Splatoon 3’s Newest Weapon Is Actively Hurting the Disabled Community

Since December 1, visually and cognitively disabled players have encountered numerous barriers with a new weapon added to Splatoon 3. The Splattercolor Screen, available as part of the Chill Season 2023, causes a player’s screen to significantly brighten – removing all color – as well as experience a high-pitched ring for several seconds. While its intended purpose is to disorient those affected, its actual use is directly impacting disabled individuals, preventing some from playing the game altogether, and even causing major health issues like triggering seizures.

The Splatoon series famously relies on color as a core theme for its varying modes. Covering maps with bright ink is not only necessary, but also part of the fun. Even though accessibility options like Color Lock exist – a setting which enables the selection of different colors for easier differentiation – the Splattercolor Screen nullifies this accessibility tool, albeit temporarily. IGN spoke to a number of disabled players, who discussed the varying ways this new weapon impacts their health, the potential solutions for its inclusion, and how the overall Splatoon community is responding to its use.

Dangerous Equipment

Seraphina D. has enjoyed Splatoon since the first game, clocking in approximately 3,500 hours across three games. Despite their immense enjoyment of the series, they acknowledge Splatoon’s overall accessibility can be bothersome. Mechanics like gyro aiming cause tendinitis flares, and while it’s possible to use joy-cons to fully play, the Splatoon community traditionally “tends to look down on people who use sticks instead of gyro controls for aiming.” But Seraphina notes the occasional harassment from this gameplay method is nothing compared to the painful, disruptive, and dangerous effects brought on by the Splattercolor Screen.

“The color change and noise are not a concern to me,” they said. “It’s the sudden cranking of the brightness for a few seconds, with no way to predict how bad it will be, as each map and ink combination is different. Even with Color Lock it still varies and hurts. It’s disorienting, which I suppose was the goal, but pain very clearly wasn’t their intention either. At its worst, my photosensitivity has given me hemiplegic migraines and has gone all the way to minor seizures – specifically generalized atonic seizures and focal impaired awareness seizures. The last thing I want is to be playing in a tournament with my team and for them to hear a KA-CLUNK over voice chat because I went limp over a special.”

As Seraphina points out, inaccessible barriers in games cannot be alleviated with extra accessibility options alone. The overall design of a game title heavily impacts mechanics like combat, traversal, puzzle solving, and even quest completion. Does a game need complex inputs to defeat enemies? Can objects and enemies be conveyed through visuals other than color? For Splatoon, the answer is no, but that’s when accessibility features like Color Lock are a requirement. When an item completely counters the importance of that setting, as well as introduces new, dangerous barriers, immediate action needs to be taken.

Seraphina is not the only player impacted by the visual and audio effects of Splattercolor Screen. Another disabled Splatoon player going by Spirit notes they are unable to play after being hit with the weapon, leaving them in a weakened and exhausted state. Visually, Splattercolor Screen “causes extreme strain on my eyes, so much so that I’m unable to make out what’s on my screen, and it just looks like a bright, blob of white.” But it isn’t just the visual effects that are stopping Spirit from completing matches where Splattercolor Screen is used.

I feel physically ill after being hit with screen, and there have been instances where I’ve thrown up after being hit.

“The sound that screen makes when hit with it hurts my ears and triggers my tinnitus,” they said. “There’s been many times when I’ve had a migraine after being hit with [Splattercolor Screen]. I’ve had to stop and move away from my console because of the pain, or times where my sight is greatly impacted by auras or dizziness. There’s also been times where I’m barely, or unable, to play due to one side of my body becoming extremely weak. Sometimes I’ve just had to stop playing because of the effects of my migraines. I feel physically ill after being hit with screen, and there have been instances where I’ve thrown up after being hit.”

Seraphina and Spirit’s experiences are not unique, and until Nintendo patches the weapon or completely changes its function, its existence is detrimental to the health of disabled players. But Nintendo has yet to acknowledge the issue, forcing disabled individuals to think of solutions on their own.

Possible Fixes

Since its release, Splattercolor Screen has been met with ambivalence at best and disdain at worst. Aside from outright removing the weapon, disabled players like Spirit and Seraphina are actively trying to create appropriate redesigns that stay true to the Splatoon experience. For Spirit, this means changing the color palette and sound altogether, as well as increase Nintendo’s awareness of disabled individuals.

“Anything from greyscale, swapping ink colors, and making the audio sound muted or muffled,” they said. “Something that’ll still create that initial ‘disorient and confusion’ effect that screen is intended to do, without causing pain when you’re hit. Hopefully, next time they release a new special they’ll put it through accessibility testing, or at least think about how it would affect a player, considering a large chunk of their fan base are disabled and neurodivergent.”

Seraphina is in agreement with a complete rework, noting that an accessibility feature may not be the best approach. Since it negatively impacts individuals through audio and visual mechanics, developers need to address the issue directly, rather than create a new setting to act as a fix that may not even work. Thankfully, for those who still enjoy the uniqueness of Splattercolor Screen, Seraphina states that a proposed fix can still ensure the weapon is disruptive without being harmful.

“Make the environment get covered in a standard grayscale filter, that doesn’t mess with saturation and artificially increase brightness,” they said. “Switch the fizzing noise with some other noise already in the game, like the sound of someone shooting ink or hiding in it, which could fit the special’s original goal of ‘disorient the player so you can overwhelm them easier’ much better. You could even just tone down the noise. The special was a good idea, I just don’t think anyone tested it with anyone who could’ve possibly had physical discomfort with the brightness.”

Accessibility relies on direct feedback from the disabled community. Nobody knows what disabled players need better than those with lived experiences directly relating to inaccessible barriers. And unless Nintendo calls upon the disabled community to work in tandem to create a solution, Splattercolor Screen will continue to cause immense discomfort and physical symptoms.

Community Concerns

Seraphina and Spirit are just two of many Splatoon 3 players calling for a response from Nintendo. Individuals with varying disabilities are finding it difficult or impossible to continue playing matches if Splattercolor Screen is used. And as Seraphina notes, Splattercolor Screen is available in all PVP modes, leaving only PVE activities like Salmon Run or private matches where it’s agreed to not use the weapon. For X/Twitter user Limlis, this constant presence of Splattercolor Screen has drastically reduced how much they play.

“I have auditory processing disorder and I’m very sensitive to bright lights,” they said. “I’ve not really been playing much since the special was added to the game. The last time I got hit by it, I had to set the controller down and stop looking at the screen to avoid eye strain.”

Numerous disabled individuals with visual, auditory, and cognitive processing disabilities are losing access to Splatoon 3. But it’s not just disabled players who struggle with this weapon. Even tournament organizers are imposing restrictions on its use, citing its disruptive effects to be too much for competitors. Inkling Performance Labs – a major Splatoon tournament organization with thousands of members – announced on X/Twitter that “IPL has decided on an org-wide ban on [Splattercolor Screen]. The ban will be temporary until nintendo patches/fixes it enough that we feel that it is no longer a safety concern.” Further, X/Twitter user Sendou, founder of sendou.ink – a competitive Splatoon website that allows players to activate varying filters to locate tournaments and matches – implemented a setting to avoid Splattercolor Screen altogether.

