‘Palworld Has Lost X% of Its Player Base’ Discourse Is ‘Lazy’, Dev Says

The developer of Palworld has commented on the debate around the declining number of people playing the game since launch, calling the discourse “lazy”.

Taking to Twitter/X, Pocketpair community manager Bucky, who has become the voice of Palworld’s development team in the West, reflected on the game’s first month since going on sale in early access form across PC and Xbox Series X and S.

“In May of 2023, I was convinced that Palworld could break the 50,000 player mark,” Bucky said. “Anything above that seemed unobtainable though, and I certainly never expected it to reach into the millions.

“It has taken years to get to this point, and Palworld only really begins from here. Everyone is working hard to fix the issues and prepare new content and Pals. Some of you may have had your fun over the last three weeks and found yourself putting the game down. That is fine.”

Palworld’s astonishing launch saw 12 million sales on Steam alone and a peak concurrent player count of 2,101,867, the second-highest of all-time on Valve’s platform. Over on Xbox, Palworld is the biggest third-party launch on Game Pass ever with over seven million players and a daily player peak of just shy of three million. While the concurrent player count on Steam has fallen steadily since the peak, it’s worth pointing out Palworld is currently the third most-played game on Steam behind only Counter-Strike 2 and Dota 2. It remains hugely popular.

Still, that hasn’t stopped some from proclaiming the Palworld party is over, and it’s this sentiment that Pocketpair appears keen to counter.

“This emerging ‘Palworld has lost X% of its player base’ discourse is lazy, but it’s probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games,” Bucky said.

“You don’t need to feel bad about that. Palworld, like many games before it, isn’t in a position to pump out massive amounts of new content on a weekly basis. New content will come, and it’s going to be awesome, but these things take a little bit of time.

“There are so many amazing games out there to play; you don’t need to feel guilty about hopping from game to game.

“If you are still playing Palworld, we love you. If you’re no longer playing Palworld, we still love you, and we hope you’ll come back for round two when you’re ready.

“Play lots of games, try different genres, and frequently flick through indie libraries to find hidden gems.”

Last month, Pocketpair said Palworld would get PvP, raid bosses, and new islands in future updates, but it has targeted critical issues first. Crossplay between Steam and Xbox is also in the works (presumably this will up the co-op player count on Xbox at the same time), as well as improvements to the building system.

Clearly, the success of Palworld has taken Pocketpair — and the video game industry — by surprise, so much so that the developer has issued a recruitment drive, saying it’s “overwhelmingly short of people”.

While Palworld is one of the biggest game launches ever, it’s also one of the most controversial. Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Minecraft Reveals New Hostile Mob “The Bogged”

And there’s also some new DLC.

The sandbox game Minecraft continues to expand and the latest reveal is a new hostile mob. It’s called “The Bogged” and is a new poison skeleton mob that will be added in the upcoming 1.21 Update. It’s available now in testing as well.

Here’s a bit about it from the official announcement, along with a look in the video above:

Read the full article on nintendolife.com

New Sonic-Style Kickstarter Project ‘Rollin’ Rascal’ Hits Switch Goal

Gotta roll fast.

You might have seen our sibling site Time Extension talking about a new Sonic-style Kickstarter project known as Rollin’ Rascal. The upcoming 3D platformer developed by Curiomatic was already locked in for PC and as of this week, it’s now been officially confirmed for the Nintendo Switch.

This is all thanks to the Kickstarter project reaching its 100k stretch goal. Here’s the official announcement and artwork:

Read the full article on nintendolife.com

Get To Know Our Team: Dean – Technical Program Manager

Get To Know Our Team
Dean
Technical Program Manager

Hi, everyone! Wynn here. We’re back with another Xbox Insider Team interview. Today we’ll be chatting with Dean—a Technical Program Manager, Xbox Mastercard maestro, and another all-around cat person. How’s it going, Dean?

I’m doing well! Happy to be here.

Glad we could have you on. I’m sure a brief respite from the Mastercard salt mines is welcomed.

Oh yeah! Most people don’t know this, but that’s how we get those rewards points. It’s hard work, but honest work.

So, that’s what that guy on CoD meant last night when he called me salty.

Exactly. Everyone knows that.

