Assassin’s Creed Shadows will hit Switch 2 on December 2

Assasin’s Creed Shadows is coming to the Nintendo Switch 2 on December 2, Ubisoft announced today in its fall roadmap update. The Switch 2 drop will include all of the game’s updates aside from the recent Claws of Awaji expansion, which will be added in 2026. It’ll also support cross-progression through Ubisoft Connect, allowing players to continue a current game on the new platform. The Switch 2 version of Assassin’s Creed Shadows will support a unique feature, too: touchscreen interactions in the menus, including the world map, store and hideout.

Ubisoft’s fall roadmap for Assassin’s Creed Shadows has three major dates. On October 28, title update 10 will target the parkour system, adding an Advanced Parkour option and reintroducing the directional catch ledge mechanic, among other tweaks. This update will also add a new Animus themed activity called Corrupted Castles. Then, on November 25, Ubisoft will roll out a third story drop and a surprise collaboration. The new quest is called “A Puzzlement” and it’s sillier in tone than Shadows itself, “much more akin to something like AC Odyssey,” according to developers. In it, Naoe will learn a version of Yasuke’s war kick ability, and Yasuke will discover how to sneak-stun enemies. On December 2, the Switch 2 release caps off the roadmap.

The Claws of Awaji expansion brought more than 10 hours of new content to Assassin’s Creed Shadows in September, introducing new weapons, abilities, gear, enemy factions, bosses and story beats, plus a fresh region to explore. This will all come to the Switch 2 version of the game later in 2026.

Assassin’s Creed Shadows debuted on PC, Mac, PlayStation 5 and Xbox Series X/S on March 20, 2025, and it’s a welcome bright spot in Ubisoft’s library. The studio recently released Star Wars Outlaws on Switch 2 and the consensus seems to be that it runs surprisingly well.

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/assassins-creed-shadows-will-hit-switch-2-on-december-2-172338735.html?src=rss 

The Switch 2 version of Elden Ring is delayed until 2026

You’ll have to wait a bit longer than expected to explore the Lands Between on Nintendo Switch 2. FromSoftware and publisher Bandai Namco have delayed Elden Ring: Tarnished Edition — the Switch 2 version of the massively successful action RPG — until 2026. The port was announced back in April and it was originally slated to arrive sometime this year.

“While development on #ELDENRING Tarnished Edition continues wholeheartedly toward release, we have decided to move the launch to 2026 to allow time for performance adjustments,” a post on the Elden Ring X account reads. “We apologize to players looking forward to the game and thank you for your patience and support.”

Players got their first taste of the port during public demos at Gamescom in August, but performance issues were evident. At the time, IGN described the game as a “disaster” in the Switch 2’s handheld mode, citing “significant” frame rate drops and a “confusing” button layout. Nintendo Life saw “multiple instances of frame drops and stuttering while out in the open world.” So, taking extra time to make sure Elden Ring runs as smoothly as possible on the Switch 2 seems wise. 

The Tarnished Edition includes the Shadow of the Erdtree expansion as well as new classes, weapons, armor and customization options for your horse, Torrent (other versions of the game will get these additions as well). FromSoftware is also working on The Duskbloods, a Switch 2 exclusive that’s slated to arrive in 2026 as well. 

This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-switch-2-version-of-elden-ring-is-delayed-until-2026-154500911.html?src=rss 

OpenAI reportedly asked for memorial guest list in teen suicide case

The family of Adam Raine has filed an amended lawsuit against OpenAI. Raine died by suicide in April, and his family claims ChatGPT enabled the tragedy. The updated lawsuit accuses the company of weakening self-harm safeguards in the period leading up to Raine’s death, according to Financial Times. In addition, the company reportedly asked for a list of attendees and documents from Raine’s memorial service.

The accusations in the amended lawsuit relate to GPT-4o, ChatGPT’s default model in the months before Raine’s suicide. The suit says OpenAI removed crucial protections by instructing it not to “change or quit the conversation” when discussing self-harm. The filing claims the company “truncated safety testing” due to competitive pressures.

The lawsuit reportedly says OpenAI weakened its guardrails again in February. At that point, the company allegedly instructed GPT-4o to “take care in risky situations” and “try to prevent imminent real-world harm” rather than refusing to engage on the subject. The filing adds that the model still had a series of “disallowed content.” Intellectual property rights and the manipulation of political opinions were said to be included. Suicide wasn’t.