The last time I got hit by it, I had to set the controller down and stop looking at the screen to avoid eye strain.

Accessibility isn’t just designed to eliminate inaccessible barriers. Inclusive designs and accessible features allow disabled players to comfortably enjoy the same experiences as their able-bodied peers. While games will always include some form of a blocker for varying disabilities, no title should ever cause harm to those who decide to play. Seraphina and others in the Splatoon community are still avid fans of the series, but the addition of Splattercolor Screen makes them question Nintendo’s commitment to accessibility. And as Seraphina explains, disabled and able-bodied individuals should have the same safe, enjoyable experience.

“If the devs somehow were able to see this, there were a few steps forward with Splatoon 3 for accessibility,” they said. “There also were a few backwards. Splattercolor Screen unfortunately was nowhere close to intention, but with a few small changes, it can still be true to its original form. Disabled players (and abled players) deserve to be able to play the game comfortably, and disorientation is possible without discomfort.”

Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.

The Worst Reviewed Games of 2023

2023 has been full of big name games making big splashes, from The Legend of Zelda: Tears of the Kingdom to Baldur’s Gate 3 to… Redfall. That’s right, while this year might have had some huge hits, it was also one full of truly eye-popping misses – in fact, IGN published more game reviews with a 4 out of 10 score or below in 2023 than any year since we switched to the 10-point scale by more than double, including our first 1 in about a decade. High highs were coupled with low lows, and all those nostalgic remakes and sequels came alongside a different sort of blast from the past thanks to a slew of underwhelming licensed games, be that The Lord of the Rings: Gollum, Skull Island: Rise of Kong, or The Walking Dead: Destinies.

So with the paradox that was 2023 in mind, here is every game that scored a four or below on IGN this year.

The 4s

Wanted: Dead

As someone who considers themself an action game buff, Wanted: Dead let me down on just about every front. Its combat may be fun for a few hours, but eventually I realized that it was just a pool of shallow water to splash around in. The fights never evolved in any interesting or meaningful way, the minimal enemy variety never challenged me to change up my tactics, and worst of all I always felt weak, even when I fully maxed out the skill tree. Add on bland visuals, a distinct lack of personality and charm, and frequent crashes, and it all amounts to one of the first big disappointments of 2023. – Mitchell Saltzman, February 14

Crime Boss: Rockay City

Crime Boss: Rockay City is an overly ambitious air ball on all fronts, from its sloppy moment-to-moment gameplay to its largely abysmal voice acting – the worst of which sound like single takes spliced in with mistakes intact. There’s an earnestness with which Crime Boss has been put together that I do admire – as a kind of direct-to-VHS knockoff of Payday on a promising ’90s backdrop – and there is an inescapable novelty in seeing these de-aged Hollywood stars steering the story here. Unfortunately, the hokey charm on display is nowhere near strong enough to offset the repetitive and regularly frustrating mission design, its roguelike single-player rapidly becomes a total chore, and its co-op juice just isn’t worth the squeeze. Sadly, Crime Boss: Rockay City’s coked-up ego has been writing cheques its budget-priced body couldn’t cash. – Luke Reilly, April 6

Redfall

Redfall is a bafflingly bad time across the board, whether playing solo or with a friend or three suffering alongside you. That it comes in the wake of Arkane’s excellent Deathloop, the enduringly beloved Prey, and the acclaimed Dishonored series honestly beggars belief. Its performance on Xbox Series X is regularly dire, plagued with pop-in, stutters, and a long list of display bugs. It’s beleaguered with bodgy AI enemies that struggle to mount a basic defence, choose appropriate cover, or even effectively navigate the world. The one-note mission design recycles and repurposes itself all the way until the anticlimactic final encounter. Button commands break, characters vanish, and the cheap and static story scenes seem woefully unfinished by typical standards. There may be occasional glimpses of a competent co-op shooter on display but otherwise, Redfall is just like a vampire in all the wrong ways. That is, it really wasn’t ready for daylight in this state, and it sucks. – Luke Reilly, May 1

The Lord of the Rings: Gollum

The Lord of the Rings: Gollum fails to provide a satisfying answer to the big Why’s. Why, of all the interesting characters in The Lord of the Rings lore, would anyone want to play an entire game as Gollum? Why would one trade the solid action of prior games in this universe for busywork, uninspired and frustrating platforming, and bad stealth? It’s not clear who this is for, or what it was intended to achieve. What is clear is that it’s not fun to play, and not something to recommend to any but the most curious and dedicated Lord of the Rings fan. – Justin Koreis, May 25

Everybody 1-2-Switch

Everybody 1-2-Switch is a tedious and surprisingly small catalog of unoriginal and mostly poorly designed minigames that’s guaranteed to bring any party grinding to a halt. Even with a few interesting ideas, like Joy-Con hide and seek or the color scavenger-hunting modes, there are simply too few options to keep a group’s attention for one game, much less for multiple matches. Throw in the fact that many ideas are mind-numbingly boring, and others are rehashes of stuff found in the original, and you’ve got yourself a great way to rid yourself of unwanted friendships but not much more than that. – Travis Northup, July 5

Unholy

With the exception of the rich environmental detail to be found in its sinister underworld setting, Unholy otherwise offers precious little to praise. It’s not scary enough to succeed as a horror story, its controls are too clumsy to provide a satisfying stealth experience, and its enemy and puzzle variety are too limited to make any part of the journey feel truly distinct. What begins as an intriguing incursion into a cult-ruled realm soon unravels into a repetitive slog stuck in the shoes of an unlikeable lead character. Unholy is never quite unplayable, but it’s certainly uninspired, unwieldy, and unlikely to hold your interest all the way to its completion. – Tristan Ogilvie, July 20

Gord

Any way you look at it, whether it’s an RPG, a real-time strategy game, or a colony sim, Gord is as miserable as its downtrodden villagers. Other games are bad because they aim too high, attempt too much, and fall down on their own merits. They are at the very least hoisted on their own petard, doing us the favor of digging their own grave or being entertaining in their failures. Gord does not; it simply falls flat and rots where it lies, surrounded by monotonous micromanagement, a poor interface, and by-the-numbers combat. I am content to leave it there, but you may bury it if you like. – Jon Bolding, August 15

Avatar: The Last Airbender – Quest for Balance

We haven’t quite been waiting 100 years for an Avatar game that lives up to the potential of the show, but it’s certainly beginning to feel that way after playing Avatar: The Last Airbender – Quest for Balance. This half-baked and wildly inconsistent retelling of the excellent TV series shows the promise of what an Avatar game could maybe be, but a baffling choice of which scenes to highlight, a clunky camera and combat, hilarious balance problems, and an overreliance on middling block puzzles and boring fetch quests leaves our search for the real Avatar still desperately out of luck. With more Avatar shows and movies on the way, it’s just downright odd how Quest for Balance has managed to arrive at this point in time as both an unsatisfying entry point for newcomers and a poor way to revisit it for dedicated fans. – Tom Marks, September 28

