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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The next Ghost Recon game, codenamed ‘OVR’, is taking the series back to first-person.
It will feature both single-player and multiplayer elements.
Unfortunately, the game is being downscaled as Ubisoft cuts costs.
Ubisoft has gone through some significant changes in recent times, but they finally seem back on track in making new quality games. Unfortunately, their troubled days are far from over, as their upcoming titles also seem in jeopardy.
One notable title at risk at Ubisoft is Ghost Recon ‘OVR,’ which is said to take the series back to its roots with first-person gameplay, featuring both single-player and multiplayer elements.
Why it matters: Ubisoft has tons of potential, having some of the great video game IPs under its belt. However, these constant roadblocks are preventing the publisher from reclaiming its former glory.
Leaks Suggest The Game Is Set In Vietnam
As per Insider Gaming‘s latest report delving into the current uncertain situation at Ubisoft, the publisher plans to release 2 games in the upcoming fiscal year: the Assassin’s Creed Black Flag remake and Ghost Recon ‘OVR.’
Specifically for Ghost Recon OVR, the first-person game is being eyed as a major release internally, one that’s “marked as critical to Ubisoft’s success.” Unfortunately, it is facing a major setback now.
Ubisoft recently laid off 105 employees at Red Storm, the studio that was supporting development for several titles, including Ghost Recon. This decision came as part of their cost-cutting measures, and unfortunately, following that, development on Ghost Recon OVR has been scaled down.
With all the Red Storm team no longer working on Ghost Recon OVR, it is expected that the title will be delayed or further de-scoped. Nevertheless, the final result still won’t be what the publisher originally planned.
Even with the Tencent subsidiary, Ubisoft is aiming to cut £200 million over the next couple of years, which is necessary considering they’re working on multiple AAA games with nothing really generating revenue for them at the moment.
Anyhow, Red Storm’s layoffs will affect more titles, including the Watch Dogs Legion director’s cut, which will be a version 2.0 for the game. Despite all this, it will be exciting to see what the Ghost Recon series has in line for fans, considering fans have waited for it to go back to its roots for more than a decade now.
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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Nintendo players have long paid premium prices, with digital games often costing the same as physical copies and rarely seeing deep discounts.
Starting May 2026, Nintendo will price digital Switch 2 games $10 lower than physical versions in the U.S.
It’s a small but meaningful shift that could finally make Nintendo’s pricing feel more in line with the rest of the industry.
For years, Console users had to buy games that were typically far more expensive than PC games, particularly in the case of Nintendo. They do not often provide sales and discounts on the same scale as Steam or console retailers such as the PlayStation Store.
However, we have some good news to share: Nintendo has revealed that new digital exclusive Switch 2 games would be less expensive than their physical versions beginning in May 2026. This seems reasonable; however, it hasn’t been applied till now.
To play the most recent video games, we’ll need either a current-generation console or a reasonably modern and powerful PC capable of running them smoothly. Given current prices, a PC would cost substantially more than an equivalent console.
On the plus side, game prices are often lower in the long term, and with Steam, Epic Games, and keys, we can save a lot of money on games. A PS5 is far less expensive than a PC, and its digital game shop frequently offers promotions. The same is true with Xbox. Nintendo was the outlier, with digital and traditional games costing nearly the same price.
If you’re a Nintendo user, you’re probably used to paying €40 or more for games that are very old. This Japanese company is well-known for not offering big discounts in its store, whereas Steam provides true bargains with discounts of 75-80% and even 90-95%, it’s disappointing to see Nintendo only offer a 20-30% discount on their titles, and that’s being nice.
This is mainly true for first-party games, but it also applies to multiplatform releases, which are typically more expensive on Nintendo than on Sony, Microsoft, or PC digital storefronts. What’s most astonishing is that physical games cost the same, if not less, than digital ones, when it should be the opposite.
In the United States, purchasing a Nintendo game digitally did not save you money; games cost $69.99 both physically and digitally. This will eventually change, and in stores like the one in the United States, purchasing the game digitally will save you $10, since it will cost $59.99, compared to $69.99 for the physical version.
This change will not be implemented immediately, but rather, it will take effect in May 2026, specifically when pre-orders for Yoshi and the Mysterious Book begin. It will be a nice move to push the handheld’s sales, since they are down in recent times.
If you live in Spain or another European nation, this will not affect you in the same way because the €10 price cut for digital copies compared to physical copies was introduced some time ago, at least in the official Nintendo store.