Haha. Well, let’s have everyone get to know a little more about Dean.

Let’s see. I’ve been in the tech industry for, gosh, it must be 25 years now. I’ve always been a gamer at heart, but I started at Microsoft working on Windows 2000/SQL 7 on databases.

The very first computer I ever owned personally was an old Windows 2000 machine that my granddad brought home after it was decommissioned at Delta.

It was an interesting OS. The last version before the codebase merges. But after several years on that team, I moved briefly over to do some work on 360, then a little work on Bing, before settling back in the Xbox world during the Xbox One launch on the ops side of things.

A man of many talents! I think you may have me beat on the number of orgs you’ve worked for, which is unique for Xbox. Most people get here and nail their feet to floor.

Ha. I couldn’t find my hammer at the time. But the last decade has been really great, and I love this team.

That leads perfectly into my next question. When did you start on the Xbox Insider Team?

It must’ve been around 2019 when I first came over. But I actually ran the program for a while before transitioning away a year ago.

Oh wow! I actually had no idea. That must be why I see so many older Wire articles attributed to you.

That’s right. During my stint in charge, I really tried to double down on partner evangelism and outreach. We did a lot of tradeshows like GDC, PAX, etc. It was just so incredible getting to talk to developers and bring them into the program. I loved feeling like we really were making an impact on their product, and Xbox Insiders were getting early looks at cool games.

Is there a particular developer or publisher that you worked with that was memorable?

Absolutely. The one that immediately comes to mind is Whitethorn Games. They were really interested in our program, so we met with them and just loved their portfolio. We worked with them to promote their games, and even did these testimonial videos for internal showcases. It was just a really great partnership and sort of laid some groundwork for how we could partner with not just developers, but publishers too.

Oh, that’s actually wild. We just had a call with them before the break about them wanting to be more involved with XIP vis-à-vis Xbox Accessibility Insiders League.

Yeah, I saw those emails floating around. Really cool to see them still involved with the program.

Very cool. All right let’s move on to a few rapid-fire questions I’m asking everyone about their interests.

Sure. Let’s do it.

What game has impacted your life the most?

Whew. That’s a deep one. Let’s see. I have a few. I remember the first time I ever played Half-Life. I was in an office at the time that had a ton of PCs setup in a row, and I installed it one afternoon. I loaded up the start of the game and as more people saw me playing it, a crowd started forming around the monitor because it was unlike anything we had ever seen at the time.

Then there’s Project Gotham Racing on the OG Xbox. Just putting that disc in and listening to the intro music kick in while watching the tracks go by was bliss. A fantastic memory of that opening with the jump in fidelity from my N64 to the Xbox.

More recently, I was really impressed with Hades all around. Stylistically, musically, gameplay, Supergiant was firing on all cylinders for that one. I still play it every once in a while because it’s so good.

That Half-Life story is so cool. I missed that train originally, but it still holds up so incredibly well. There are so many video game OSTs that mean a lot to me as well. It’s crazy how much emotion a good opening sequence can bring out in a game.

For me, that PGR intro is just so chill and so relaxing. It’s part of what made me want to get into music production, which I’ve been dabbling with recently.

Oh wow. You’ll have to play a set for the team sometime.

Haha. We’ll see.

But that’s a great segue for my next question: Do you have any songs or albums that you find yourself listening to over and over?

I try to always discover new music, across all genres, whenever I can. I try to not get bogged down. But one record I absolutely come back to frequently is Currents by Tame Impala.

Okay, so no binging on the music front, how about TV/movies? Are you one of the yearly Office re-watchers?

It’s not so much yearly or constant, but we are an Office family. Especially around the holidays when the kids are home from school, that’s a comfort show around that time. My daughter and I also watch a ton of SpongeBob and quote it back and forth.

Well cool man. Other than opening for Coachella 2025, do you have any hobbies outside of tech/gaming?

Yeah, I really enjoy American Football, both College and Professional.

Who are your teams?

Penn State for CFB and Seahawks for NFL.

Ah, as someone from Atlanta, you too have felt the pain of losing a Super Bowl to Brady.

Well, I think we can wrap this one up. Anything else you’d like to share with the Community? Anything cool you’re working on you can talk about?