EA Sports FC 24 (Switch Version)

Even though it manages to do the bare minimum of not simply copy and pasting its work from previous years, EA Sports FC 24 is sub-par on the Nintendo Switch. The Frostbite engine is still a Sunday League compared to HyperMotion technology, as its slow gameplay and poor framerate make new features like PlayStyles pretty much useless. And while Ultimate Team has seen a considerable leap forward now that it’s no longer just FIFA 17’s version of FUT, other modes like VOLTA and Clubs are almost unplayable because of the lack of community interest and consistent connection issues. If you’re dying to play soccer on the go, you could likely do worse than EA Sports FC 24 on the Nintendo Switch, but if you have the option then you’ll find a much more enjoyable and modern version on any other platform. – Andrew McMahon, October 4

Other [EA Sports FC 24] modes like VOLTA and Clubs are almost unplayable [on Switch] because of the lack of community interest and consistent connection issues.

Stray Souls

Despite a genuinely unsettling introductory chapter, Stray Souls is an ambitious but unsatisfying horror game that never quite gets going. Its characters are shallow and uninteresting, and while the sights and sounds of its world can be impressive, the mystery that unravels within it is told mostly through boring exposition dumps and left unsatisfyingly dangling. With poor optimization, zero polish, and some of the dullest bosses I’ve ever had the displeasure of fighting, Stray Souls is its own worst enemy, destroying its own subtlety with inelegant scares and tedious combat. – Vikki Blake, October 25

The Lord of the Rings: Return to Moria

As a big fan of both The Lord of the Rings and survival games, I was enticed by the idea that I can dive into a genre I already know and love with the rich lore of Middle-earth to keep me company (as well as a party of friends), but it’s disappointing to see such a promising concept do little more than a barely passable impression of better games. Combat is dull and repetitive, owing to overused enemy types and braindead AI, and limited mining opportunities or freedom with settlement building throws a wet blanket over the creativity that’s typically a selling point for the genre. Throw in rough technical performance and it becomes difficult to recommend Return to Moria to even my fellow Tolkien stans. There’s a decent game in here somewhere, as the compelling progression loop and chaotic multiplayer capabilities can make for a really good time – I just can’t give you many reasons to pick this survival game over the plethora of better options when it’s only ever by-the-numbers at best. – Travis Northup, October 26

Call of Duty: Modern Warfare 3 Single-Player Campaign

Modern Warfare 3’s campaign commits the biggest sin possible for a globe-trotting action thriller: it’s boring. What had the promise to be an intriguingly spun web of mystery instead ends up being a dusty cobweb you’d find at the back of your shed, clinging onto 15-year-old garden toys you once had fun with. It’s a pale imitation of the past, made up of underbaked story moments that clash with attempts to introduce new open combat missions designed to encourage player freedom that instead fall flat on their face. Yes, the gunplay is still great and the graphics and sound design are top-tier, but I couldn’t help but feel I was playing a shinier, less subtle version of something I’ve played too many times before. If this is the quality we’ve come to expect from Call of Duty campaigns, maybe it’s for the best if a year or two is taken to reset and raise this low bar back to the heights of old. – Simon Cardy, November 3

Bluey: The Videogame

Wedged somewhere between Wi-Fi and The Wiggles as one of Australia’s greatest exports, Bluey has been a staggeringly successful animated series. Tens of billions of minutes of the show have been streamed into households in more than 60 countries, and the Heelers have subsequently been transformed into over 1,000 bits of merchandising tat. In an unfortunate turn of events, Bluey: The Videogame feels a lot like another forgettable piece of the latter, hovering somewhere between the countless toys and the tubes of licensed toothpaste. Low on innovation and high on what feels like contractual obligation, Bluey: The Videogame is really a low-effort mobile game masquerading as a mid-price console and PC product. It may absolutely look the part compared to the show itself, but with its assortment of shallow minigames rife with annoying bugs, frustrating controls, and a bafflingly brief runtime of a little over an hour, everywhere else it’s a dog’s breakfast. – Luke Reilly, November 22

The Anacrusis

The Anacrusis borrows so much from Left 4 Dead that it forgets to do its own thing and refuses to benefit from 15 years of co-op shooter evolution. The cool disco aesthetic and alien armies definitely offer a much-needed break from zombie hordes, but that can only get you so far when poor enemy variety, dreadfully boring gunplay, and lifeless levels make shooting your way to the next safe zone an uneventful affair. The 4v4 mode at least offers some good opportunities for an over-the-top alien-slaying competition with friends, but that well runs dry pretty quickly too, and the five short campaign episodes and tacked on horde mode become dull even faster. – Travis Northup, December 7

Fortnite Festival

Fortnite Festival forgets the bulk of what really made Rock Band the peak rhythm series of its era and injects the husk that’s leftover full of insidious money-extracting service game tricks and baffling design decisions. With no local shared-screen co-op, it falls at the first hurdle as a worthy peer of Harmonix’s party-game powerhouse. You can’t even see the note highways for the other players you’re online with, leaving the Main Stage mode barely feeling like multiplayer at all – and the Fuser-ish Jam Stage mode feels like a waste of effort entirely, demanding a king’s ransom to collect enough of the disgracefully expensive songs to be able to meaningfully engage with it. Binning karaoke support and charting the singing as button taps on the note highway is bewildering. Does Fortnite Festival have small glimmers of that musical magic Harmonix has been humming for over two decades? Yes. Is it a temporarily compulsive throwback to cult-favourite, controller-only Harmonix curios like Frequency, Amplitude, and Rock Band Blitz? Sure. Can I see myself continuing to play it in its initial state? Not a chance. If Fortnite really is the future of rhythm games, they can beat it. – Luke Reilly, December 15

The 3s

Greyhill Incident

Greyhill Incident is a fitting name for this awful horror game, because that’s how I’ll refer to the traumatic time I spent playing it. The fact that it so wholly mangles so many of the things it tries to pull off, from its story to its stealth, certainly feels like a conspiracy – and one I wish the government would have done a better job of covering up. I still can’t decide if the idea was to be ironic or scary, but Greyhill Incident fails in either scenario, resulting in a tedious but mercifully short jaunt through cornfields and backwater abodes that’s about as fun as actually being probed by aliens. – Travis Northup, June 9

Mortal Kombat 1 (Switch version)

Mortal Kombat 1 on the Switch is nowhere close to the experience you’ll have with it on PlayStation 5, Xbox Series X|S, or PC. There’s a hint of a great fighting game still peeking through the blurry backgrounds, but its horrendous load times, inconsistent framerate, muddy visuals, and plethora of bugs make the Switch version an altogether aggravating way to play what is a great fighting game on other platforms. It quite simply shouldn’t have released in this state, and certainly not at a price that’s equal to the superior, current gen versions. – Mitchell Saltzman, September 19