You may purchase titles like Pokémon Pokopia for €69.99 online and €79.99 physically, as well as others like Donkey Kong Bananza, which have a similar pricing structure. The first exclusive, Mario Kart World, is €10 cheaper yet more pricey than the previous two, costing €89.99 physically.
This decision by Nintendo, which appears to be limited to the American market, should have no impact on Europe, but other nations that did not previously differentiate between physical and digital versions may see a shift beginning in May.
While there has been some confusion on social media, it is crucial to note that Nintendo has not increased the price of physical copies, but instead, they have reduced the price of digital copies by $10 on their online shop. If you shop at other shops, such as Amazon, you may not see the price adjustment reflected, even if they often sell for cheaper than the official Nintendo store.
The game features unique gameplay, including live-hacking and teamwork between characters.
A mysterious AI-like companion suggests a narrative centered around sci-fi, technology, and humanity.
Pragmata is a completely new IP and marks a bold move by Capcom from already established franchises.
When Capcom first introduced Pragmata, it didn’t just introduce a new title; it signaled a potential shift in creative direction. Capcom has built a reputation on consistency and polishing existing franchises such as Resident Evil Village and Devil May Cry 5.
Pragmata, however, feels different; the game is neither a sequel nor a reboot and can’t easily be characterized. Let’s dive straight into how the game feels like one of the company’s most experimental projects.
Breaking Traditional Boundaries
One of the most interesting aspects of Pragmata is its refusal to stick to a single genre. Early previews showcase elements of exploration, puzzle solving, and cinematic storytelling. Rather than follow other major titles and lean fully into either storytelling or combat, the game seems to sit between the two.
The game follows two characters, Hugh Williams, who’s an astronaut, and a little mysterious girl Hugh names Diana. The interaction between the two characters suggests layered mechanics, and from the trailers, we can assume elements related to hacking or environmental manipulation. This could likely introduce real-time puzzle solving, forcing players to think, marking a move away from Capcom’s usual combat-focused systems.
Diana From Pragmata – Image Credits (Steam)
If the developers do well on the game, this genre-blending approach could set the game apart from other modern AAA titles in an already crowded environment. However, this approach also carries some risks. Balancing multiple gameplay systems without having one overshadow the others is a tough task even for highly experienced studios. For this project, it seems that Capcom is betting more on innovation rather than familiarity.
The Allure of The Story
Narratively speaking, Pragmata leans heavily into themes of science fiction and space exploration. As seen from the trailers, the setting is believed to be a lunar base research facility. This immediately introduces a theme of isolation and discovery. Till here it’s all clear; however, it’s the introduction of a little girl in the trailer that adds a deep layer of mystery to the game.
Pragmata Characters – Image Credits (Pinterest)
Fans have been left speculating about the girl due to the lack of information. Many believe that she may be an artificial intelligence or synthetic being made to serve a purpose in the facility. If this is indeed true, then it would place AI at the center of the story. This may lead to the opening of philosophical questions about consciousness, control, and humanity’s relationship with AI.
In the past, Capcom has explored strong narratives, but Pragmata aims to hit something far more thought-provoking and abstract. Instead of a straightforward storyline, the game may rely on environmental cues and character dynamics to slowly reveal its plot.
An Entirely New Franchise
Unlike many of Capcom’s recent successes, Pragmata isn’t tied to any existing franchises. The game represents an entirely new intellectual property. This is very rare in the AAA gaming territory, as many studios prefer working on existing brands where the audience is guaranteed. By investing in something new, Capcom is stepping out of familiar territory. If Pragmata were to succeed, it would become the foundation for a new franchise, one with its own identity and fanbase.
Lunar Research Base Setting – Image Credits (Steam)
At the same time, however, launching a new IP demands careful execution. Without having a safety net of existing brand reputation, a new game must rely entirely on its concept, gameplay, and marketing to attract players. On top of this, the decision to keep details limited adds to the intrigue and will likely make the game’s first full reveal very significant.
The Risks and Rewards of Innovation
Creating something new always comes with a degree of uncertainty. For Pragmata, the risks are clear. Combining multiple genres into a single game may end up confusing players who expect a more traditional approach. Similarly, the abstract narrative may alienate players who prefer a straightforward story, and a lack of a fanbase means that there is no guaranteed audience on launch day.