Well, the Xbox Mastercard program is still running full speed ahead, so there’s lots of work being done with that every day.

*cough* Available for Xbox Insiders right now! *cough*

Gesundheit. But other than that, not too much to mention here.

I’ll sign off by saying that I’ve always loved the Xbox Insider Community, from my time leading the program and even now as I’ve somewhat moved on. It’s an incredible team to be a part of and I’m excited to see both Xbox Insiders and partners both get to utilize the program more.

Incredible man. Dean, thanks so much for taking the time chat today.

Xbox Insiders, be sure to be on the lookout for more content all throughout February including more interviews from the team, a trip down memory lane, and so much more. All of our 10th Anniversary content can be found on our Hub Page.

Until next time! Wynn/

The post Get To Know Our Team: Dean – Technical Program Manager appeared first on Xbox Wire.

The Best SD Cards for Nintendo Switch in 2024

The Nintendo Switch is one of the few consoles where extra storage is borderline essential if you’re planning on playing multiple Switch games. Nintendo only provides 32GB for regular models and 64GB for OLED models, which is barely any storage. Without more, you’re lucky to have three or four titles installed at once. Luckily, Nintendo allows Switch users to quickly slot in an SD card to gain access to loads of more storage.

TL;DR – These are the Best SD Cards for Nintendo Switch

  1. SanDisk 512GB Extreme (Best Overall)
  2. Samsung EVO Select 512GB (Budget Option)
  3. SanDisk 1TB Ultra A1 (Highest Capacity)
  4. SanDisk 256GB Extreme PRO (Fastest Option)
  5. SanDisk 1TB – The Legend of Zelda (Best Design)

Installing an SD card into the Nintendo Switch is incredibly easy, with no removal of any casing required. You simply access the port and slot in the microSD card. Below, we’ve compiled five SD card options for your Nintendo Switch system. You’ll need to determine what features are most important to you to decide on the best SD card for your situation.

1. SanDisk 512GB Extreme microSDXC Card

Best SD Card for Nintendo Switch

The SanDisk 512GB Extreme A2 microSDXC Card is our pick for the best overall Nintendo Switch SD card. At 512GB of storage, you should have no issues installing any games you’d like on your Switch without consistently deleting titles to free up space. You can expect to install dozens of games before you’re even close to approaching the storage capacity.

The SanDisk Extreme A2 also has great transfer speeds of up to 190MB/s. You can download games and immediately dump the files onto the SD card without delay. Overall, you can’t beat the quality and features the A2 Extreme has for the price. At $39.99, there’s no better SD card on the market for your Nintendo Switch system.

2. Samsung EVO Select A2 512GB microSDXC Card

Best Budget SD Card for Nintendo Switch

This Samsung EVO Select A2 SD card is a perfect choice if you’re looking for something on a budget. Although the write speeds aren’t as strong as other options, the A2 rating allows for much faster optimizing for the card. By using Cache functionality, your files can be read in a much more timely manner than other cards.

Naturally, some features aren’t available on a budget card like this. The biggest culprit here is the lower transfer speeds overall, which isn’t too big of a deal unless you’re downloading a lot of titles. At under $30, you can’t go wrong with this SD card for your Nintendo Switch.

3. SanDisk 1TB Ultra A1 microSDXC Card

Best High Capacity SD Card for Nintendo Switch

With 1TB of storage, the SanDisk Ultra A1 SD card is an excellent choice for the Nintendo Switch. The SanDisk Ultra A1 has transfer speeds of up to 150MB/s, which is well above the range needed for fast downloads on the console. It’s likely that you won’t even come close to running out of storage, with room for well over 75 titles to be installed at once.

Most games on Nintendo Switch are well below 15GB, so this SD card should more than suit your needs. The biggest games range from anywhere between 30GB and 60GB, but there are less than ten that fall under that umbrella. Any extra space on this SD card is perfect for taking as many screenshots and video captures as you’d like!

4. SanDisk 256GB Extreme PRO microSDXC Card

Best High Speed SD Card for Nintendo Switch

If you’re looking for the best high speed SD card for your Switch, look no further than this SanDisk Extreme PRO SD card. This card uses SanDisk QuickFlow Technology to quickly optimize files and give you the best performance possible. When it comes to launching or downloading games, this feature can come in extremely handy for load times.

