Daily Deals: Super Mario RPG, Anker Prime Power Bank, The Legend of Zelda Manga Box Set

The weekend is officially here, and we’ve got some amazing deals rounded up for you! Whether you’re looking for a new game to play as we head into Summer or a new piece of technology to add to your EDC, we’ve got you covered. The best deals for Saturday, May 18, include Super Mario RPG, the Anker Prime Power Bank, Tekken 8, The Legend of Zelda Manga Complete Box Set, and more.

Super Mario RPG for $42.93

The remake of Super Mario RPG is $42.93 at Amazon right now, which is a great price for this classic title. If you’ve yet to either play the original or check out the remake, this is the perfect time to do so. Composer Yoko Shimimura returned to compose the remake’s original soundtrack, and each boss and environment has been expertly recrafted for the Nintendo Switch. It’s the perfect Mario title to check out if you’re looking for a fun title while awaiting Paper Mario: The Thousand-Year Door next week!

Save 40% Off The Legend of Zelda Manga Box Set

Amazon currently has The Legend of Zelda Complete Box Set on sale for only $60.71. In this manga, three stones are the key needed to access the power of the Triforce, and Link must ensure Princess Zelda has access to these stones. His journey to deliver the stone of the forest is one any Zelda fan shouldn’t miss. This box set includes all ten volumes of The Legend of Zelda manga, with a bonus poster included as well!

Anker Prime Power Bank for $90

This Anker Prime Power Bank holds 20,000mAh of power, making it perfect for any road trip or flight. You can charge numerous devices with the Anker Prime, with devices like Steam Deck and ROG Ally included. A Nintendo Switch OLED can be powered completely four times with this power bank, and it can also charge your laptop, iPad, or iPhone multiple times. Overall, this is a product that is worth your attention if you’re in need of a new power bank.

Tekken 8 for $49.99

Tekken 8 is the latest major fighting game to be released for the current generation of consoles. Over 32 characters are already playable, far surpassing titles like Street Fighter 6 or Mortal Kombat 1. The online modes far surpass their predecessors, with good netcode and many different ways to play. In our 9/10 review, we stated Tekken 8 is ” an amazing new entry in the long-running series.”

Borderlands 3 Ultimate Edition for $19.99

The Nintendo Switch version of Borderlands 3 Ultimate Edition is available right now on Amazon for just $19.99. There is easily over 100 hours of content in this package, with plenty of mayhem to be had with friends. The game itself runs quite well on the Switch, with only occasional FPS drops in high-volume areas. If you haven’t yet played Borderlands 3, this is the perfect time to do so.

Save Up to 60% Off Like a Dragon: Infinite Wealth

Like a Dragon: Infinite Wealth is the latest title in the long-running RPG series. Kiryu Kazama returns following the events of Yakuza: Like a Dragon, uniting with Ichiban Kasuga in a wild adventure you won’t forget anytime soon. While you should absolutely try to play through the series in order, Like a Dragon: Infinite Wealth can be played and enjoyed standalone.

Metal Gear Solid: Master Collection Vol. 1 for $25

For only $25, you can own the first three Metal Gear Solid titles on PlayStation 5, Xbox Series X, or Nintendo Switch. This package also includes Metal Gear and Metal Gear 2: Solid Snake. Prior to the Master Collection, there was no method to play the Metal Gear Solid titles on most modern consoles, but you can now experience Hideo Kojima’s series from the very beginning anywhere.

Sins of a Solar Empire 2 Review

I have played Sins of a Solar Empire 2, and I am poorer for it. This sequel is extremely similar to the original real-time 4X strategy game from 2008 (including a lot, but not all of the content from its 2012 Rebellion expansion) with nicer graphics and needed engine improvements. That alone is more than welcome for a game that’s had such staying power, and revamps to its well-differentiated and complex factions give them even more depth to explore. However, the version that stealth-launched out of early access on the Epic Games Store feels rougher and less complete than a lot of games when they launch into early access. Expanding my empire, conquering planets, and watching my fleets do battle with rivals and bomb their planets to ash did grow on me a bit once a friend and I worked together and eventually taught ourselves its ins and outs, but getting to that point was so much less fun than it should’ve been that any joy was sucked out of it like atmosphere through a hull breach.