Skull Island: Rise of Kong

Skull Island: Rise of Kong is ugly and full of bugs, but the real trouble is that, at its core, it’s just boring. It makes no meaningful attempts to do anything new or clever, with mindless combat and pointless platforming that make it feel like a worse version of every action game from the last 20 years. This isn’t the kind of bad game you can play to laugh at, or that took some cool swings but missed them, or that creates weird combinations of technical snafus that lead to unexpected but entertaining results. It doesn’t even rate enough to be called frustrating. Rise of Kong is fundamentally disinterested in itself: a giant ape game that doesn’t even care enough about what it’s doing to make the ape feel giant. – Phil Hornshaw, October 18

The 2s

Testament: The Order of High Human

Testament: The Order of High Human answers the question: “What would the phrase ‘quantity over quality’ look like if it were turned into a game?” The result is a tedious, frustrating, and cringe-inducing fantasy adventure RPG that goes on so agonizingly long with its bland and confusing story and god-awful combat that it turns its bad ideas into atrocious ones by sheer volume. Throw in an all-star roster of technical issues, and you’ve got the ultimate “Elder Scrolls, but make it hurt” tour de force that will haunt me for even longer than the dozens of hours it already has. – Travis Northup, July 13

Flashback 2

While the original Flashback is an Amiga classic, Flashback 2 can only be described as a meagre sequel. Rehashed story elements, dull and clunky combat, a shockingly modest presentation, peculiar design decisions, and wholly unacceptable technical deficiencies (the bulk of which persist even after two post-release patches) make for an adventure that left me underwhelmed at best and utterly infuriated at worst. While I’ll always feel nostalgic for Conrad Hart’s original adventure, Flashback 2 is unfortunately not the blast from the past I had hoped for – instead, it’s a total misfire. – Tristan Ogilvie, November 20

The Walking Dead: Destinies

A boring, ugly mess of a game to be avoided at all costs, The Walking Dead: Destinies fails to do anything interesting with the story and characters of the popular TV show it’s based on. While the ghost of a promising concept haunts the periphery – that of making choices different from what happened i the early seasons of the show and watching them play out – its horrendous graphics, weightless combat, repetitive mission design, and as many bugs as zombies reduce Destinies to the gaming equivalent of a biological hazard. – Tauriq Moosa, November 28

The 1

The Day Before

The Day Before is easily one of the worst games I’ve ever played, to the point where I’m afraid to continue running it on my PC. Sure, you could say there are the bones of something coherent here, but even those bones feel splintered and brittle. Its map is lifeless, its enemies are idiotic, its PvP is an exploitable mess, its story is pointless, and its progression is downright infuriating. While the now-defunct developer FNTASTIC said it wasn’t done, certain baseline standards have been established in the years since Early Access became a thing, and this game met none of them. The many mysterious questions around The Day Before’s development will likely go unanswered now that the curtain has fallen a mere four days after its release, leaving the playerbase to fend for itself until the servers are inevitably shut down for good. Steam is already diligently refunding anyone who made the mistake of buying it – and if you didn’t manage to try it, you can count yourself as one of the lucky ones. – Gabriel Moss, December 11

If you’re feeling down in the dumps after all that, another reminder that plenty of good games came out this year too. In fact, you can check out every 10 we gave in 2023, as well as all of our end of the year awards.

Cyberpunk 2 May Have Grander Branching Storylines Based on Players’ Starting Life Path

Cyberpunk 2, codenamed Orion, may feature grander branching storylines determined by the player’s starting life path, which were Street Kid, Corpo, and Nomad in Cyberpunk 2077.

Speaking on the Answered Podcast, CD Projekt Red narrative director Philipp Weber said the Life Paths’ lack of influence in the majority of Cyberpunk 2077 is something the studio wants to improve in future titles. While Weber is currently working on the next mainline Witcher game, codenamed Polaris, Cyberpunk’s sequel is currently in the conceptual stages of development too.

“I do think there are things with, for example, the life paths, that kind of gives you a promise as being able to play more different kinds of characters,” Weber said. “I think this is a thing where, in the future, that’s as an example something we would like to improve. Since I do think we gave a promise there that maybe in the end we did not really sell.”

Cyberpunk 2077’s opening changes depending on which life path is chosen, but within an hour the three essentially merge into the one main story. While it does have various branching paths and different choices of its own, the influence of life paths is subsequently limited to occasional additional dialogue options.

“The game begins with this very specific thing, you can be a Nomad, a Corpo, a Street Kid, but then it sometimes goes away a little bit. We move it all together. Then sometimes you can do it,” Weber said. “As a quest designer, I think in retrospect we can see the old topic, given more experience, given more time, I think maybe we would make it a bit less muddled than we did it there.”

The lead quest designer on Polaris, Błażej Augustynek, who also worked on Cyberpunk 2077, said the starting life path isn’t too important to the game’s main story though. “I think with the lifepaths, it’s the life that you leave as V,” he said.

“So whatever you used to do, there’s a clear moment where it all crumbles, right? And you start a new life with Jackie. Obviously we would like it to matter more, but I think the way it plays our right now, it’s like you come from a certain kind of life. And that life has ended. It’s in the past and now you’re living this new life which, ends, spoilers, in the prologue, and then you have to deal with the consequences of that.”

Little is known about Cyberpunk’s sequel as key gameplay decisions like whether it will be first or third person are still being made. The original Cyberpunk 2077 has finally received its last big update though, so attention will be turning more towards its sequel at CD Projekt Red.

The developer told IGN in November it’s determined not to repeat the same practices that led to Cyberpunk 2077’s turbulent launch, which saw the game removed from sale on the PlayStation Store, and has already changed several significant development processes as a result. It was this rocky start that led CD Projekt Red to work on Cyberpunk 2077 for three years, as the developer sought to turn it around and regain the trust of players.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

IGN UK Podcast 728: The 2023 Alternative Game Awards

Alex, Jen, and Matt have collected their gongs for the second episode of the IGN UK alternative awards. This week it’s all about games, and there’s not a single one for Baldur’s Gate 3 (although that didn’t stop Matt from bringing it up). There’s no regard here for the best gameplay or most impressive mechanics – instead tune in to learn what the year’s best sound effect was, the game with the best use of bad graphics, and the open world that lasted longer than Alex’s holiday in France.

Ask us anything you’d like or let us know what your favourite games of the year were. Get in touch at ign_ukfeedback@ign.com.

IGN UK Podcast 728: The 2023 Alternative Game Awards

The Witcher Voice Actor Doug Cockle Calls AI ‘Inevitable’ but ‘Dangerous’

The Witcher voice actor Doug Cockle has expressed caution and frustration at the growing presence of artificial intelligence within the video game industry, calling it “inevitable” but “dangerous”.

Cockle, who voices Geralt of Rivia in The Witcher game series and upcoming Netflix film Sirens of the Deep, told IGN that his main concern isn’t with AI itself, but people using it for nefarious purposes.

