution to complex buffering and synchronization challenges that typically plague multi-platform viewing experiences. This means that the viewing experience remains seamless at all times, and statistical updates go hand-in-hand with the footage on screen.

I also appreciate the fact that this platform offers multi-language support. This can make games like Counter-Strike 2 more accessible to a wider and global audience.

Real-Time Statistical Overlay

As mentioned earlier, this platform boasts the ability to show both statistical data and live footage simultaneously.

Stats include economic tracking, utility usage patterns, individual player performance metrics, and a whole lot more. When combined with real-time gameplay, players experience CS2 competitive gameplay in a whole new light. This can even help casual players come to terms with the deep nature of Counter-Strike’s competitive matches.

I also like that these options can be customized to my liking. Not everyone needs to have every small detail on-screen at all times, so elements like positional heat maps and predictive modeling data can be toggled on and off.

Tournament Coverage Ecosystem

Counter-Strike 2
Counter-Strike 2 Tournaments Rake In Millions of Views Every Year

Because Bo3.gg offers a vast platform for tournament viewing, it tracks more than a few individual games. I often use the platform to go over tournament brackets and past player performances, something very important to my tournament viewing experience.

The availability of pre-match and post-match content is another nice touch since it ensures everyone has access to player interviews, strategies, and historical context before and after an important match.

Innovation And Design

One thing I really like about the platform is that it offers a streamlined user interface while retaining the functionality of rival platforms.

This makes the viewing experience clearer than ever, with the live gameplay and statistical data no longer clashing with each other. It is also easy to focus on both elements when the UI is so well-designed.

Bo3.gg makes no sacrifices no mobile devices either. Whether it be on a smartphone, tablet, or desktop PC, fans get an incredibly fast and smooth experience. I have personally found the platform’s loading and optimization much better than others, making for lag-free streaming, even during high-traffic conditions.

Social Integration

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The Community Is A Major Part of CS2 Tournaments

The community can make or break a competitive event, and everyone understands the need for enjoying tournaments. This is why integrated viewing platforms offer activities like prediction games and social sharing to foster a greater sense of community within audiences.

Moreover, the platform offers archived footage of past tournaments and matches. These are great for content creators and fans who intend to analyze past performances or simply revisit intense matches.

For content creators, Bo3.gg supports data export and sharing capabilities to ensure educational and entertaining content is as easy to make as possible. This is done by integration with popular streaming and content creation tools that streamline workflows for creators who produce live commentary and analytical breakdowns of matches.

All in all, integrated viewing platforms hold the potential to be the next big thing for competitive games like Counter-Strike 2. They offer something that no other platform currently does, making them incredibly valuable for enthusiasts of tournament gameplay.

Hideo Kojima Plans to Scan Real Ghosts for the Development of OD And May Have Already Done It

Story Highlight
  • Hideo Kojima wants to record a real ghost for the development of OD.
  • He hints that he may have already done so, referring to a cracking sound recorded in a studio during production.
  • Kojima and Microsoft visited a shrine to ensure a clean build of the game later on.

Kojima Productions is developing the Microsoft-published title OD, which is now being referred to as the spiritual successor of 2016’s PT by fans. As is typical for a Kojima game, OD appears quite unorthodox and unusual in a good sense.

It seems that Kojima wants to go above and beyond for this horror adventure. In a bizarre statement, he revealed that he wants to scan real ghosts for the game’s development and hinted that he may have already done so.

Why it matters: Hideo Kojima is regarded for pushing the limits of what’s possible in a video game, whether it’s creating a new genre or something else. Still, for breaking boundaries, recording a real ghost seems absolutely outlandish.

At Kojima Productions’ 10th anniversary, the creator discussed the development of OD and his goals for the project. To further push the realism bar in a video game, he recorded a real-life area, which doesn’t seem weird at all; however, what he said next shocked many.

For OD, I want to go around, all over the world where [there] are scary kind of places — I want to scan a ghost for the first time and I want to get an award for that.

He further added that he may have already recorded a ghost’s voice for the game. Apparently, one cracking noise from the studio makes Kojima believe he has recorded a ghost.

Maybe the ghost was there, but she’s no longer there anymore.

Whether it was real or not, Kojima wasn’t willing to take any chances and took Microsoft to a shrine to ensure a clean build of the game because even he knows that messing with paranormal activity isn’t something to be taken lightly.

OD Trailer
Sophia Lillis In The New OD Trailer

In other news, a brand-new trailer for OD was released at the same event, looking both beautiful and terrifying at the same time. The game’s cast includes several big Hollywood stars such as Sophia Lillis, Hunter Schafer, and Udo Kier.

What are your thoughts on OD so far? Do you think Kojima actually recorded a ghost for the game, or will he manage to do it? Let us know in the comments below, or at the official Tech4Gamers Forums.