For context, I played Sins of a Solar Empire: Rebellion a fair amount a decade ago, and have been playing 4X and real-time strategy games habitually long before and since. And yet, after buying Sins of a Solar Empire 2 and jumping in, I felt completely lost. There are no tutorials for this enormously complex game (outside of a website with a quick-start guide that’s barely more than a glossary), and the in-game instructions you do get for things as relatively simple as climbing the research tree to unlock essential technologies often send you on wild goose chases through the confusing interface. For every ounce of interstellar entertainment I managed to laboriously mine like metal from an asteroid, there was always some major headache to accompany it. Between that sort of thing, bugs, grayed-out options in the map creation interface, and a lack of a server browser to play with people you don’t know, it clearly isn’t a finished product.

There is no way to talk about how Sins of a Solar Empire 2 ended up like this without addressing its strange exit from early access at some uncertain point earlier this year – a warning label it really shouldn’t have dropped in its current state. After arriving on the Epic Games Store back in early 2022 as a “technical preview,” it recently removed all caveats from its store page without so much as an official press release. Instead, the publisher, Stardock, has announced a Steam launch date for this August, which promises a major patch that will include significant new features, such as the third race called the Advent and its two factions that are already listed as playable on the store page but are currently nowhere to be found.

In comments around that announcement, Stardock CEO Brad Wardell stated that you “only get one shot at a Steam release,” (where the vast majority of PC games are sold). So the plan is to wait until then to get the word out properly. It’s not a crazy idea: any strategy game enjoyer will tell you that you should save your limited resources for the moment they’ll have the maximum effect, and the same is true of game marketing dollars. But while that may sound reasonable from a business perspective, the reality is quite misleading for anyone looking to play Sins of a Solar Empire 2 who stumbles across the Epic Games Store page right now. This isn’t some hypothetical misunderstanding, either: my friend and I actually did spend a while looking for the Advent as we played. Did we have to unlock them? Enable an option in some menu? Play a couple games with the other races first? Nope. They’re just not there yet.

As of today, Sins of a Solar Empire 2 is about as barebones as can be.

I’d like to tell you the rest of it is better, but as of today Sins of a Solar Empire 2 is about as barebones as can be considering how many systems are packed in on top of combat, including diplomacy, trade, culture spread, and pirate bounties among others. It’s disappointing that there’s no story campaign – there isn’t one in the original Sins of the Solar Empire, either, and it proved it didn’t require one any more than Civilization or Stellaris do, but it’s long been a fan-requested feature and it might’ve gone a long way toward gradually introducing us to how everything works rather than throwing you into the deep end. Instead, it took me and a friend several hours of fumbling through a couple of games against the AI to nail down how one of the two human factions even worked, and again, we’re both RTS and 4X veterans.

Once, when I was trying to build something I had insufficient research points for as the alien Visari race, I was told to build more orbital labs. The problem is that you don’t get research points for building orbital labs – they just speed up your research rate. You get the actual research points by buying upgrades on each planet’s development tracker menu, but you’d never know that unless you happened to mouse over the tooltip on the right button instead of doing what you’re told to do.

Sometimes buttons don’t seem to do anything at all… until they do. Here’s an example: the construction ships you get from colonizing planets have a button literally labeled “Build Structure,” but clicking it has no discernable effect because nothing you click on afterward, be it a planet, ship, asteroid, or anything else will give you the option to build something… unless you click on an orbital structure that’s already queued to be built, which then tells the ship to prioritize that building over any others in the queue. If you actually want to build a new building, you’ll select it from a separate menu; the ship will build it without you ever having to be controlled directly.

It’s a problem that the interface is confusing because you’ll spend a lot of Sins of a Solar Empire 2 in menus. When you’re not grouping your ships into fleets and ordering them to jump from one planet’s gravity well to the next or focus their fire on an enemy capital ship, you’re going into a menu, clicking a button, and waiting for the thing you’re researching or the ship you’re building to complete, and then you’ll click another button in another menu and wait some more. That’s fine because that’s just the kind of game Sins is – it has as much or more in common with Crusader Kings 3 as it does with StarCraft 2, so there’s very little micromanagement of individual units beyond retreating them as they’re damaged or triggering capital ship abilities manually. Managing an efficient build order offers satisfying challenges, but you want those challenges to be about interesting choices rather than figuring out how to make them in the first place.