Pragmata Gameplay Hacking – Image Credits (Steam)
However, the potential rewards are also significant. If Capcom succeeds in portraying its vision, Pragmata could become one of the most unique and interesting games of its generation. It may go on to appeal to players seeking something different and a game that challenges the norms instead of following them. Also, if Pragmata were to succeed, it may encourage other Studios to take creative risks, which will ultimately benefit players.
The game represents a rare moment where a major studio is willing to take a major creative risk. By stepping into unknown territory, blending genres, exploring themes of space exploration and AI, and building a new franchise from scratch
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
[Press Release] TEAMGROUP has introduced the T-CREATE CLASSIC H514 M.2 PCIe 5.0 SSD, built for users handling demanding creative work and AI-driven tasks. As data-heavy workflows become more common, this SSD focuses on speed, low latency, and stable performance.
The drive uses the PCIe Gen5 x4 interface, offering read speeds up to 14,200 MB/s and write speeds up to 13,300 MB/s. This helps reduce load times and improves performance in tasks like video editing, 3D rendering, and large file transfers.
A key feature is its low latency, with read times as low as 0.05 ms and write latency around 0.015 ms. This ensures quick data access and smooth coordination between system components, which is important for real-time editing and AI processing.
The H514 also supports AI workflows, including local model inference and training. With capacities up to 4TB, it can store large datasets and AI models, giving users faster access and more control over their data without relying on cloud services.
It uses a 6 nm controller and 3D NAND flash to maintain stable performance under heavy workloads. For cooling, users can choose between a thin graphene heatsink or a larger aluminum heatsink, depending on their system needs.
The SSD is also built with environmentally friendly materials and meets RoHS standards, reflecting a focus on sustainable design.
Overall, the T-CREATE CLASSIC H514 is designed for professionals who need fast, reliable storage for modern creative and AI tasks.
At Tech4Gamers, I contribute as a Senior News Reporter, combining my skills and gaming enthusiasm to keep our audience updated on the latest developments.
[Press Release] ASRock has launched its latest professional graphics lineup with the Intel Arc Pro B70, built for AI workloads, rendering, and enterprise use. The series includes two models: the Creator 32GB and Passive 32GB, both designed to handle modern compute-heavy tasks.
These GPUs come with up to 32GB of VRAM and feature Xe Matrix eXtensions (XMX) AI engines, improving performance in AI inference and large language model workloads. Multi-GPU support on Linux also allows better scaling for advanced setups. With certified drivers and improved OpenGL performance, the cards focus on stability in professional software.
The Intel Arc Pro B70 Creator 32GB targets creators and professionals who need sustained performance. It uses a blower-style cooling system with a vapor chamber and Honeywell PTM7950 thermal material to reduce heat and avoid throttling during long workloads.
On the other hand, the Intel Arc Pro B70 Passive 32GB is built for enterprise environments. Its fanless design ensures silent operation and low maintenance, making it suitable for industrial PCs and high-density server systems.
Overall, the Arc Pro B70 series focuses on AI performance, high memory capacity, and reliable operation, making it a strong option for both creators and enterprise users.
Lead the comparison and blog writing teams at Tech4Gamers.
Oversee teams with a keen eye for detail and precision.
Ensure hands-on writing, with benchmarks and testing as guiding principles.
Guarantee the delivery of the best possible results in concise yet impactful tech tales.
Story Highlights
Older games focused more on core gameplay rather than excessive systems.
Simpler game design allows players to easily pick up gameplay mechanics and enjoy from the get-go.
Old games focused more on what was fun rather than just trying to retain players.
Completed and polished games create a better gameplay experience and one worth remembering.
When it comes to gaming, most players agree that old games had something different about them that appealed to them more. This feeling isn’t about nostalgia, graphics or better performance. Instead, it is something subtle tied to how these old games were designed and what they centered around. Let’s dive right into why old games feel better than modern AAA titles.
A Better Time
These days, when we load an old title in moments, everything clicks. The controls are more responsive, the pacing feels natural, and the overall game seems better in an unexplainable way. In comparison, modern game titles such as Black Myth Wukong often feel bloated and highly complex. It seems that as gaming progressed into the future, it lost what made it impactful and fun for many.
Black Myth: Wukong – Image Credits (IMDB)
Nostalgia may be a factor for why players keep turning back to old titles, but in essence, old games had something that new titles lack. Moreover, modern games often fail to grasp that too much shoved into a single place only leads to confusion and mental fatigue, not fun.