In addition, FT reports that OpenAI requested a complete list of attendees at Adam Raine’s memorial. The company asked for “all documents relating to memorial services or events in the honour of the decedent including but not limited to any videos or photographs taken, or eulogies given…  as well as invitation or attendance lists or guestbooks.”

Lawyers for the Raine family described the request as “unusual” and “intentional harassment.” They speculated that OpenAI would subpoena “everyone in Adam’s life.”

Engadget reached out to OpenAI for comment. We’ll update this story if we hear back. After the initial lawsuit was reported, the company acknowledged GPT-4o’s shortcomings in some distressing situations. OpenAI introduced ChatGPT parental controls soon after. In addition, it’s exploring a system to identify teen users and automatically restrict their usage. The company says GPT-5, the current default, is updated to better handle signs of distress.

Raine’s parents, Matthew and Maria Raine, claim Adam’s use of ChatGPT shot up dramatically after the model’s February updates. They say that, in January, he only had a few dozen chats with the model, 1.6 percent of which referred to self-harm. But they claim that in April, his use rose to 300 chats daily, with 17 percent regarding self-harm.

The Raines first sued OpenAI in August. The wrongful death suit alleged that ChatGPT was aware of four suicide attempts before helping Adam plan his actual death. The filing says the company “prioritized engagement over safety.” Maria Raine concluded that “ChatGPT killed my son.”

This article originally appeared on Engadget at https://www.engadget.com/ai/openai-reportedly-asked-for-memorial-guest-list-in-teen-suicide-case-163309269.html?src=rss 

Microsoft makes Edge’s Copilot Mode a bit smarter

Apparently, web browsers are cool again. Two days after OpenAI launched its AI browser, Microsoft has some updates for its Edge’s AI mode. (Fancy that!) Copilot Mode, introduced in July, now has several features that were teased at launch.

First up: Copilot Actions, which is Microsoft’s branding for AI-assisted, multi-step tasks. This feature is already available in the standard version of Copilot, but it’s now being previewed for Edge’s Copilot Mode. Microsoft’s examples of Copilot Actions in Edge include unsubscribing from email newsletters or making a restaurant reservation.

Another new (but previously announced) feature is Journeys. These are saved projects you can return to anytime. “Remember that project you started a while back, but life got in the way?” Microsoft’s blog post asks. “No need to bookmark all those tabs.” For example, if you’re researching starting a business, Copilot can recap articles you’ve read, suggest next steps and resurface a tutorial video you watched. 

Here’s a video from when Microsoft teased Journeys in July.

Along similar lines, another new Copilot Mode feature is the option to let the assistant access your browsing history. One example Microsoft gives is chatting with Copilot about a clothing item you checked out last week. Or, ask it for movie recommendations based on content you previously liked.

Copilot requires explicit permission to access your private data for these new features. Microsoft’s blog post stresses that your browser data is protected under the company’s privacy statement and that Copilot “only collects what’s needed to improve your experience.” The company also notes that you’ll see clear visual cues so you know when Copilot is active.

Still, these features require loads of private information to be useful. Don’t grant those permissions without first giving it some serious thought.

The new Copilot features are currently free in a US-only “limited preview.”

This article originally appeared on Engadget at https://www.engadget.com/ai/microsoft-makes-edges-copilot-mode-a-bit-smarter-160031147.html?src=rss 

Baby Steps isn’t done with Maxi Boch

Maxi Boch isn’t done with Baby Steps. Boch has enjoyed a productive career in game development and she knows how it feels to be creatively finished with a project. She experienced it at various points with Rock Band, Dance Central, Fantasia: Music Evolved and Ape Out, but on Baby Steps’ launch day, done was not the vibe.

“I’ve been in the industry for a long time; I shipped broken strumbars for Rock Band,” Boch told Engadget. “I know that things change over time in this world, and it’s not to say that Baby Steps is not done. It’s done. But whether I’m done with Baby Steps, this is a different story.”

To make a long one short: Boch’s collaborators, Bennett Foddy and Gabe Cuzzillo, were ready and excited to ship the game before she was, and so they did. Baby Steps hit PC and PlayStation 5 on September 23, 2025 (following one strategic delay to avoid the Hollow Knight: Silksong release window).