Through hours of experimentation, I finally discovered that the developers at Ironclad have actually added some nice quality-of-life features to the interface. If you want to build or research something but don’t have the necessary prerequisites, the Intelligent Construction System will queue all of the things you need up to be researched in order and let you check their progress in real-time. The new Empire Management screen lets you, well… manage everything in your sinful solar empire – planets, fleets, starbases, the whole space enchilada – from one page. That beats the heck out of clicking around the star system for each of them, shortcuts or not.

Then there’s the new Fleet Management System, which allows you to request reinforcements for any of your specific fleets directly from that fleet’s menu – no heading back to a planet to queue them up and setting the rally point required. New ships are then built at the closest factory and rallied to that fleet automatically (though you can opt for traditional rally points if that’s more your speed). These are all good, smart additions that make Sins of a Solar Empire 2 easier and more engaging to play, once you figure them out.

Most of the fun combat stuff is saved for the late game.

When it comes to space combat, the basic idea hasn’t changed: you mostly build big fleets and throw them at your opponent, then watch them duke it out in entertainingly flashy battles that – as you’d hope – put the original Sins’ to shame in terms of detail and ship behavior. Instead of ships largely lining up and plinking away at the other side until someone explodes like a Civil War reenactment in space, we now have smaller classes that dart around like large fighters, and larger ships are loaded with gun turrets that swivel to track targets, bringing much more of a sense of action. Long-range missiles can be intercepted by point defenses or blocked by other ships before they hit something expensive, which is a nice nibble of tactical depth for those looking to micro something. And at the top of the Warfare tech tree sits the Titan, a single enormous, faction-specific behemoth that can take on entire fleets by itself. Watching all of these ships shooting all these different weapons, exploding, and making emergency phase jumps out of a system before their hull points tick down to zero looks pretty cool when you’re zoomed in, but early skirmishes with basic units are generally pretty dull.

Like its predecessor, Sins of a Solar Empire 2 saves most of the fun stuff for the late game when you unlock tech that can do a lot of damage in a hurry. The pinnacle of that is the human’s Novalith cannon, which can shoot massive, literally world-ending shells across the solar system and take out enemy planets in one hit, as opposed to bombarding them into submission with a fleet after bashing through whatever turrets or starbases the enemy has built up to defend it. That’s awesome normally, but it’s even more so (and way funnier) when you have two Novaliths target the enemy’s home planet – you know, just to be sure – and eliminate them from the match without ever moving a fleet into orbit. Then you’ve got the Visari’s Orkulus starbase, which is essentially just a bigger, angrier version of the Cylon Basestar from Battlestar Galactica. Armed to the absolute teeth and containing several support fighters, it’s all but unstoppable by conventional weapons and, once you upgrade it, it can jump to other planets like a spaceship. Nasty.

Speaking of the two current races, they’re fairly different from one another, which means there’s a lot of learning to do but also a ton of opportunity to experiment with tactics and strategies geared toward their strengths. The human Trader Emergency Coalition (TEC), for instance, needs credits to manage their economy and build things. The super-advanced alien Visari don’t, though money gives them access to the galactic markets where they can buy resources. There are unique ships and structures for each race, including several that are unique to one of their two sub-factions. The TEC, for instance, currently has the only ship that repairs others on the fly, while the Visari can build Phase Gates that allow them to immediately jump between planets that aren’t connected by phase lanes.

That’s taken even further by some of the biggest additions to Sins of a Solar Empire 2, such as the Empire System bonuses. The TEC’s Trade Port structures were in the original game and provided a steady stream of credits, but now they allow you to allocate points to boost your production of metal, crystal, or credits on the fly. The Visari, meanwhile, can build all-new Phase Resonators that let you allocate points to upgrade ships, their research rate, and so on. I love these additions; they add some spice to each race’s already distinct flavor while offering interesting strategic choices that allow you to build your economy or military in cool, unique ways.