Simplicity That Respects Your Time
Old game titles were developed under strict limitations; however, these limitations mostly worked in favor of the game. Developers were forced to prioritize essentials and had to focus on core gameplay rather than stacking multiple systems on top of one another.
As a result, these old games feel better and are easier to pick up, plus they don’t involve hours of tutorials or menu navigation. The overall learning curve felt natural as the game guided players through experience rather than instructions.
Resident Evil 2 Remake vs Original – Image Credits (VGA247]
Modern games, on the other hand, tend to introduce a wide range of gameplay mechanics early on. From crafting systems to skill trees and in-game currencies, players are often required to grasp the gist of several interconnected systems before they can fully enjoy the game. While these features help add depth, they may also create overcomplexity for those players who simply want to jump in and play.
Old Games Were Fun
One of the major differences that we can see in new titles and old ones is that they are modern games that are more fun. Their design philosophy is entirely different from how games used to be made a few decades ago. Old games were made with a straightforward goal in mind: to be fun. If a game was enjoyable, players would automatically return to it time and time again.
Modern titles, on the other hand, are designed with only one goal in mind, that being, player retention. These games incorporate features such as battle passes, weekly/daily missions, progress-based rewards, and more to keep players visiting on a regular basis.
Ghost of Yotei Has Hours of Gameplay and Is Complex – Image Credits (Steam)
These systems can definitely be engaging. But they may also make the whole experience feel somewhat like a daily ritual rather than entertainment. For a game to be genuinely interesting, it should be complex yet not overly so and should retain some of that old aesthetic charm.
The Complete Game Experience
Another major reason why old games feel much better than newer ones is that they were made as complete products. Back in the day, when you purchased a new game like Resident Evil 4, you received the full experience with little expectations of post-launch updates or additional content. Every game in its own right was complete, which for many created a sense of satisfaction and finality.
In contrast to this, modern games often launch as evolving platforms. Day-one patches, seasonal updates, and long-term roadmaps have become common. While this approach allows developers to improve and expand their games after launch, it also leads to unpolished or incomplete initial releases.
Call of Duty: Modern Warfare 2 Is Widely Accepted as a Complete Experience – Image Credits (Pinterest)
Sometimes these games have so many bugs that solving them is a whole task on its own. Players may also encounter missing features and gameplay balancing issues that may ruin the entire experience for many. This is also why old games earn more than newer titles despite all their efforts.
Older games feel better, not because they are flawless, but because they were made with a clear focus in mind. These games prioritized clarity, simplicity, and player enjoyment above anything else. This all came together for an overall easy-to-understand and wildly satisfying experience.
Modern games do not need to abandon innovation to be as impactful. All they need to do is focus on what truly matters. In doing so, they can create the best of both worlds, making gaming enjoyable again.
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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Sony fell 17 places in Metacritic’s best publisher ranking for 2025, ending up at No.21.
The publisher had a Metascore of 74, and its best-rated game was the PC port of The Last of Us Part 2 Remastered.
Furthermore, Microsoft was way ahead of its main competitor, ending up in the top 5 thanks to the well-received PS5 port of Forza Horizon 5.
Sony didn’t have a bad 2025 with respect to console exclusives. Both Ghost of Yotei and Death Stranding 2 were nominated for several Game of the Year awards and won many honors.
However, the publisher’s horrible treatment of its first-party studios is seemingly catching up to it. Despite releasing two really good titles, Sony took a massive hit to its dominance on the Metacritic publisher ranking, not even making the top 20 this time around.
Why it matters: This ranking is a reflection of how Sony hasn’t been releasing enough high-quality titles, as it keeps wasting the time of developers and cancelling projects.
Metacritic posted its ranking for the best publishers of 2025, and Sony ended up at No. 21 with an average metascore of 74, falling 17 places from the fourth position it held in 2024. Out of the seventeen products it released last year, only 53% merited a good score on the rating platform, while only one of the games was “Great.”
Sony’s best-rated title from 2025 was the PC port of The Last of Us Part 2 Remastered, with Death Stranding 2 lagging just a little bit behind. What really bogged down the Japanese giant were the poor reviews for multiple Destiny expansions and the highly-anticipated Lost Souls Aside.
Hence, its AAA slate wasn’t a mess, but other games, including the Midnight Murder Club, failed miserably. On the other hand, Ubisoft, Koei Tecmo, EA, and even Atari were ahead of Sony in the year-end list.