From the player’s side, Baby Steps feels like a finely honed experience. It’s a walking simulator that follows Nate, a manchild in a gray onesie, as he attempts to scale a mountain and symbolically escape his parents’ basement. The player controls Nate’s legs individually, lifting each knee and carefully placing one foot in front of the other, learning how to walk in the very literal sense. Baby Steps succeeds because of its mechanical precision, but it excels because of its irreverent tone, magically surreal setting and AAA levels of polish. The mountain is a mix of childhood memories and adult anxieties represented by giant chess pieces, rude graffiti, and a crew of drinking, smoking, anthropomorphic donkeys who wander the cliffs with their dicks swinging free. Improvised dialogue between Nate and the NPCs turns each cutscene into a comedy sketch, but his journey also includes shocking revelations of existential numbness.

In Baby Steps, falling is just as much of a mechanic as walking. You will fall — dramatically, drastically, down crevasses that took hours to climb — and Nate will bounce and slide and eventually just lay there, mumbling to himself while his onesie fills with mud. And then you’ll pick him back up and start walking again. You’ll settle his steps into a soothing cadence. You’ll marvel at the way his sweat slowly saturates the material at the base of his spine, just above his bulbous butt. You’ll try to skip a cutscene and realize that in order to do so, you need to play a minigame with the X prompt. You’ll learn how to run. And somewhere along the way, you’ll remember what it feels like to just enjoy play.

Baby Steps

Devolver Digital

As a former marching band member, I appreciate the sense of rhythm that’s built into Baby Steps, spurred by the animal sounds and natural-world musical cues that are tied to Nate’s footfall in specific areas. This is Boch’s area of expertise, and also the main reason she doesn’t feel finished with the game. Boch and her collaborators ended up using a slapdash mosaic of audio middleware and low-level software for Baby Steps, and a series of late-stage issues infused all of the songs in the game with incorrect samples. On launch day, the music and audio cues weren’t reacting as intended when Nate stepped, stumbled and fell. 

On September 23, the day that Baby Steps came out, Boch and I talked for an hour about its development process. Our conversation gently circled the topic of perseverance, the game’s core theme, but we only directly acknowledged it at minute 59. It’s not something you need to scream or repeat — tenacity is the obvious message in a game about climbing a mountain on wobbly feet — but it was fascinating to learn why Boch in particular was inspired to build a game about endurance.

Making Baby Steps

Boch, Foddy and Cuzzillo started working on Baby Steps right after they released Ape Out and cemented their names in the annals of frenetic, bloody and slightly silly indie history. Foddy was already known as the creator of QWOP, GIRP and Getting Over It, and Boch as the rhythmic and hardware mastermind behind the largest AAA music games of the mid-2000s. The trio worked out of Boch and Foddy’s shared office at the NYU Game Center, where they were instructors and Cuzzillo was finishing up a graduate degree with Ape Out as his final project. They began prototyping Baby Steps around March 2019.

“At that point, I also started manifesting more symptoms of my chronic illness, and so I was in the midst of a period of an attempt at really intense reconditioning, which ultimately failed,” Boch said. “But when that period was over, I joined up with the crew again.”

Boch lives with a trifecta of chronic illnesses: Ehlers-Danlos Syndrome, Postural Orthostatic Tachycardia Syndrome and Mast Cell Activation Syndrome. EDS is a connective tissue disorder that affects the entire body, and it can cause hypermobility, fatigue, vision issues, fragile skin and an increased risk of vascular ruptures. People with POTS experience an abnormally large increase in heart rate when changing posture, and MCAS is a disorder that releases excessive amounts of histamine and similar chemicals in the body, causing random and potentially life-threatening allergic reactions. It’s common for people with one of these diagnoses to also receive the others.

“It’s been an incredible challenge,” Boch said. “I think, easily, the hardest thing I’ve had to deal with in my life. I think there’s something very singular about each one of us, the three core members of this crew, and part of that is our ability to work fluidly across disciplines and the like. But another part of it is just a level of stick-to-it-iveness that my body has handily rejected, and so I’m in a fight with it all the time.”

Baby Steps

Devolver Digital

Boch has an arsenal of specialized tools to help her create games, including ergonomic (and very expensive) keyboards and a pair of glasses that act as a mouse. 

“I have found that most of what game development is about and is oriented around is kind of hostile to those of us with poor fine-motor skills, and it’s an odd thing to be experiencing alongside the making of a thing that is stridently difficult,” Boch said. “There’s odd moments in it, where I have been going through physical therapy processes to retrain my actual walking, alongside working on this thing that is deconstructing walking. A very odd subset of feelings.”