Drilling down further into the subfactions, there are a lot of options to suit different playstyles. The Loyalist TEC, for instance, are more defensive, gaining access to planetary garrisons of ships that are produced automatically and don’t take up population cap, but have limited range. They can also build two starbases around a planet instead of one, which can make conquering their systems an especially difficult nut to crack. The TEC Rebels, however, are much more about offense: They get the aforementioned planet-destroying Novalith cannon, can ally with pirate factions and build a pirate base in a system they control, get economic bonuses for going on the attack, and can use propaganda abilities to make their ships more effective in combat.

Your chosen faction makes a big difference in how you play.

The Visari are similarly divided between defensive and offensive factions. The Exodus are here for a good time, not a long time, so they’re happy to force humans into labor camps, strip mine the cores of planets they don’t need, and gain resources by destroying things. The Alliance, meanwhile, is all about fostering cooperation with other races, trade, and good table manners. They want to put down roots and stick around for the long term.

These distinctions sound subtle, but they make a big difference in how you play (and serve as the majority of the lore you’ll find). I was more fond of the Rebels for the TEC because I tend to prefer an aggressive playstyle, and in my experience, purely defending in Sins of a Solar Empire 2 isn’t going to win you the war. Like any good – sorry, successful – empire, you have to expand or you’ll eventually get overwhelmed. But when I needed to hold out long enough so my teammate could provide support against the two AI opponents I was facing down, those Loyalist garrisons sure did come in handy. With the Visari, though, I much preferred making alliances with the Minor Factions (small AI players who don’t expand) and supporting my teammate, though I had a couple of nasty fleets capturing planets by the end. I like that the Factions provide so much variety, and when Sins of a Solar Empire 2 works, it feels good (mechanically, not morally) to build your empire up, expand, and conquer your neighbors.

And, in a nice touch, there are a lot of options for map generation, ranging from recommended player counts (between two and 10) on procedurally generated star systems to specific scenarios with unique challenges. Most of that is carried over from the original, but Sins of a Solar Empire 2 introduces planets and other astral bodies that rotate around stars, which can open up new phase lanes between them when they get close enough. That sounds a bit cooler than it is in practice because it can take hours for rotations to sync up in a way that truly matters (and on smaller maps, it might never happen at all), but when the stars literally align it can let you hit an enemy with a surprise attack on a world they thought was protected by heavily defended neighbors. You have a Future Orbits button that shows you how phase lanes will change for up to an hour into the future, so it’s not left up to chance or guesswork.

But, man, so many things just feel incomplete or underbaked. Take the Minor Factions, for instance. You gain favor with them – and special bonuses – by spending Influence Points; when I was playing the Visari Alliance, Influence Points were easy to get, so I earned lots of bonuses, but once I’d more or less unlocked everything I could only use the points to bid on auctions for resources. Being buddy-buddy with a Minor Faction doesn’t really do anything for you aside from getting you some abilities and making it so they’re (sometimes?) not actively hostile. Like most things in Sins of a Solar Empire 2, it’s hard to tell because there’s not much in-game to clue you in until you’ve pieced together a lot of disparate tooltips and experimented enough to you find the right answer.

Then there are the bugs. I’ve already mentioned misleading audio cues telling me to build the wrong thing, but I’ve also had incorrect notifications telling me an enemy had conquered a planet I’d just colonized and so I spent a minute trying to figure out what happened before realizing, “Oh, it was me who conquered the planet, actually.” Once, I started a team game with a friend where we were clearly set to be allied, only to be told we weren’t once we got into the match, forcing us to fix it in-game.

There are also entire menu options grayed out that control things like “Orbiting Planet Speed,” or “Research Rates,” or “Ship Build Rates” when you try to adjust pre-game settings – you know, things you might like some say in when you’re setting up a match – that just aren’t available. There’s a tooltip telling you that these options are disabled “as we collect balance feedback,” which is fair, but these limitations just drive home how unfinished everything is.

When it works, it really works – it just needs to get us there with less frustration.