With 256GB, you shouldn’t run into any issues installing a healthy library of games to your system. Although the Switch does not have 4K support of any kind, this SD card is made for quick transfer of 4K content. So, your 1080p screenshots and videos will quickly transfer over to a laptop or PC with the blink of an eye.

5. SanDisk 1TB microSDXC Card – The Legend of Zelda

Best SD Card Design for Nintendo Switch

This Zelda SD card has arguably best design you can find for a compatible Switch SD card. At 1TB of storage, you should have no issues with running out of space for new games. Although the speeds are a bit lower than other options on this list, this is the only SD card officially licensed by Nintendo we feature here.

This card is made with the Nintendo Switch in mind, so you can expect a quality product overall. The design featured is the iconic triforce symbol from The Legend of Zelda series, which is a perfect way to showcase your love of the Nintendo franchise. Overall, there are better options, but this is a good choice if you prefer to snag a unique design.

Nintendo Switch SD Card FAQs

Do you need an SD card for the Switch?

For the Nintendo Switch, a microSD card is an essential Switch accessory. Without it, you’ll only have enough space to install a few games on the system. An SD card will allow you to install dozens of titles on Switch without any worry of deleting games to free up storage.

Generally, Nintendo tends to keep its games on the smaller side, but there is a sizeable amount of third party titles available that are well over 32GB. This is the onboard storage for standard Nintendo Switch and Nintendo Switch Lite models, so you won’t even be able to install that game without an SD card.

How much storage do you actually need?

Most likely any SD card with 256GB of storage or higher will be more than enough for your Nintendo Switch. Some of the largest Nintendo titles, like The Legend of Zelda: Tears of the Kingdom and Xenoblade Chronicles 3, only weigh in at 16GB and 14GB, respectively. If you plan to primarily play Nintendo-developed titles, you should be more than fine with a 256GB SD card.

However, if you would like to play big third party releases on the platform, like Mortal Kombat 1, you should aim for an SD Card with over 512GB of storage. The latest NBA 2K game takes up over 60GB on Switch, which adds up quickly if you don’t have a substantial SD card. Overall, the size of SD card best for you depends on the games you play, but it is essential for any Nintendo Switch owner to have one slotted into their system.

Phantom Blade Zero’s Anime Trailer is a Historical High-Stakes Duel

In honor of 2024 marking the Year of the Dragon in the Chinese calendar, S-Game has revealed an introspective and suspenseful Phantom Blade Zero anime trailer called Rain & Blood that recalls Phantom Blade’s history–and its upcoming future as a third-person action game.

S-Game is celebrating the Year of the Dragon as dragons are a pillar of the phantom Blade universe, embodied by the mighty Loong (meaning “dragon”) Clan. In Phantom Blade’s timeline, the Loongs have been honored, even worshiped, as the vanguard of justice for over a century, until the clan collapsed in a history-making event. Within Phantom Blade Zero, players will find some of the Long relics and feel their lingering influence. This alignment between the game world and the real world makes this an apt opportunity to recollect, reflect, and get ready for the next step forward. The journey from an indie game to a self-contained universe of six games took 15 years, and S-Game is ready to take a step forward.

S-Game dropped the Rain & Blood anime trailer, featuring a high-stakes duel that seamlessly transforms a storm-lit sword fight into traditional ink and paper drawings, and back again as sworn rivals and former comrades Soul and Zuo Shang try to cut each other up. The clash calls back to 2008’s original Rainblood, the game that launched the franchise and its distinctive “kung-fu punk” aesthetic that’s equal parts Chinese history, fantasy/mythology, and contemporary pop culture.

S-Game’s history spans well over a decade and has leveraged some of China’s most renowned 2D artists to capture and amplify the speed and power of kung-fu fighting with striking style, blending traditional martial arts with visual dynamics that appeal to a modern audience. The opening of the Rain & Blood trailer takes viewers through their distinct history, cutting from the franchise’s 2D roots to 3D space powered by Unreal Engine 5, showing Soul slicing his way through enemies. Despite this change in visual aesthetics, the dark, ominous atmosphere and choreography of intricate kung fu moves remains. If you’re a fan of Blue Eye Samurai, Karas, or Afro Samurai, it may be right up your alley.