Boch said the hardest thing for her to contend with is the moment-to-moment unpredictability of her health. But by the fall of 2019, she was back in the office with Cuzzillo and Foddy, iterating on the ideas that would eventually become Baby Steps. Cuzzillo and Foddy were feeling slightly discouraged at this point: They were four or five ideas deep, messing around with a competitive, real-time strategy game or a SimCity type of experience, but nothing was quite right. Boch encouraged them to return to their ridiculous, mechanically-driven roots.

“I think it started to become a lot clearer in everyone’s mind when it started to take on aspects of Bennett’s work,” Boch said. “The first handful of years of Baby Steps’ development, we were all playing various sorts of roles. The work of VO direction, recording and narrative development was something we were all working on together. Some of the foundational narrative premise things are concepts that I brought to the table as ways to try and prop up some world around this character. Lots of tools building and infrastructural work and all of the foundational stuff that makes it possible for a team that’s so tiny to make a thing that’s so strong.”

The Baby Steps crew shared a house in upstate New York during the first winter of the pandemic in 2020. They hiked together and worked on the game at one big folding table, enjoying the mountain air with their partners and each other. There were no strict roles on the game development side, with Boch, Cuzzillo and Foddy contributing to all aspects at once, including voice work.

“Over time, there are aspects of the narrative development that became increasingly more personal to my collaborators,” Boch said. “And they started to feel more comfortable in a director-less environment in terms of coaxing naturalistic performances out of themselves, and so that work became more disjointed.”

By the time they were recording voices and finding characters through improvisation in the sound booth, Boch happened to be in the early stages of transitioning. Vocal training and voice acting are a tricky mix, it turns out.

“I kind of recognized what it was going to take to be doing voiceover performance myself in the midst of my early transition, and I made the call that it was not the right activity for me,” Boch said. “So my characters were cut — it was like one or two — and I endeavored to strike up some novel collaborations on the audio side.”

For the past year and half in particular, Boch has been focused on all things audio in Baby Steps, as well as overseeing big-picture production tasks. She brought on a collaborator from the world of hardcore techno music, Jack Schlesinger, and he primarily handled system architecture details while Boch dealt with creative aspects. DJ Ashe Kilbourne and harpist Emily Hopkins rounded out the list of audio contributors. When she was able, Boch took an improvised sound kit into the wild and collected nature noises, and the team stitched together a reactive audio system using middleware and leftover bits of software from the Harmonix days. 

When Baby Steps’ dynamic audio kicks in, and the boops, chirps and thunks start layering on top of one another as Nate waddles along, it adds a delicious sense of hypnosis to the game. Unfortunately, the audio systems fell apart in the final weeks before launch. The VO was fine, but many of the sounds and beats weren’t populating in the right places at the proper times, and Boch’s vision wasn’t being clearly communicated day-one.

“The foundations of game audio tooling are terrible,” Boch said. She continued, “The world of game audio, from my perspective, is a bunch of people who are sitting on top of a bunch of work they’ve done to write drivers to talk to consoles, and a bunch of work they’ve done to forge relationships with console manufacturers so that their audio technology will be licensed by the two major engines. But they’re both trash. I will not endorse either one, and I will not say that either one is capable of doing the kind of work that I need done.”

Since launch, the Baby Steps audio team has released patches addressing the sampling issues and adjusting dynamic audio cues across the game. An imminent update will introduce animals singing along with the songs, outdoor and indoor reverb simulations across all sounds, and other fixes. Boch has additional updates and surprises planned, including a Baby Steps Fi Beats livestream to showcase the game’s music on YouTube. By November, the audio team will be focused on composing.

Baby Steps is only going to get more immersive as the audio improvements roll out. And if you listen closely, you’ll be able to hear Boch voicing a few small roles throughout the game.

“I play, like, a baby and a hypothetical gay partner for Nate and a bunch of other random characters,” Boch said. “There’s some cosmic sadness on my part, that the timing worked out in exactly the ways that it did. But I don’t know, it’s the cards you’re dealt. It’s important to do the thing that’s true to you.”