All of that said, when Sins of a Solar Empire 2 works, it really works. There’s a lot of nuance when it comes to choosing your upgrade paths, deciding which structures to build on your planets, how to spend each planet’s limited orbital slots, and constructing your fleets. Do you go for an economic opening or a military one? Which capital ship do you start with, and why? What upgrades do you give it? What kind of research do you prioritize? Do you trade with other players, or buy the resources you need on the market? How much, if at all, do you engage with the Minor Factions on the map? If a battle looks like it will come down to the wire, do you pull your fleet out and live to fight another day, or go all in and bet on the victory?

The consequences of those choices, and the choices your opponents make in response to them, determine how games play out. The right decision at the right time – even one as seemingly small as prioritizing one research upgrade over another or choosing a specific capital ship to lead your first fleet – can snowball and make all the difference in an interplanetary power struggle that can last for a dozen hours or more. In its best moments, Sins of a Solar Empire 2 understands that, and that makes for compelling, memorable matches. It just needs to get us there much faster and with less frustration along the way.

The next Call Of Duty will launch on Game Pass on day one, reports say

The next Call Of Duty will arrive on Game Pass on day one, according to anonymous sources. Microsoft’s strategy has long involved releasing all their first-party games on Game Pass, but there had been doubt over whether the same would be true of the first Call Of Duty to be released since Microsoft’s $69 billion acquisition of publishers Activision.

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Talking Point: What Are You Playing This Weekend? (18th May)

Well, well well.

Oh, weekend! How we have missed thee!

The past seven days might not have been the Switch successor-confirming news fest that we saw last week, but there has still been plenty of good stuff happening in Nintendo land. The NSO Game Boy library got a tasty boost with the addition of three new games, we got a first peek at Splatoon 3‘s Sizzle Season 2024 and Stardew Valley creator ConcernedApe shared yet another update on those much-anticipated ver. 1.6 console ports.

Read the full article on nintendolife.com

Minecraft Movie Stars Celebrate The Game’s 15th Anniversary With Cake

And a “free cape” for Minecraft players.

It’s a big week for Minecraft with the game currently celebrating its 15th anniversary, and as part of this, all sorts of celebrations are currently taking place.

In the leadup to the Minecraft Movie, due out in cinemas on 4th April 2025, two of the film’s stars – Jack Black and Jason Momoa – have featured in a short but incredibly high-energy skit. It will be interesting to see how this translates when the movie arrives next year.

Read the full article on nintendolife.com

Sony On Zelda Live-Action Movie: Miyamoto Has A Really “Strong” Vision

“He’s a true genius in that world”.

The Legend of Zelda live-action movie has been in the headlines quite a bit over the past few weeks, and now Sony has chimed in, reiterating just how “massive” it’s going to be thanks to Shigeru Miyamoto’s “strong vision” of this particular world.

Here’s exactly what Sony Motion Pictures Group chairman Tom Rothman had to say during an interview with Deadline – noting how The Super Mario Bros. Movie also benefited from its collaboration with Miyamoto and labelling him a “true genius” when it comes to Zelda, as he knows the world and “understands it thoroughly”:

Read the full article on nintendolife.com

Paper Mario: The Thousand-Year Door Celebrating Launch With Twitch Streams

Out on Switch next week.

Nintendo of Canada has announced it will be celebrating the upcoming launch of Paper Mario: The Thousand-Year Door on the Switch by partnering with a bunch of streamers for the launch of the game.

According to an official post on the Nintendo website, the lineup of streamers includes TeaWithMandy, Le Jeu C’est Sérieux, and Thedragonfeeney. Here’s the full rundown, with the streams going live next weekend:

Read the full article on nintendolife.com

Persona 6: Everything We Know So Far

With Persona 3 Reload officially in the rearview mirror, our next major slice of Persona-branded high school student simulation and turn-based dungeon battles will come via a presumed Persona 6. But when exactly will we see this next Persona game? And what will it be?

In truth, we know very, very little right now, but that doesn’t mean we can’t take a look at some early rumours and comments from the teams over at Atlus regarding Persona’s next mainline entry. So, let’s run through all the brief bits of information we’ve learned so far about what’s next for the series.