The Last of Us Part 2 remastered on PC was the publisher’s highest-rated game in 2025.
Furthermore, the company’s biggest competitor, Microsoft, made the top 5 list with an average Metascore of 80, and its highest-rated title ironically turned out to be the PS5 port of Forza Horizon 5. Fellow Japanese publisher Square Enix managed to top the chart thanks to the PC port of Final Fantasy 7 Rebirth, which was previously a PS5 exclusive.
Do you think Sony deserves this ranking on the year-end Metacritic chart? Tell us in the comments below or head to the Tech4Gamers forum for discussion.
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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Jak and Daxter Remaster was pitched to Sony, but was unfortunately rejected.
It was a fan pitch years ago, and wasn’t commissioned by Sony in any way.
The fan-favorite series hasn’t seen the light of day for so many years now.
Sony has had multiple exclusive franchises over the years that could’ve evolved into something massive, but the company chose to ignore them. Among these is the Jak and Dexter series, which has been neglected for a very long time.
A new report reveals that a Jak and Daxter Remaster was pitched to Sony, but the company rejected the idea. The animator has also posted a video of the upscaled visuals, and it looks really impressive.
Why it matters: The action-adventure franchise was among Sony’s most popular in the early to late 2000s, with most of the games critically acclaimed.
A Jak and Daxter Remaster was reportedly pitched, but was rejected at Sony
Travis Howe, who was an animator for the project, posted on LinkedIn about the Jak and Daxter Remaster. The shot-for-shot animation looks more like a proper remake than a remaster, but it looks amazing nonetheless.
However, Howe states that it was not commissioned by Sony in any way; instead, it was just a fan pitch that they would’ve loved to turn into reality, and they did it years ago, unfortunately, that couldn’t be the case.
The Remaster was supposed to substantially improve the visuals
The last game in the franchise was released all the way back in 2009 for PSP and PS2. The games are playable on the PS5 with backwards compatibility, but a proper remaster or a new title would be a dream-come-true for the fans.
What are your thoughts on this? Would you like to see a Jak and Daxter Remaster in the future? 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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Dark Outlaw Games lead Jason Blundell has stated that the studio was making one hell of a game.
The former Call of Duty developer said the quality of the title was not the reason for the studio’s closure.
Instead, Sony shifted its strategy and had to cut the studio and its employees.
Sony has shut down over half-a-dozen first-party studios in this generation, cancelling multiple titles and wasting the time of many developers. The Japanese giant added another studio to this horrible track record recently when it closed Dark Outlaw Games.
Led by former Call of Duty developer Jason Blundell, whose previous studio, Deviation, was shut down, Dark Outlaw Games was making an original title for PlayStation, and according to the developer, it was an incredible game.
Why it matters: So many talented developers have fallen victim to Sony’s indecisive strategy this generation, and Dark Outlaw Games is just another addition.
Jason Blundell’s new AAA title was not a live-service title.
Speaking to JCbackfire, Jason Blundell stated that fans will mourn the studio’s closure because it was making “a hell of a game.” The former Black Ops developer explained that Dark Outlaw Games was not shut down due to the quality of the title.
You’re gonna mourn what could have been because we were making a hell of a game. I can assure you it wasn’t (the quality of the game). It’s a big company and decisions have to be made and I respect that.
Rather, the studio’s closure was due to a shift in Sony’s strategy, and Blundell holds no ill will towards the company. Moreover, the developer confirmed that the PlayStation game he was working on was not a live-service title.
Do you think Sony’s strategy for first-party titles this generation has been below par? Tell us in the comments below or head to the Tech4Gamers forum for discussion.
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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Rumors were circulating that Xbox might quit hardware after the Project Helix.
An insider has stated that he knows that there are plans for future consoles as well.
Xbox has been struggling in hardware sales since the last couple of generations.
Microsoft’s consoles have been on a decline since the last generation. The sales are faltering, and the fan base is shrinking. There were even doubts that the company would quit the hardware space, but then it announced Project Helix.
Even after the hybrid Project Helix was announced, there were lots of rumors that this could be the company’s last hardware endeavor. However, an insider claims that Microsoft plans to make more Xbox consoles after Helix.
Why it matters: Considering that the company’s next-gen console isn’t a traditional console, instead a PC-console hybrid, many will undoubtedly be intrigued, but the sales will remain a question until it releases.