One glaring truth that shook out during the Baby Steps development process was the supremely close and infectious bond between Cuzzillo and Foddy. The game’s dialogue and cutscenes are composed of off-the-cuff conversations and rambling inside jokes between Cuzzillo and Foddy, and each of these moments is delightful in a chaotic kind of way. Like a classic comedy duo, these developers share an undeniable resonance. They’re even born on the same day and they have older brothers with the same birthday, two facts that Boch finds adorable.

“I’m not a horoscope person at all, but they have a kind of cosmic level of synchronicity that they both acknowledge, but also are a little bit like, ‘What, this?’” Boch said. “They have plenty that they disagree about and plenty that they bicker about, but there’s something about their orientations toward the world that’s perplexing and generative. They are immensely talented folks.”

Taking Baby Steps

In the end, Cuzzillo and Foddy felt finished with Baby Steps before Boch. She didn’t want to hold their joy hostage, so the audio team made it work and they shipped the game on September 23, 2025, published by Devolver Digital.

“That kind of dream-deferred shit is emotional torture, and so I had no interest in putting them through that, they had no interest in going through that,” Boch said. “It makes sense to me to be landing in the place that we are.”

Baby Steps

Devolver Digital

I caught up with Boch three weeks after Baby Steps’ release date to see if she was feeling more done, now that the launch-day dust had settled. She said it was a hard question.

“There is so much more that I am interested in exploring, and so much more that I have set up in terms of pins to knock down,” she said. “I think this is a struggle that highlights the inherent tension of trying to make art at this boundary between a fine art practice and a commercial art practice. I think that for the sake of the work, and for the sake of me and my team as artists, the tech I have built deserves to continue to be refined in a different context, one wherein sound is more paramount. That’s where we’re headed.”

This is a tease of what’s next for Boch, even though she’s still finishing up Baby Steps. She’s planning on leaving NYU, spurred by the unpredictability of her health, but she’s not done making games. Her next one will be more personal.

“It’s important to me to share what I’m doing with people,” Boch said in September. “I think that there is not enough in the world of games that puts audio at its very center. I think that my personal ambitions and future ambitions are definitely leaning more in that direction by the day. I had a long time of needing to get some space from interactive audio as The Thing. Where my winds are blowing is in that direction.”

Baby Steps exists in its current form because Boch and her teammates were able to adapt and endure. They were honest about what was working, what wasn’t and what could, and they leaned into the aspects that felt the most natural to them. Boch in particular set aside her ego, listened to her body, and took things day by day. You know, baby steps.

“The process of transition is one that involves an enormous amount of self-reflection and a growing sense of self knowledge,” Boch said. “Ultimately, that process for me was kind of orthogonal to the storytelling of Baby Steps. There’s a lot that comes from lived experience, and from commiserating and sharing that lived experience between Bennett and Gabe, and you can see that very clearly in the work. There’s also just ways in which that process was illuminating to me in terms of inherent differences. There’s an aspect of it that came alongside the necessity of slowing down, and then the subsequent necessity of staying inside that hit with my chronic illness and then Covid. There was a way in which I was more with myself at that moment than I’ve ever been.”

This article originally appeared on Engadget at https://www.engadget.com/gaming/baby-steps-isnt-done-with-maxi-boch-140000613.html?src=rss 

A two-pack of Blink Mini 2 cameras is 60 percent off right now

If you’re in the market for a budget-friendly home security camera (or even several), the Blink Mini 2 may be worth considering. A two-pack of the cameras is on sale at Amazon as the bundle has dropped from $70 to $28.

That’s a discount of 60 percent, which is certainly nothing to shake at. This is also a better price than the $35 we saw for the cameras during Prime Day. Amazon recently revealed a newer version of the Blink Mini that records 2K footage, but the 1080p Blink Mini 2 can still get the job done.

The Blink Mini 2 is our pick for the best budget security camera. It’s easy to set up and it integrates neatly into the Alexa smart home ecosystem. While you need a Blink Subscription for cloud storage ($3 for one camera, $10 for as many as you like), you can pick up a Sync Module 2 or Sync Module XR to store Blink Mini 2 footage locally. A Blink Subscription also enables specialized detection and alerts (e.g. for people and pets) and features like periodic photo captures.

The Blink Mini 2 is weather resistant, though you’ll need an adapter to use it outdoors. Additionally, you can use the Mini 2 as a plug-in chime that sounds when someone presses a Blink Video Doorbell.