“AI is inevitable and developers will use AI. We are not 100% sure exactly what that means,” Cockle said. “They’re already doing it in various ways, filling in background, NPC voices, and things like that, which is unfortunate because those voices were all human beings at one point, and the voices are all modelled on human beings. So they have taken someone’s voice, put it into their database, digitized it and are using it to say things that the individual never said. There’s something unethical about that and so there’s a lot of debate going on.”

They’re effectively robbing me of income, and not just me, any other voice actor who they do it with.

Cockle was contacted by an AI company a few years ago who wanted to upload his Geralt voice to its database. “And I said no, and I still say no. But that’s not because I don’t like AI,” he said.

“It’s because I think with voice actors, particularly with voice actors who do main character roles, it is a reality that people are ripping our voices off. That’s happening. It’s happened to me on multiple occasions. I can’t even police it because I would spend all my time policing this stupid stuff.”

Even if people are using the voice with good intentions, like genuine fans making Witcher mods, it directly impacts voice actors, Cockle said. “Every time somebody does that, they’re effectively robbing me of income, and not just me, any other voice actor who they do it with,” he said. “We’re all watching our voices get used in ways that we would rather they weren’t.”

It’s when those using AI do have illicit purposes that it gets really scary though. “This is the bit that we really don’t like about AI, is that if they can do it for things that are just commercially questionable, then they can do it with things that are politically or ethically bad,” Cockle said.

“Somebody could use AI to produce something racist using Geralt’s voice, using my voice, or just something against anything that most normal people think is good. That’s where the AI gets dangerous. Fake news, false news, false opinions. We’re seeing it with politicians now. People are putting things out there. So AI is not the problem. It’s the people using AI.”

Cockle continued: “It’s changed a lot as well, because when The Witcher 3 came out, I don’t think that people playing games, not that they weren’t interested, but they didn’t really think about who was voicing these characters. It wasn’t something that was of great interest. But I’ve watched over the years, it has become more and more interesting to players and to fans who the people are behind these voices, and that’s a fantastic thing. But it also means that those voices are much more personalized. It’s not just Geralt. That is my voice.”

Cissy Jones, a voice actor known for her roles in Disney’s Owl House, Destiny 2: The Witch Queen, Shin Megami Tensei 5, and more, has started a company called Morpheme.ai to let voice actors embrace AI and gain control of their own voices going forward. Cockle has spoken with Jones about the idea and is fully on board.

“If they’re going to do this, if this is going to happen, then we need to create a way for the actors to control how their voice is used,” he said. “I’ve spoken with a number of AI developers who are interested in doing a similar kind of thing. So there are people out there who are aware of the potential problem here and are working towards some kind of a solution that will make people happy.

“Because I think modders are great. It’s not that I want to punish modders. What they put out is, for the most part, interesting, cool fan-made stuff that just celebrates the world that they love, and that’s to be celebrated. But there’s a line there somewhere, and where exactly that line is what the AI debate is really, really starting to tease out of the industry.”

If they’re going to do this, if this is going to happen, then we need to create a way for the actors to control how their voice is used.

Video games have already endured a particularly complicated relationship with AI. Embark Studios, the developer of smash hit shooter The Finals, was criticised for using AI voiceovers by myriad actors and even other developers, for example. Embark told IGN that “making games without actors isn’t an end goal” and claimed it uses a mix of both recorded audio voices and audio generated via AI text to speech tools for its games, however.

Video game voice actors previously called out AI-generated explicit Skyrim mods, and Assassin’s Creed Syndicate voice actress Victoria Atkin called AI-generated mods the “invisible enemy we’re fighting right now” after discovering her voice was used by cloning software. Paul Eiding, the voice actor behind Colonel Campbell in the Metal Gear Solid series, also condemned its use.

Ironically, the biggest developer to use AI for voice acting so far is The Witcher studio CD Projekt Red, though this was only done to replace a deceased voice actor after gaining permission from the family.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Moving to Unreal ‘No Easy Undertaking’, Says EA Sports WRC Team

Released last week as a free update for EA Sports WRC, Central European Rally is a very fast-flowing tarmac rally. Debuting just this year in the real-life WRC, the new tri-nation event (co-hosted between Germany, Austria, and Czech Republic) was held in late October, 2023 – and its digital counterpart was still being pieced together at the time of EA Sports WRC’s own launch on October 31.

As an entirely asphalt event, Central European Rally enters the game as one of the trickier rallies players will face – or, at least, certainly those playing on gamepads. EA Sports WRC remains a twitchy mistress for those trying to tame the tarmac via a tiny analogue stick, so make sure to keep your inputs as smooth as possible.

Packed with high-speed sectors – but punctuated with plenty of junctions and harsh kinks to break them up – Central European Rally will reward players who can both keep it pinned when the roads straighten out, and attack the corners without losing too much momentum. With more space on the verges than you get at the likes Monte Carlo or Japan, and even Croatia and Iberia, it’s possible to push the envelope by cutting corners and running considerably wider on exits – but that’s still something you’ll need to do with a decent degree of finesse. This is especially true if you’re running a very firm tarmac set-up; hanging a wheel (or two) off the asphalt in this rally is all well and good considering there’s regularly nothing to run into – but it will definitely bounce you right out of control if you’re not careful.

In positive news, playing on Xbox Series X I only encountered one significant instance of screen tearing in the new Central European Rally stages. This is an issue that was a lot more prevalent around the game’s original launch, and one Codemasters has been addressing.

For its part, the studio maintains these issues weren’t known to the team prior to launch.

“The stuttering issues only emerged at launch, alongside a few other unknown issues, particularly among our PC players who exhibited various hardware configurations, but it wasn’t exclusive to that format,” says Codemasters creative director Matthew Battison. “Our teams have since been addressing these issues via our patches to enhance the performance and overall gaming experience, and both performance and visuals have vastly improved within a few days after launch.”

These issues arrived in the wake of a switch from Codemasters’ in-house engine (which underpinned Dirt Rally 2.0) to Unreal, but the team remains optimistic about the longer term benefits.

“Moving to Unreal was no easy undertaking, which meant we had to build many systems and tools from scratch,” explains EA Sports WRC game designer Jon Armstrong. Armstrong is also a real-life rally driver and was runner-up in the 2021 and 2022 Junior WRC (a competition for drivers under 29) and 2023 ERC3 champion (the second tier of the European Rally Championship).

Moving to Unreal was no easy undertaking, which meant we had to build many systems and tools from scratch.

“However, this has allowed us much more creativity and productivity than ever before,” he continues. “Track building lead times have been significantly reduced and our tracks are now over 30 kilometres in length and can be driven in any season. New tools have been made to improve processes in all departments, which had been impossible or time consuming before.”

“WRC has a rich history, and its future is just as exciting,” adds Battison. “There are still hundreds of kilometres of road and many more vehicles that we’re eager to incorporate into future iterations. As mentioned, moving to the Unreal Engine has allowed us to refine our working processes for an iterative title like WRC, and we’re excited to continue building on [its] early success.”