Observant fans might notice the latter half of the trailer is captured on PlayStation 5, which will accompany PC as the platforms Phantom Blade Zero is designed for. Players can dive into a playable demo coming sometime later this year.

Keep up to date with Phantom Blade Zero’s release on its official Twitter account, or join the Phantom Blade Discord. Then watch Rain & Blood one more time for good measure.

Phantom Blade Zero’s Anime Trailer is a Historical High-Stakes Due

In honor of 2024 marking the Year of the Dragon in the Chinese calendar, , S-Game has revealed an introspective and suspenseful Phantom Blade Zero anime trailer called Rain & Blood that recalls Phantom Blade’s history–and its upcoming future as a third-person action game.

S-Game is celebrating the Year of the Dragon as dragons are a pillar of the phantom Blade universe, embodied by the mighty Loong (meaning “dragon”) Clan. In Phantom Blade’s timeline, the Loongs have been honored, even worshiped, as the vanguard of justice for over a century, until the clan collapsed in a history-making event. Within Phantom Blade Zeroplayers will find some of the Long relics and feel their lingering influence. This alignment between the game world and the real world makes this an apt opportunity to recollect, reflect, and get ready for the next step forward. The journey from an indie game to a self-contained universe of six games took 15 years, and S-Game is ready to take a step forward.

S-Game dropped the Rain & Blood anime trailer, featuring a high-stakes duel that seamlessly transforms a storm-lit sword fight into traditional ink and paper drawings, and back again as sworn rivals and former comrades Soul and Zuo Shang try to cut each other up. The clash calls back to 2008’s original Rainblood, the game that launched the franchise and its distinctive “kung-fu punk” aesthetic that’s equal parts Chinese history, fantasy/mythology, and contemporary pop culture.

S-Game’s history spans well over a decade and has leveraged some of China’s most renowned 2D artists to capture and amplify the speed and power of kung-fu fighting with striking style, blending traditional martial arts with visual dynamics that appeal to a modern audience. The opening of the Rain & Blood trailer takes viewers through their distinct history, cutting from the franchise’s 2D roots to 3D space powered by Unreal Engine 5, showing Soul slicing his way through enemies. Despite this change in visual aesthetics, the dark, ominous atmosphere and choreography of intricate kung fu moves remains. If you’re a fan of Blue Eye Samurai, Karas, or Afro Samurai, it may be right up your alley.

Observant fans might notice the latter half of the trailer is captured on PlayStation 5, which will accompany PC as the platforms Phantom Blade Zero is designed for. Players can dive into a playable demo coming sometime later this year.

Keep up to date with Phantom Blade Zero’s release on its official Twitter account, or join the Phantom Blade Discord. Then watch Rain & Blood one more time for good measure.

The best value AMD gaming CPU is £25 off for Valentine’s Day

The AMD Ryzen 7 7800X3D is my current go-to high-end gaming CPU recommendation, on account of its brilliant top-tier performance at a mid-tier price. The CPU normally costs around £375, but today it’s down to £350 at Amazon UK. This isn’t the cheapest we’ve ever seen this model, but it’s the best price recorded in 2024 so far and a solid £25 below the going rate.

Read more

Xbox Insider Release Notes – Alpha (2403.240212-1227)

Hey Xbox Insiders! We have a new Xbox Update Preview releasing to the Alpha ring today.

It’s important we note that some updates made to these preview OS builds include background improvements that ensure a quality and stable build for Xbox consoles. We will continue to post these release notes, even when the noticeable changes to the UI are minimal or behind the scenes, so you’re aware when updates are coming to your device.

Details can be found below!

Xbox Insider Release Notes

System Update Details

  • OS Version: XB_FLT_2403ZN25398.3790.240212-1227
  • Available: 2 p.m. PT – February 14, 2024
  • Mandatory: 3 a.m. PT – February 15, 2024

Fixes Included

Thanks to all the great feedback Xbox Insiders provide and the hard work of Xbox engineers, we are happy to announce the following fixes have been implemented with this build:

System

Known Issues

While known issues may have been listed in previous Xbox Insider Release Notes, they are not being ignored! However, it may take Xbox engineers more time to find a solution. If you experience any of these issues, we ask that you please follow any guidance provided and file feedback with Report a Problem.