Persona 6 Isn’t Confirmed Just Yet, but Atlus Wants to Make a New Entry

Although Atlus hasn’t come out and officially confirmed that Persona 6 is on its way, the team has gone on record to confirm that there will be future additions to the franchise. Back in 2018, the Persona studio’s chief director, Kazuhisa Wada, told Dengeki Playstation (later translated by Persona Central) that it was working on “mid-to-long term plans, including new numbered entries.”

Since then, the company has alluded to the release of a new mainline entry several times, whether that’s through job postings or hints that the company is working on something new. Although even without Atlus continuing to make clear that a sequel is in the works, it feels somewhat inevitable. Persona 5’s sales recently crossed 10 million units and Persona 3 Reload became the fastest-selling game in Atlus’ history this year, amassing a million copies sold in just one week. With recent entries pulling in record profits, it’s hard to imagine Persona 6 isn’t in the studio’s future.

Persona 6 Doesn’t Have a Release Date, But Leaks Suggest It Could Come in the Next Few Years

Considering we don’t have an official reveal of Persona 6 just yet, there’s very little to go off regarding how far along it is and when it will hit shelves. That being said, one prominent leak seems to imply we can expect the game in the next two years. Midori, A reputable insider who has shared multiple leaks pertaining to Atlus, SEGA and the Persona franchise in the past, shared on X that they’d heard the game will either launch in 2025 or 2026. They went on to claim that 2026 seems the most likely candidate, especially as the series’ 30th anniversary falls within the same year.

As with any leak, it’s worth taking the release window with a grain of salt until Atlus officially confirms anything, however, Midori has been a reliable source of information when it comes to early Persona news in the past. Considering Atlus has been rapidly releasing Persona content as of late, with Persona 5 Tactica, Persona 3 Reload and Persona 5: The Phantom X’s China-exclusive open beta all launching in the space of a year, the studio seems to be ramping up its output of Persona titles, so a new mainline release in the next few years feels pretty fitting.

There’s a Very Good Chance Persona 6 Won’t Be PlayStation Exclusive

Without an official Persona 6 reveal from Atlus, we don’t currently have any firm information about the platforms the sequel will release on, but a major change in Atlus’ attitude towards exclusivity could likely mean the next mainline release is the first to debut on multiple systems.

In the past, every mainline Persona game has debuted exclusively on PlayStation. However, Atlus’ focus on Sony’s systems has changed significantly in the past few years. Following the studio’s decision to release Persona 3 Portable, Persona 4 Golden and Persona 5 Royal on PC, Xbox and Switch, it has trended towards releasing its major, tentpole titles on as many platforms as possible.

Persona 3 Reload was not only available on PS5, Xbox and PC when it hit shelves, but was added to Xbox Game Pass at launch. Meanwhile, the team’s next major release, Metaphor ReFantazio, is slated to hit all major platforms bar the Switch this fall. With the team catering to a wider audience when releasing its biggest games, it seems Persona 6 could well be the first mainline entry to debut across a range of different platforms.

Atlus’s Goal is to Have Persona 6 “Exceed” Persona 5

Although Persona has always had a large, loyal fanbase, Persona 5 was the game that launched the series into the stratosphere. From glowing reviews to millions of sales, it was a huge hit and is still considered one of the best RPGs of the modern era. However, Atlus is aiming to outdo it in their next game, and has even brought on a bigger team to ensure they do.

As spotted and translated by Persona Central, Atlus posted a job recruitment page back in 2017. Alongside listings for different roles within the company were interviews with staff at Atlus, including the studio’s director: Naoto Hiraoka. In his interview, he claimed the team’s goal was to “create a [Persona] 6 which exceeds [Persona] 5,” and that the recruitment drive was imperative because “exceeding 5 will be difficult with the current staff.” Considering Persona 5 was the team’s biggest and most ambitious game yet, it’ll be interesting to see what Atlus does to up the ante in the sequel.

The Game’s Colour Scheme Will Allegedly Be Green

One of the major calling cards of a Persona game is its bold, attention-grabbing art style. Each game has its own take on the Persona aesthetic, usually themed around a specific colour. Persona 3 heavily featured a gothic blue, Persona 4 went for a more uplifting yellow and Persona 5 bathed itself in a chaotic red. For Persona 6, it seems the developers are aiming to add a splash of green to the franchise.