Luke is a Senior Editor on the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

Every Mario Game on the Nintendo Switch in 2023

Arguably one of the biggest gaming IPs of all time, there is no shortage of Mario on Nintendo Switch. The plumber has had multiple releases yearly since the release of the system, with no signs of stopping even as we head into 2024 and closer to the Nintendo Switch 2. Some of the best Mario titles ever have released on Switch, like Super Mario Odyssey and Super Mario Bros. Wonder.

With 2023 coming to a close, now is a great time to look at all of the Mario titles offered on the Nintendo Switch. Below is a compilation of each of the Mario titles available on Nintendo Switch, as well as upcoming titles set to hit the system in 2024.

How Many Mario Games Are There on Nintendo Switch?

A total of 18 Mario games have been released for Nintendo Switch. This spans from the launch of the system in March 2017 to the end of 2023. Below, we’ve compiled each of the original Mario titles available on Switch. Keep in mind that this list won’t include games that are a part of Nintendo Switch Online.

All Mario Switch Games in Order of Release Date

Mario Kart 8 Deluxe – 2017

The first Mario title on Nintendo Switch, Mario Kart 8 Deluxe, brought together all Mario Kart 8 had to offer on Wii U in one package. The game has gone on to receive a handful of new characters and 48 new tracks through the Booster Course Pass DLC. It is the best-selling title on the Nintendo Switch.

Read our review of Mario Kart 8 Deluxe.

Mario + Rabbids Kingdom Battle – 2017

A unique partnership between Ubisoft and Nintendo, Mario + Rabbids Kingdom Battle brought together the worlds of Super Mario and the Rabbids. A turn-based strategy system was implemented to allow you to control Mario and friends around each map to take down enemy Rabbids.

Read our review of Mario + Rabbids Kingdom Battle.

Super Mario Odyssey – 2017

Super Mario Odyssey is a revolutionary release that reinvented and transformed the 3D Mario formula forever. You travel with Mario across all sorts of kingdoms to stop Bowser’s plans to hold a wedding with Princess Peach. The big new feature of Super Mario Odyssey is the addition of Cappy, Mario’s trusty cap. With Cappy, you can capture and transform into all sorts of enemies, allowing for a wide variety of gameplay. It’s arguably the best Super Mario game to ever be released.

Read our review of Super Mario Odyssey.

Mario Tennis Aces – 2018

Mario Tennis Aces was the first Mario sports title to release for Switch. The game had a large focus on its Adventure Mode, which was the first story mode in a Mario Tennis title since the Game Boy Advance’s Mario Tennis: Power Tour. Content was released frequently after launch, with a total of 30 unique characters available to choose from.

Read our review of Mario Tennis Aces.

Super Mario Party – 2018

The first Mario Party title for Nintendo Switch is Super Mario Party, which was coined as a refresh of the beloved series. Contrary to Mario Party 10, this game brought back to turn-based boards for the first time since Mario Party 9. Over 80 minigames are available with a handful of modes to play with friends.

Read our review of Super Mario Party.

New Super Mario Bros. U Deluxe – 2019

New Super Mario Bros. U Deluxe hit Switch in early 2019. This package combines New Super Mario Bros. U and New Super Luigi U into one bundle! Between the two titles, there are a ton of levels available for you to play through. Additionally, new playable characters Toadette and Nabbit were added to this Deluxe package.

Read our review of New Super Mario Bros. U Deluxe.

Super Mario Maker 2 – 2019

The exciting follow up to the hit Wii U title, Super Mario Maker 2 implemented new tools like slopes, on/off blocks, seesaws, vertical areas, water levels, and more. Additionally, a style based on Super Mario 3D World is available to create courses with, allowing for items like the Cat Powerup and Clear Pipes to be used. A Master Sword powerup was even added, which transforms you into Link.

Read our review of Super Mario Maker 2.

Mario & Sonic at The Olympic Games Tokyo 2020 – 2019

A staple series with each year of the Olympic Games, Mario & Sonic at The Olympic Games Tokyo 2020 released for Switch in November 2019. A story mode featuring Mario, Sonic, Bowser, and Dr. Eggman is available, in addition to online play with events. A total of 32 different characters are available to choose from.

Read our review of Mario & Sonic at the Olympic Games Tokyo 2020.

Paper Mario: The Origami King – 2020

The main Paper Mario release for Nintendo Switch was released in July 2020. Paper Mario: The Origami King features a unique puzzle battle system that involves rotating rings to line up enemies. Like previous Paper Mario titles, The Origami King was developed by Intelligent Systems.

Read our review of Paper Mario: The Origami King.

Super Mario 3D All-Stars – 2020

A collection of three 3D Mario titles, Super Mario 3D All-Stars was a limited release that celebrated the 35th Anniversary. It bundles together Super Mario 64, Super Mario Sunshine, and Super Mario Galaxy into one package. Both Sunshine and Galaxy received substantial resolution upgrades with this collection’s release.

Mario Kart Live: Home Circuit – 2020

You might have forgotten about this title, but Mario Kart Live: Home Circuit hit Nintendo Switch in 2020. The game utilizes AR technology to allow you to create Mario Kart tracks in real life with RC cars. The game combines the environment around you with the world of Mario Kart, featuring coins, powerups, and other racers to race against.

Read our review of Mario Kart Live: Home Circuit.

Super Mario 3D World + Bowser’s Fury – 2021

The Wii U’s 3D Mario title made its way to the Switch in 2021, with an enhanced version of Super Mario 3D World. A new mode, Bowser’s Fury, was added as a part of the package. Bowser’s Fury brought a brand-new take on the 3D Mario formula, opting for one large, open sandbox environment.

Read our review of Super Mario 3D World + Bowser’s Fury.

Mario Golf: Super Rush – 2021

Developed by Camelot, Mario Golf: Super Rush released in June 2021. A story mode is featured, where you level up your Mii character across different courses. Multiple new modes were introduced with Super Rush, like Speed Golf where you run across the course to hit the ball into the hole as fast as you can.

Read our review of Mario Golf: Super Rush.

Mario Party Superstars – 2021

Mario Party Superstars is a classic take on the Mario Party formula, bringing back older boards from the Nintendo 64 titles. 100 minigames were featured in this release, with returning favorites from prior titles. Additionally, Nintendo and NDcube finally opened up online play for all modes.

Read our review of Mario Party Superstars.

Mario Strikers: Battle League – 2022

The first Mario Strikers title in over 15 years, Mario Strikers: Battle League was developed by Next Level Games and released in June 2022. Plenty of new characters and abilities were made for the game, with eight player multiplayer added as well. The highlight of Battle League is the Strikers Club, which allows you to create clubs with 20 other players and take on competing clubs.

Read our review of Mario Strikers: Battle League.