Jez Corden, in the latest episode of the XB2 podcast, stated that, despite other rumors, he for a fact knows that Project Helix won’t be the company’s last Xbox console, as it does plan to launch more in the future.
In fact, to put it out there, I know it’s not the last console. I don’t think it’s going to be an issue. Like, they’re going to keep making them.
This is really interesting, as the console business apparently isn’t generating much revenue. Series console sales have struggled, so if the company is still counting on consoles, it means they have high expectations for the next-gen.
However, reports already point towards a hefty price tag for the Helix, so high sales could be a challenge. Also, while Jez is a big name in the industry, he is known to be wrong on occasion, so let’s wait and see.
What are your thoughts on Project Helix not being the last Xbox console? Let us know your opinions in the comments or join the discussion at the official Tech4Gamers Forum.
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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A reliable insider says AAA games now typically cost over $300 million to produce.
The insider also says that these budgets mainly account for developer salaries and development overheads.
With these types of budgets, games need to sell 4-6 million units at full price to turn a profit.
The AAA games industry has been under threat due to rising budgets for a while. As games become more and more expensive to make, studios are finding it challenging to turn a profit, leading to a very concerning outlook for the entire industry.
It’s been known for a while that AAA titles cost anywhere from $100-250 million to produce, but an insider says this figure has risen further. It is said that AAA budgets have now reached over $300 millio on average.
Why it matters: A top-tier production like The Last of Us Part 2 cost $220 million in 2020, showcasing how quickly the industry’s budgets have grown out of control.
GTA 6 Will Indeed Have Physical Copies At Launch Despite Earlier Rumors Suggesting Otherwise
According to Jason Schreier’s latest post on Bluesky, it has become common for AAA productions to cost as much as $300 million or more. He also says that this figure can be much higher than $300 million in certain cases. For example, a game like GTA 6 likely costs a lot more to make.
Jason Schreier notes that this cost does not include bonuses for executives running major game studios. As such, developer salaries and any other costs related to game development alone make up $300 million or more during the three or four years spent on a typical production cycle.
The numbers I’ve heard floating around AAA game dev these days are $300 million or more, sometimes much more.
-Jason Schreier
What makes this so interesting is the fact that a $70 game would need to sell over 4 millioncopies at full price to turn a profit, assuming it costs $300 million to make. However, when accounting for platform fees and distribution costs, this number likely rises close to 6 million.
Needless to say, 6 million sales is a huge ask for any game. Even a highly anticipated title like Crimson Desert has yet to sell that many units so far.
The Last Of Us Part 2 Required Less Than $300 Million To Produce
Of course, games like Clair Obscur: Expedition 33 and Arc Raiders stand out as exceptions to the AAA rule, highlighting how great experiences can still be made on modest budgets.
Perhaps this is the template the industry needs to follow moving forward to shift toward a more sustainable future.
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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Pearl Abyss CEO teased multiplayer and DLC content for Crimson Desert.
The game initially started out as an MMORPG.
It’ll be a while before this content comes through, since the game needs a lot of fixing right now.
Crimson Desert’s launch was what people had expected, but an RPG on this scale was bound to be imperfect at launch. Nevertheless, people have now begun to appreciate the game’s strengths, and public perception has also shifted notably.
Now, Pearl Abyss is already planning post-launch content for the game and has hinted at multiplayer and DLC if there’s market demand.
Why it matters: Crimson Desert is already a massive game, and as such, it’ll be exciting to see what additions the developers will bring to the game.
On the Q4 2025 earnings call for Pearl Abyss, held last month on the 12th of February, the CEO, Heo Jin-young, discussed plans for the game’s post-launch support, hinting at future content if there’s demand for it.
We are planning to release additional content, such as Crimson Desert DLC or multiplayer content, depending on market demand.
Now, it is important to note that Crimson Desert was originally intended to be an MMORPG, so multiplayer content added in the game would be a full circle moment. Now that the game has sold 3 million copies in just a week of launch, it has become a commercial success.
As such, future content is almost guaranteed for the game. Before that, though, Pearl Abyss has a lot of changes to make to the game. Most of the game’s pros are being overshadowed by the bugs and balance changes.
For instance, dragon riding in the game has a cooldown of 50 minutes and a 15-minute limit, which has really made fans disappointed, since it was one of the biggest selling points for the game.