Once again taking a look at Atlus leaker Midori‘s recent tweets, they claimed in April that “The color theme for Persona 6 is green.” Interestingly, the leak adds fuel to the fire of a long-running fan theory that started after Atlus posted some artwork for the series’ 25th anniversary event. The image showed a lineup of all the lead characters throughout the franchise’s six mainline games. Next to Joker from Persona 5, you can see a bucket filled with green paint.

Ever since the image dropped, fans were convinced the bucket confirmed that the next game would feature a green color-scheme, and if Midori’s claims are true, it seems the theories were correct all along.

Callum Williams is a freelance media writer with years of experience as a game critic, news reporter, guides writer and features writer.

Every PlayStation Console: A Full History of Release Dates

PlayStation is one of the most recognizable brands in the history of games. From the first console with defining titles like Final Fantasy VII to the PlayStation 5 with smash hits like God of War Ragnarok, PlayStation is still today one of the key pillars in the games industry. Numerous consoles have been released over the last 29 years, with revisions, portable consoles, and new generations included. Below, we’ve compiled every single PlayStation console ever released. Take a stroll down memory lane and dive into the history of PlayStation!

Looking to save on a new PlayStation 5 or new titles for your system? Be sure to check out the best PlayStation deals available today.

How Many PlayStation Consoles Have There Been?

In total, fourteen PlayStation consoles have been released since the first PlayStation released in 1995 in North America. This list includes Slim revision models for consoles and the two portable consoles that Sony has released under the PlayStation branding.

Every PlayStation Console in Order of Release

PlayStation – September 9, 1995

The Sony PlayStation is the console that started it all. In a major departure from the industry leader Nintendo’s cartridge-based approach, the PlayStation utilized CD-ROM. These discs had much more space on them, which led to major developers like Square Enix crafting games for the console. The PlayStation is forever remembered for titles like Metal Gear Solid, Final Fantasy VII, Resident Evil 2, Vagrant Story, Crash Bandicoot, and many more great PS1 games.

PS One – September 19, 2000

PS One is a redesigned model of the PlayStation, offering the same features in a smaller form factor. The one major change with this model was the removal of the reset button. In 2002, Sony released an attachable screen for the PS One called the Combo. This was made possible due to the removal of a few miscellaneous ports on the back of the console. It’s also worth noting that the PS One outsold the PlayStation 2 in 2000, which is wild looking back.

PlayStation 2 – October 26, 2000

PlayStation 2 took to the scene in October 2000 offering a massive increase in visual fidelity compared to its predecessor. Long gone were the days of polygon-shaped figures, and in were the days of detailed character models and 3D action titles. To this day, the PlayStation 2 is still the best selling console of all time. Although, the Nintendo Switch is slowly inching closer and closer with each update. You can check out our picks for the best PS2 games of all time to see why it was so beloved.

PlayStation 2 Slim – November 2004

The PlayStation 2 Slim made monumental improvements across the board in performance, efficiency, and design. First off, the disc drive was changed to be top-load, which fixed some issues players ran into with dual layer discs on the standard PlayStation 2 consoles. Additionally, Sony reduced the power draw for the PS2 Slim by reworking the internals to be more efficient. PS2 Slim was much smaller than the original PS2, hence the ‘Slim’ name. This was the first Slim revision by Sony, which has been utilized in every PlayStation generation since.

PlayStation Portable – March 24, 2005

PlayStation Portable was the first portable console Sony ever released under the PlayStation name. Also referred to as the PSP (not to be confused with the new PlayStation Portal), this console had capabilities of playing games, watching movies, and listening to music. It utilized UMDs as its method of physical storage for games and movies. The device was even capable of connecting to the PlayStation 2 and PlayStation 3 in some capacities, with certain titles allowing for the PSP to be utilized in-game. The best PSP games of the time were also really solid entries in various franchises.