Mario + Rabbids Sparks of Hope – 2022

The sequel to Mario + Rabbids Kingdom Battle, Mario + Rabbids Sparks of Hope completely revitalizes the combat system. The game opts for an open approach to combat rather than the Grid system found in Kingdom Battle. New characters like Rosalina and Edge join the battle in an action-packed adventure that spans the cosmos.

Read our review of Mario + Rabbids Sparks of Hope.

Super Mario Bros. Wonder – 2023

Super Mario Bros. Wonder is the latest 2D Mario title in the Super Mario Bros. series. The game introduced the Wonder Flower, a unique mechanic that allows everything you know about a Mario level to flip on its head and surprise you. A total of 12 characters are playable through over 100 unique levels.

Read our review of Super Mario Bros. Wonder.

Super Mario RPG – 2023

The most recent Mario title released for Switch, Super Mario RPG, is a remake of the classic SNES title of the same name. The wacky and colorful title recreates each of the unique characters, environments, and battles with exquisite detail. Even composer Yoko Shimomura returned to recreate the magical original soundtrack with modern orchestration!

Read our review of Super Mario RPG.

Upcoming Mario Titles on Nintendo Switch

As of now, Nintendo has confirmed two more Mario titles for Nintendo Switch. The first is a remake of the original Game Boy Advance Mario vs. Donkey Kong, set to hit the system on February 16, 2024.

Second, a remake of Paper Mario: The Thousand Year Door is coming to Switch sometime in 2024. This game does not have an official release date besides the year, but it has been rated already.

  • Mario vs. Donkey Kong – February 16, 2024
  • Paper Mario: The Thousand Year Door – 2024

Noah Hunter is a freelance writer and reviewer with a passion for games and technology. He co-founded Final Weapon, an outlet focused on nonsense-free Japanese gaming (in 2019) and has contributed to various publishers writing about the medium. His favorite series include Xeno and Final Fantasy.

PlayStation Isn’t Deleting Discovery Shows After All

In a major change in course, PlayStation will no longer delete Discovery content from PlayStation users’ libraries.

The gaming giant had previously announced plans to remove Discovery-related content earlier this month. At the time, Sony said, “due to our content licensing arrangements with content providers, you will no longer be able to watch any of your previously purchased Discovery content and the content will be removed from your video library.”

It was a shocking moment that dealt a blow to those who prefer to purchase their entertainment digitally instead of physically. Discovery’s offerings include the likes of Through the Wormhole with Morgan Freeman, MythBusters, Tanked, and much more. If Discovery content was being removed, what else was in danger?

However, in an update on its website, PlayStation revealed that things have changed. At this time, there are no longer any plans to remove purchased Discovery content.

“Due to updated licensing arrangements, the Discovery content removal planned for December 31, 2023 is no longer occurring,” the statement says. “We appreciate your ongoing support and feedback.”’

As reported by GamesIndustry.biz, the “updated licensing agreement” referenced refers to a new deal with Discovery owner Warner Bros., which will allow users to access their purchased content “for at least the next 30 months.”

“Similar to other services, we do not own the licensing rights to TV/movie content that was previously available for purchase on PlayStation Store,” the company said. “However, we’ve worked with Warner Bros to update our licensing agreements, ensuring that consumers will be able to access their previously purchased content for at least the next 30 months.”

PlayStation users have been unable to purchase or rent movies and shows since 2021.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

GTA 6 Hacker Sentenced to Indefinite Imprisonment in Secure Hospital

The hacker primarily responsible for leaking dozens of clips of an in-development Grand Theft Auto 6 has been sentenced to an indefinite imprisonment in a secure hospital.

According to BBC, hacker Arion Kurtaj is a member of international hacking group Lapsus$, which has previously carried out numerous attacks on major companies including Nvidia, Microsoft, Samsung, and Uber.

Kurtaj was apparently out on bail for the Nvidia attack and in police protection at a Travelodge when the attack was carried out in September of last year. Though his laptop had been confiscated at the time, Kurtaj was nonetheless able to hack into Rockstar’s internal systems using an Amazon Firestick, his hotel TV, and a cell phone. Not long after, he posted the clips and game source on online messageboard GTAForums.

Kurtaj was deemed unfit to stand trial due to a medical diagnosis of acute autism, which resulted in a request that the jury simply determine whether or not he was responsible for the attack, not whether or not he’d had criminal intent. He was reportedly violent while in police custody, including “dozens of reports of injury or property damage,” according to BBC. BBC also reports that a mental health assessment in the hearing read that Kurtaj “continued to express the intent to return to cybercrime as soon as possible. He is highly motivated.”

While Kurtaj’s defense reportedly argued the success of the recent GTA 6 trailer indicated there had been no measurable negative impact from the hack on Rockstar, Rockstar in turn argued that it had cost the studio $5 million and thousands of hours of staff time. The trial concluded with Kurtaj being sentenced to an indefinite imprisonment in a secure hospital, with the potential to be freed if doctors determine he is no longer a threat to others.

The Grand Theft Auto 6 leaks were, at the time, one of the most massive leaks in gaming history. They encompassed the game’s source code and 90 footage clips, all with unfinished assets and other in-development elements. The leaked videos were taken down quickly by publisher Take-Two Interactive, and Rockstar confirmed the hack was real not long after in a public statement.

While Kurtaj has been tried and sentenced alongside, per the BBC, another unnamed 17-year-old member of the group, a number of other members of Lapsus$ are believed to remain at large.

Massive as the Grand Theft Auto 6 hack was, the industry has been dealing with another enormous and damaging hack in the past week, this time targeting Insomniac Games. After threatening to release confidential company information unless they were paid 50 BTC, or around $2 million, hackers released 1.67 terabytes of data on Insomniac games, Sony business and contract information, and employee personal information. Sony has yet to issue a statement on this event.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

PlayStation 5 Review – 2023 Update

After three jam-packed years filled with multiple peripherals, numerous updates, and hundreds of games, the PlayStation 5 has cemented itself as the most popular home console, with nearly double the units sold as the Xbox Series X and S. It may look a little bit different thanks to the 2023 Slim model revision, but today’s PS5 isn’t radically different from what came out three years ago: it’s still a weird-looking workhorse of a machine with a best-in-class controller, and it can more than hold its own when playing the most demanding games available today.

For the most part, you can put aside speed comparisons with the Xbox Series X. If the past few years of in-depth Performance Reviews of cross-platform games has taught us anything, it’s that both consoles are up to the task of running current games. The PS5 has an AMD Zen 2 CPU and RDNA 2 GPU, 16GB of GDDR6 RAM, Wi-Fi 6, and gigabit Ethernet, which keeps it competitive with the Xbox’s slightly higher specs. And if your TV can handle it, it supports Variable Refresh Rate to combat screen tearing, and some games offer the ability to run at 120 frames per second at the cost of resolution or graphics features like ray tracing. It’s even got 1440p support if you want to plug into a gaming monitor.