Audio

  • We have received reports of users experiencing intermittent issues with audio across the dashboard, games, and apps. If you have experienced issues, be sure you have the latest firmware updates for your TV and other equipment. If you’re unsure, you may need to contact the manufacturer for assistance.
    • Note: If you continue to experience issues after applying the latest firmware updates, please submit feedback via Report a Problem immediately with the “Reproduce with advanced diagnostics” option, then select the category “Console experiences” and “Console Audio Output Issues”. Be sure to include as much information as possible:
      • When did the issue start?
      • Did you lose audio just in the game/app or system audio as well?
      • Does changing the audio format resolve the issue? If yes, what was the format before and after?
      • Does rebooting resolve the issue?
      • What does your setup include? Equipment, layout, etc.
      • And any additional information you can provide to reproduce the problem.

Networking

  • We are investigating reports of an issue where the console may not connect to their network as expected on boot. If you experience this, be sure to report the issue via Report a Problem as soon as you’re able.

As always, be sure to use Report a problem to keep us informed of any issues you encounter. We may not be able to respond to everyone, but the data we’ll gather is crucial to finding a resolution.

What Happens to Your Feedback

If you’re an Xbox Insider looking for support, please visit the community subreddit. Official Xbox staff, moderators, and fellow Xbox Insiders are there to help with your concerns.

When posting to the subreddit, please look through the most recent posts to see if your issue has already been posted or addressed. We always recommend adding to existing threads with the same issue before posting a new one. This helps us support you the best we can! Also, don’t forget to use “Report a Problem” before posting – the information shared in both places helps us understand your issue better.

Thank you to every Xbox Insider in the subreddit today and welcome to the community if you’re just joining us! We love that it has become such a friendly and community-driven hub of conversation and support.

For more information regarding the Xbox Insider Program follow us on Twitter. Keep an eye on future Xbox Insider Release Notes for more information regarding your Xbox Update Preview ring!

The post Xbox Insider Release Notes – Alpha (2403.240212-1227) appeared first on Xbox Wire.

Suicide Squad: Kill the Justice League Performance Review

It was always going to be a tall order for Suicide Squad: Kill the Justice League to emerge from the shadow of the mighty Arkham series. From an architectural perspective the game has moved from Unreal Engine 3 to 4, while from an art and style perspective think more multi-coloured Marvel comics than a dark DC tome. From the bright sunshine across Gotham City and vibrant greens, reds and purples, each character and enemy stand in stark contrast to the subtle and muted tones of Rocksteady’s prior games. The same wide-open city is available to you early on, and each of the 4 playable characters have their own unique and fast means of travel. However, this presents one of our biggest issues when it comes to performance.

Available only on current generation consoles and PC, the game comes with a single performance mode on all platforms, aside from separate settings for motion blur, FoV, and other post effects. Thankfully that one mode targets 60fps on all platforms, but the level of success on that front largely depends on the console and area of play, while PC is an entirely different story. Starting with the Series S, performance is good in the earlier, limited sections, with a close-enough 60fps readout as you play, but the game struggles with streaming, decompression, and general memory management once you get into the open city and moving fast with any character. This gives us some low 50s at points and even some 50+ms spikes at times, which cause minor but noticeable pauses. The shift from gameplay to realtime cinematics and back is as seamless as the Arkham games, and generally these run very well at that 60fps target.

The Series X and PS5 are similar but not perfect, again holding a close lock on 60fps but both can still drop frames and stutter into the low 50s. Of the two, Series X is slightly worse, with it having more streaming stutter and hiccups over the PS5. That said, the PS5 can still drop frames, but it tends to hold a higher, albeit largely invisible, level of performance of approximately 10% in like for like sections. Anyone with a variable refresh rate screen will benefit when these areas arise on all formats but the long stutters will still be noticed.