PlayStation 3 – November 17, 2006

PlayStation 3 was a massive step up from the PS2, with all sorts of new capabilities. The major shakeup came with the new online features, specifically with PlayStation Network. PSN brought online multiplayer, digital downloads, and much more. This console was also backwards compatible, so PlayStation and PlayStation 2 titles could be inserted and played rather than just PS3 games. Lastly, PS3 introduced support for Blu-ray discs, which allowed players to insert movies and watch through their console. This addition is one of the reasons consoles have become some of the best Blu-ray players on the market in 2024.

PlayStation 3 Slim – September 1, 2009

PlayStation 3 Slim arrived three years after the release of the original PS3, dropping over 33% of the weight, bulk, and power consumption of the original model. The cooling system was completely redesigned to save space, which also provided better thermals for the system. By far, the biggest departure of this release was the lack of backwards compatibility. Sony dropped support for PlayStation and PlayStation 2 titles in this model, and this is a feature that has never returned.

PlayStation Vita – February 22, 2012

PlayStation Vita marked Sony’s first new entry in the portable gaming space in nearly seven years. A key draw for many was the ability to play hundreds of incredible titles across both the PS3 and the Vita. At the time of release, it was the most advanced portable system on the market, with dozens of features no other developer offered. Later in its life, Remote Play for PlayStation 4 was added, allowing players to stream PS4 games to the Vita anywhere in their homes.

PlayStation 3 Super Slim – September 25, 2012

PlayStation 3 Super Slim was the final revision for PlayStation 3. Releasing just a year before PS4 hit the market, the PS3 Super Slim featured a top-load Blu-ray drive, better power efficiency, and an even slimmer design. Looking back on this release, the PlayStation 3 Super Slim ended up being the most durable PS3 that Sony released, which was largely due to the disc drive design and slimmer body.

PlayStation 4 – November 15, 2013

PlayStation 4 offered internals that were over five times faster than PS3, allowing for a massive jump in visual quality for games. PS4 saw the release of incredible titles like Uncharted 4, God of War, Ghost of Tsushima, and many more. Another quality feature available on PlayStation 4 was the addition of a removable HDD, which allowed players to swap hard drives in and out for more storage. The DualShock 4 controller was also a massive step up from the DualShock 3, offering a more ergonomic design to aid in comfort during long play sessions. The best PS4 games are still some of the best modern games you can play.

PlayStation 4 Slim – September 15, 2016

In short, PlayStation 4 Slim was just a smaller and better version of the PlayStation 4. The PS4 Slim was much more power efficient than its predecessor, which allowed for the internals to be shrunk down into a smaller form factor design. While there was no difference in performance between this console and the standard PS4, the smaller design and quieter cooling system was a huge draw for many.

PlayStation 4 Pro – November 10, 2016

PlayStation 4 Pro was a monumental step forward from the standard PlayStation 4. The console marked Sony’s first entry into 4K support, with upscale technology utilized to create a 4K image. Combined with HDR support, the PS4 Pro finally allowed players to take advantage of their 4K displays. With twice the GPU power of PS4, this console was able to provide boosted frame rates for many titles.

PlayStation 5 – November 12, 2020

PlayStation 5 marked the most powerful PlayStation console to date, with support for ray tracing, 120FPS, steady native 4K output, and more. By far, this is the largest PlayStation ever released, though it comes just under the PlayStation 3 in terms of weight. Alongside the console, the PlayStation DualSense Controller brought loads of new features, including adaptive triggers, haptic feedback, and a USB-C charging port. Our list of the best PS5 games dives into some of the greatest console titles to be released in this decade.

PlayStation 5 Slim – November 10, 2023

PlayStation 5 Slim brought new changes to the PlayStation 5 without drastically changing any of the hardware inside. First, the console is much smaller than the original PlayStation 5, which is a bulky console that can be challenging to fit in shelves. The major change with PS5 Slim is the modular design, which allows you to buy a console without a disc drive and buy the attachable drive separately later on.

Upcoming PlayStation Consoles

Although the PS5 Slim was released just last year, we are already expecting the release of the PS5 Pro at some point during the holiday season in 2024. As for the next generation of PlayStation consoles, we don’t really have an exact date of when to expect them to arrive. Some speculation puts the release of the PS6 anywhere between 2026 and 2030.

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.