The newest model of PS5, officially called the PS5 Slim, packs all of those same features into a more compact, slimmer design that’s a lot nicer on the eyes than the bulky launch version. As a nice bonus, you get a slightly larger 1TB storage capacity, for 848GB of usable space – 181GB more than the launch version. That right there addresses two of our criticisms from the original version: it was huge, and didn’t have as much storage as the Xbox Series X.

You can fast-travel to nearly any point on the map in less than six seconds.

On that note, one of this generation’s most important upgrades is the switch from traditional hard drives to solid-state storage drives, or SSDs. That dramatically improves loading times across the board and enables games to load in new objects on the fly so you don’t get pop-in when, for example, swinging through New York in Spider-Man 2. The PS5’s SSD can read 5.5GB in just one second (which is, on paper, twice as fast as the Series X). In practical terms, that speed means you can fast-travel to nearly any point on the map in less than six seconds. After generations of reading tooltips and staring at splash screens, it’s pretty unreal how quickly some games load.

Bear in mind, though, that a single Call of Duty game is 150GB these days, so you may still want to invest in extra storage. To do that you can easily pop off the side panels to install an M.2 SSD drive right off the shelf, which currently range from affordable 250GB to 4TB monsters that can cost more than two PS5s alone. That gives the PS5 more flexibility than the Xbox Series X and its proprietary expansion cards.

The PS5 Slim is sold as either a digital-only or disc model for $449.99 and $499.99 respectively, but if you feel remorse after giving up your physical media you can buy a drive separately for $80 and snap it on yourself. Heads up: you do have to be connected to the internet to activate the drive on a new console.

While the Slim version is about 30% smaller, it’s still a weirdly misshapen, eye-catching thing.

Our previous reviewer, Luke Reilly, described the original PS5 as far and away the most flamboyant-looking console he’s ever owned. While the Slim version is about 30% smaller, it still fits that description. It’s a weirdly misshapen, eye-catching thing, and if you want to lay it horizontally you need to attach a set of little legs between the slots on the disc drive side. They click in quickly and give it a reasonable amount of sturdiness. If you are more of the vertical persuasion, it’s downright sturdy in that orientation as long as you have the disc drive. It’s just a shame that the vertical stand isn’t packed in and has to be purchased separately for $30.

To accommodate that swappable disc drive, there are now two face plates on each side instead of the singular panel per side on the original. I thought I wouldn’t like combining the glossy top panels with the standard matte finishes on the bottom panels, but it’s grown on me. Granted, it’s still very new, but every time I see the light reflecting off of it I feel like it’s the first day I took it out of the box, and the combined gloss of the top plates and the central part of the PS5 gives it a pleasant luster. The panels are all pretty simple to remove, which is excellent for regular console cleaning, but also makes me look forward to customizing its look with the multicolored plates Sony says it’ll sell at some point in the future.

On the front, you’ll find one Hi-Speed USB Type-C port, one SuperSpeed (10Gbps) Type-C port and the power button. If you have a disc drive, the eject button is actually next to the slot instead of next to the power button – Sony’s finally learned! On the back there are two SuperSpeed USB type-A ports, the HDMI 2.1 port, and Ethernet. That’s plenty for charging controllers, plugging in external storage, and hooking up a PSVR 2. But sorry audiophiles, there’s still no optical audio out.

Apart from the big graphical power jump and short load times, the biggest difference between this generation of PlayStation and the last is the part you hold in your hands. You can check out our full review of the amazing DualSense controller for a more in-depth dive into its features and battery life, but looking at it at the end of 2023, the extent of its wonders varies depending on what game you’re playing and the lengths the developers went to in designing around it. The three-year-old Astro’s Playroom remains one of the best showcases for everything the DualSense can do, and though Insomniac’s Ratchet & Clank: Rift Apart and Housemarque’s Returnal are other great examples, many others still neglect or overuse the haptic feedback, sometimes making pulling the trigger a chore to the point where I’ve just had to turn it off altogether. But even then, it’s still a nice option to have that you don’t get anywhere else.

It’s also worth mentioning that I did suffer some very slight drift on my launch controller, but that didn’t happen for a little over a year, and I’ve seen no issues with the replacements. This is a far cry from what I dealt with during the PS4 era, where I probably saw drift after about eight months with each controller.

Fun, Anyone?

When you fire it up after the simple setup process, the PS5’s interface doesn’t feel wildly removed from its roots on the PS4, but it’s definitely different – and significantly more elegant in a number of ways. Selecting a game immediately takes over the main menu background and music with dramatic effect. A single tap of the PlayStation button in the center of the controller will bring up what Sony calls the Control Center, which is a little like a taskbar on a Windows PC and lets you quickly switch between your active and recent games and apps like Netflix and Spotify. It’s a big improvement over PS4 – back then, checking things like current downloads and what friends of yours are online required a bunch of shuffling back and forth, up and down, and left and right through menu icons; the PS5’s Control Center places all that info at our fingertips. You can also organize your library into Gamelists, which are basically folders. But heads up, the PS5 doesn’t really have a web browser.

For those who live for the thrill of the Trophy hunt, the objects of your desire are easily accessible to view from each game’s individual splash page on the dashboard, but Trophy info can also be included in the Activity Card view. And as a bonus, you can pin up five trophies to the side of your screen to keep track of your progress as you play.

There’s other interesting stuff sprinkled throughout the PS5’s UI too. When hovering over a game, there is an hour counter that will let you know approximately how long you’ve sunk into it. I say approximately because it usually doesn’t match up with the hour clocks attached to the save files in my games, so it’s possible it’s only counting active time and not some of the extended periods I have the game paused. You can also go into the global settings menu to automatically configure difficulty, subtitle preferences, and even invert the Y-axis by default – like the Xbox 360 used to do (take note, Microsoft).

That brings us to Remote Play. You don’t need to invest in Sony’s flashy new PlayStation Portal to play away from your couch – any phone, tablet, or PC can stream your games directly from your personal PlayStation 5 over a local network connection, or even anywhere you have decent internet access. Sony’s game streaming tech also enables features like watching a friend play a game picture-in-picture while you chat with them and play something else entirely, or use Share Play to let them try playing your game over the internet.

If you’re upgrading from PlayStation 4, you can rest assured that all of your old games will make the jump with you, though the process isn’t quite as smooth as it is on Xbox because there’s both a PS4 and PS5 version of everything. Also, this doesn’t apply to PSVR; you can plug your original PSVR into the PS5 and it’ll work, but without any upgrades, and your PSVR library won’t transfer to PSVR 2.

Like the other platforms, Sony has its PlayStation Plus subscription, which is required for online play in most games, but also nets you a handful of games each month that are yours to play as long as you maintain your subscription. PlayStation Plus starts at $9.99 monthly ($79.99 yearly), and goes up to $17.99 monthly ($159.99 yearly) for the highest tier, which gets you access to game trials, cloud streaming for games on the service, and access to download classic games from the PS1 and PS2. As someone who has multiple years subbed to the highest tier, it’s an okay foundation, but it’s missing the killer library of Xbox Game Pass and its commitment to bringing first-party games to the service on day one.