Console Performance

Visually the Series X and PS5 are a close match to the PC version running at the maximum High settings, though with shadows and LoD down a rung and without the ray-traced reflections that PC offers. Both output a full 4K target, but the actual geometry maxes out at a counted 1800p level on both with a low of 2240x1260p, highlighting that DRS is enabled here. The choice between TAA or DLSS is only available on PC, pointing to the fact that PS5 and Series X are likely using TAA also. This does present a far cleaner and sharper image than the Series S, although the huge hike in pixel counts and texture quality is a big reason for that. They both suffer from dithering artefacts and ghosting in the TAA which is why I am inclined to think that they use TAA and DRS. While the Series S relies on a fixed 900p base (from all counts) using FSR1 back to 1080p.

Textures on the Series S are of a lower quality than both bigger consoles, level of detail is paired back significantly in medium to long views, as is the shadow map cascade and resolution. Screen space reflections are also disabled, which removes dynamic reflections and means less light bounce with darker shade to most surfaces along with reduced volumetrics. Overall, the Series S looks closer to a mix of Low and Medium settings when compared to PC. And comparing it to Series X and PS5 it does suffer, with a big degradation in image quality and slightly worse performance. Series X does run with a higher resolution on average – in one long shot across the city, for example, it was a flat 1440p on PS5 and 1620p on Series X. This is more an academic difference than something you would actually notice, but shows that the wider GPU of the Series X is being used to push more pixels.

PC Performance

PC is not such a positive tale of performance, with options that enable a limited level of tweaking. Ray-traced reflections are a welcome but minor boost over consoles, however they are broken on my AMD RX 6800 machine. DLSS will remain the default choice for Nvidia players and the best balance of performance versus image quality. On AMD or Steam Deck you have the choice of TAA or AMD’s FSR1, which means the lower the base resolution the worse the image quality will become. With my RX 6800 and Zen 2 5600x at 4K TAA DRS High settings to match consoles, we see a game that can hold a decent level of 60fps in those smaller battles and is often a full 4K.

With Ray Traced reflections on, the increased BVH management, traversal and data impacts CPU and bandwidth. On this machine, and likely even more powerful ones, it causes horrible performance. As such, I simply cannot recommend ray tracing at all. With mid-30s and large 150+ms spikes when travelling and fighting through the city, and due to the engine trying to improve performance, heavier resolution drops do happen, just as we see on the console version. The GPU utilisation can drop very low and in general any recommendations are moot as the game’s performance appears to be more impacted by the code than the hardware, aside from disabling ray tracing, which helps the worst cases seen here.

A Work in Progress

The lighting artists did an exceptional job here in fill, point and coloured lights. Many sections use distinct hues and shadows to emphasise mood, atmosphere, or the excellent models. Even though they are a step up over Arkham and Gotham Knights, much of this comes down to material quality across all surface types, from the white dull matte paint of Harley Quinn’s face to the sub surface diffuse of Shark’s flesh. The animators also deserve huge praise, with the mixture of performance capture and key framed animation being a highlight. The exaggerated expressions, winks, and teeth gnashing of each character portrays great emotion throughout. Eyes are incredible, with rapid movement, blink, and rolling adding a great deal of realism without crossing into the uncanny valley. The cutscenes shine the most and are the highlight of the game’s visuals.

Sadly, the in-game action falls from these heights, almost as if they were managed by different teams. Compared to Arkham Knight, it does not make any big or even small leaps. The city has less activity, fewer NPCs, and worse art direction – the extensive use of purples and oranges in some sections is drab, and with the overly busy UI feels at odds with some of the more story-focused sections. Add in repetitive and samey enemies and missions that entail travelling around a city with little charm, and the game loses much of the identity that Arkham City and Knight had. Even the water is not as good. Animation cycles and blends are a mix of re-use and awkwardness, such as Harley’s gangly run and swing or Shark’s jump and strike attacks. I found little in the gameplay art or style that impressed me throughout play.

Summary

Killing the Justice League is in the title, but killing the best Batman trilogy in games is something else entirely. The game has some excellent models and humorous moments and cutscenes, but in the roughly nine years since the last Arkham game, it still hangs on to the same core engine and coattails of that great trilogy. Suicide Squad offers little new or impressive elements from a visual, audio, or even gameplay perspective. Performance is good but not great, with classic data streaming stutter, which impacts the PC version the most and is why console versions are recommended over that. Ironically, Gotham Knights also fell short of the Arkham series, but in hindsight it did many things better than this latest entry from Rocksteady.