Follow @EngadgetDeals on X for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/deals/a-two-pack-of-blink-mini-2-cameras-is-60-percent-off-right-now-144258368.html?src=rss 

Europe’s big three aerospace manufacturers combine their space divisions to create a rival to SpaceX

Europe’s big three aerospace manufacturers are combining their space divisions to create a joint business. This “leading European player in space” could be a real rival to America’s SpaceX, according to reporting by Financial Times.

The companies Airbus, Leonardo and Thales have finalized this deal. The new unnamed entity will be based in France and will employ around 25,000 people. Airbus will own 35 percent, while the other two companies will each own 32.5 percent.

Thales, Leonardo and Airbus have signed a Memorandum of Understanding aimed at creating a leading European player in space. 🇪🇺

Read the full announcement here: https://t.co/bbhPWU5hWd#Europe #Space @Airbus @Leonardo_live @Thales_Alenia_S @Telespazio @AirbusSpace @LDO_Space pic.twitter.com/iz8IsChAhb

— Thales Group (@thalesgroup) October 23, 2025

Executives are hoping this company will better serve Europe’s need for “sovereignty” in space and help it create a rival to SpaceX’s Starlink communications network. Increasing a presence in space is also seen as a good thing for security and defense.

“This proposed new company marks a pivotal milestone for Europe’s space industry. It embodies our shared vision to build a stronger and more competitive European presence in an increasingly dynamic global space market,” the companies wrote in a joint statement. “By pooling our talent, resources, expertise and R&D capabilities, we aim to generate growth, accelerate innovation and deliver greater value to our customers and stakeholders.”

This isn’t just bluster. Thales and Airbus have long been rivals in the satellite market, but it looks like they are friends now. Leonardo is known for space systems and services. Combining all three could actually give SpaceX a run for its money, but we will have to wait and see.

There are no planned site closures, as the companies say that each home country will keep its existing capabilities. This will be a standalone company, so think of it as an extremely well-financed startup. The first task for the upstart? Reporting indicates it’ll be to find more efficient ways to develop and manufacture satellites.

Discussions about this merger have been going on since 2019. Regulators still have to approve the deal, though the companies say they expect the new entity will be operational by 2027.

Starship reenters Earth’s atmosphere on Flight 11. Data gathered from this flight will inform future Starship missions that will return to the launch site for catch and reuse pic.twitter.com/34WV9ZVtAA

— SpaceX (@SpaceX) October 17, 2025

As for SpaceX, the company is currently developing a next-gen version of its Starship super-heavy lift vehicle. It’s also slowly planning a manned mission to the moon, but that recently hit a snag that could mandate a lengthy delay.

This article originally appeared on Engadget at https://www.engadget.com/science/space/europes-big-three-aerospace-manufacturers-combine-their-space-divisions-to-create-a-rival-to-spacex-153424228.html?src=rss 

Microsoft reportedly ordered its Xbox division to boost profits to an unrealistic level

The last 12 months have been pretty depressing for anyone invested in the long-term future of Xbox and the general health of the games industry. Back in May, Microsoft laid off 3 percent of its global workforce, with the company’s gaming division being one of the big casualties, and a number of upcoming titles were subsequently canceled. It painted a picture of a brand in crisis, but according to a new report, Microsoft has been setting its gaming division unrealistic profit targets for several years.

Sources told Bloomberg that in 2023, Microsoft implemented an “across-the-board goal” of 30 percent profit margins, which the report says Microsoft calls “accountability margins” internally. As Bloomberg’s Jason Schreier reports, this target, which was set by Microsoft’s Chief Financial Officer Amy Hood in fall 2023, is well above the recent industry average of 17-22 percent quoted by S&P Global Market Intelligence. Schreier adds that Xbox’s own average in the last six years is between 10 and 20 percent.

S&P Global analyst Neil Barbour told Bloomberg that Microsoft’s 30 percent target is the kind of margin “usually reserved for a publisher that is really nailing it.” This is despite its gaming division only landing at 12 percent in the first nine months of 2022, as quoted in the report.

A Microsoft spokesperson told Bloomberg that it views individual games and projects differently with regards to what constitutes success, adding that it sometimes has to making tough decisions, including ending development on games, so it can shift its resources toward the projects that are “more aligned with our direction and priorities.”

The new profit targets were introduced in the same year that Microsoft finally completed its $68.7 billion acquisition of Activision Blizzard, landing it hugely popular franchises such as Call of Duty and Diablo. Back in 2020 it acquired ZeniMax, the parent company of Bethesda, which means that long-running series like The Elder Scrolls and Fallout also now sit under the umbrella of Xbox’s gaming division.

Since 2018, Microsoft has been putting all of its first-party releases on Game Pass from day one, but this model has contributed to games failing to hit their 30 percent profit margin targets, according to Bloomberg’s sources. Xbox does offer developers a credit it calls “member-weighted value,” which takes into consideration factors such as the collective number of hours Game Pass subscribers have spent in a game, although this formula tends to benefit multiplayer titles the most. Going forward, Bloomberg’s sources said Microsoft is likely to favor funding games with cheap development costs and proven revenue-generators over riskier projects.

Xbox has been successful in bringing some of its first-party games to other platforms, including its primary rival in Sony’s PS5, with major titles such as Forza Horizon 5 and Indiana Jones and the Great Circle making the jump in the last 12 months. In the wake of Microsoft raising the price of Xbox consoles in the US last month, the second time it has done so in 2025, it also slapped Game Pass Ultimate with a 50 percent subscription fee hike at the start of October. This week the company increased the cost of Xbox dev kits by $500.

This article originally appeared on Engadget at https://www.engadget.com/gaming/xbox/microsoft-reportedly-ordered-its-xbox-division-to-boost-profits-to-an-unrealistic-level-150210398.html?src=rss 

Amazon’s revamped Luna streaming service is available now

After detailing its plans to revamp its game streaming service at the beginning of October, Amazon is finally ready to relaunch Luna. The new Amazon Luna is available at no additional cost for Prime subscribers, and now includes new beginner-friendly multiplayer games.

If you’ve tried Luna in the past — or most other game streaming services for that matter — the biggest change Amazon is making is the addition of GameNight. It’s a collection of multiplayer games reworked so they can be controlled with a smartphone, to make it as easy as possible for friends and family to play. GameNight includes titles likeThe Jackbox Party Pack 9, and reimagined versions of Tetris Effect: Connected and Angry Birds, among other options. GameNight also adds at least one original game, Courtroom Chaos: Starring Snoop Dogg , which places players in faux-courtroom battles judged by an AI-powered facsimile of Snoop Dogg.

As before, Luna also gives you access to games that need to be played with a controller (either connected over Bluetooth or over Wi-Fi in the case of Amazon’s Luna Controller). To pair with the update, Amazon is adding Indiana Jones and the Great Circle, Kingdom Come: Deliverance II and Hogwarts Legacy to the Luna library. For an additional $10 a month for Luna Premium (formerly known as Luna+) you can also unlock an even larger library.

If you already have a Prime subscription, these changes make Luna an easy sell. You might have to deal with some buffering, but in exchange, you get access to free entertainment for your next party, and a premium Xbox game without a Game Pass subscription.

This article originally appeared on Engadget at https://www.engadget.com/gaming/amazons-revamped-luna-streaming-service-is-available-now-130000613.html?src=rss 

Dropbox is bringing its Dash AI features into the main app

Dropbox is integrating some of Dash’s AI features into its main app, giving its users access to a smarter search function, summaries and contextual answers from the files they’ve uploaded to the app. The company launched Dash back in 2023 as an “AI-powered universal search bar” that people can use to find information in their work-related apps like Slack, Canva, Google Workspace and Microsoft Outlook. However, it’s primarily a tool for larger businesses that use Dropbox. This time, though, the company is bringing its search capabilities into the main app for everyone to use. 

For now, the Dash AI-powered capabilities in the Dropbox app are only available to a small group of users, but they will be widely available in the coming months. Like most other AI chatbots, the AI in the app will allow users to use natural language to describe what they’re looking for, whether it’s a PDF or a photo. They can also ask the AI to summarize or find what’s new in specific files already in their account. Dropbox is working with a startup called Mobius Labs, as well, to give Dash AI the capabilities to search within videos, audio and images “soon.”

Those who’d like to give Dash’s AI features in the Dropbox app a try can sign up for the waitlist if they haven’t been invited to test them out yet. Meanwhile, the Dash app itself is now available to teams of all sizes even if they don’t have a Dropbox plan. 

Dropbox

This article originally appeared on Engadget at https://www.engadget.com/ai/dropbox-is-bringing-its-dash-ai-features-into-the-main-app-130013854.html?src=rss 

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