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Yesterday — 23 May 2025Main stream

Desktop Survivors 98 is more than just a retro Windows nostalgia trip

Is it weird to have nostalgia for an operating system? I don't mean missing a particular feature that's been removed from modern versions or a specific productivity setting that's no longer supported. I mean a sense of longing for the vibes of the computer interface you grew up with, an ache for the aesthetics of user interfaces past.

I would have thought I was immune to this particular brand of nostalgia. Then I happened upon Desktop Survivors 98, a new Vampire Survivors-style "bullet heaven" autoshooter that leans hard into the aesthetics of the late '90s Windows machines I grew up with. And while that low-res, 256-color presentation is what drew me in, it was the intriguing mouse-controlled gameplay underneath that has kept me coming back for more retro-styled action all week.

Start me up

When it comes to capturing the feel of the '90s computer environment, Desktop Survivors 98 gets everything just right. This is in large part due to rampant theft of familiar old-school icons; items like My Computer, Calculator, Minesweeper, Search, and more look like they were taken directly from a classic Microsoft tile set. The game's low-res desktop backgrounds and Windows also look like they came out of a years-old Microsoft style book.

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Why console makers can legally brick your game console

Earlier this month, Nintendo received a lot of negative attention for an end-user license agreement (EULA) update granting the company the claimed right to render Switch consoles "permanently unusable in whole or in part" for violations such as suspected hacking or piracy. As it turns out, though, Nintendo isn't the only console manufacturer that threatens to remotely brick systems in response to rule violations. And attorneys tell Ars Technica that they're probably well within their legal rights to do so.

Sony's System Software License Agreement on the PS5, for instance, contains the following paragraph of "remedies" it can take for "violations" such as use of modified hardware or pirated software (emphasis added).

If SIE Inc determines that you have violated this Agreement's terms, SIE Inc may itself or may procure the taking of any action to protect its interests such as disabling access to or use of some or all System Software, disabling use of this PS5 system online or offline, termination of your access to PlayStation Network, denial of any warranty, repair or other services provided for your PS5 system, implementation of automatic or mandatory updates or devices intended to discontinue unauthorized use, or reliance on any other remedial efforts as reasonably necessary to prevent the use of modified or unpermitted use of System Software.

The same exact clause appears in the PlayStation 4 EULA as well. The PlayStation 3 EULA was missing the "disabling use... online or offline" clause, but it does still warn that Sony can take steps to "discontinue unauthorized use" or "prevent the use of a modified PS3 system, or any pirated material or equipment."

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New portal calls out AI content with Google’s watermark

Last year, Google open-sourced its SynthID AI watermarking system, allowing other developers access to a toolkit for imperceptibly marking content as AI-generated. Now, Google is rolling out a web-based portal to let people easily test if a piece of media has been watermarked with SynthID.

After uploading a piece of media to the SynthID Detector, users will get back results that "highlight which parts of the content are more likely to have been watermarked," Google said. That watermarked, AI-generated content should remain detectable by the portal "even when the content is shared or undergoes a range of transformations," the company said.

The detector will be available to beta testers starting today, and Google says journalists, media professionals, and researchers can apply for a waitlist to get access themselves. To start, users will be able to upload images and audio to the portal for verification, but Google says video and text detection will be added in the coming weeks.

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Epic goes to court to force Fortnite back on US iOS

After last month's bombshell legal ruling forcing Apple to allow the use of external payment processors for in-app purchases on iOS, Epic CEO and founder Tim Sweeney said Epic Games was "going to do everything we can to bring Fortnite back to the iOS App Store." That "everything" now includes a legal motion in the District Court of California seeking to force Apple to "accept any compliant version of Fortnite onto the US storefront of the App Store."

Apple removed Fortnite from the App Store and terminated Epic's US App Store account in August 2020 after Epic snuck its famous Epic Direct Payments "hotfix" into the game (thereby setting off a yearslong legal battle). On May 9, though, Epic used an iOS account for its Swedish subsidiary—which was recently used to take advantage of Europe's DMA policies—to submit a new version of Fortnite to the US App Store.

Apple formally rejected that submission on May 15, saying in a letter shared by Epic that it believes the recent court rulings "do not diminish Apple’s bases and legal right to have terminated Epic Games’ [iOS developer account]." Even under that new ruling, Apple notes, the 2020 "hotfix" allowing Epic Direct Payments inside the app rather than via an external storefront would still violate Apple's current lawful restrictions on such practices.

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HBO’s The Last of Us S2E6 recap: Look who’s back!

New episodes of season 2 of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here after they air. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: Going from a sudden shot of beatific Pedro Pascal at the end of the last episode to a semi-related flashback with a young Joel Miller and his brother was certainly a choice. I almost respect how overtly they are just screwing with audience expectations here.

As for the opening flashback scene itself, I guess the message is "Hey, look at the generational trauma his family was dealing with—isn't it great he overcame that to love Ellie?" But I'm not sure I can draw a straight line from "he got beat by his dad" to "he condemned the entire human race for his surrogate daughter."

Andrew: I do not have the same problems you did with either the Joel pop-in at the end of the last episode or the flashback at the start of this episode—last week, the show was signaling "here comes Joel!" and this week the show is signaling "look, it's Joel!" Maybe I'm just responding to Tony Dalton as Joel's dad, who I know best as the charismatic lunatic Lalo Salamanca from Better Call Saul. I do agree that the throughline between these two events is shaky, though, and without the flashback to fill us in, the "I hope you can do a little better than me" sentiment feels like something way out of left field.

But I dunno, it's Joel week. Joel's back! This is the Duality of Joel: you can simultaneously think that he is horrible for failing a civilization-scale trolley problem when he killed a building full of Fireflies to save Ellie, and you can't help but be utterly charmed by Pedro Pascal enthusiastically describing the many ways to use a Dremel. (He's right! It's a versatile tool!)

Truly, there's pretty much nothing in this episode that we couldn't have inferred or guessed at based on the information the show has already made available to us. And I say this as a non-game-player—I didn't need to see exactly how their relationship became as strained as it was by the beginning of the season to have some idea of why it happened, nor did I need to see The Porch Scene to understand that their bond nevertheless endured. But this is also the dynamic that everybody came to the show for last season, so I can only make myself complain about it to a point.

Kyle: It's true, Joel Week is a time worth celebrating. If I'm coming across as cranky about it at the outset, it's probably because this whole episode is a realization of what we're missing out on this season thanks to Joel's death.

As you said, a lot of this episode was filling in gaps that could well have been inferred from events we did see. But I would have easily taken a full season (or a full second game) of Ellie growing up and Joel dealing with Ellie growing up. You could throw in some zombie attacks or an overarching Big Bad enemy or something if you want, but the development of Joel and Ellie's relationship deserves more than just some condensed flashbacks.

"It works?!" Credit: Warner Bros. Discovery

Andrew: Yeah, it's hard not to be upset about the original sin of The Last of Us Part 2 which is (assuming it's like the show) that having some boring underbaked villain crawl out of the woodwork to kill the show's main character is kind of a cheap shot. Sure, you shock the hell out of viewers like me who didn't see it coming! But part of the reason I didn't see it coming is because if you kill Joel, you need to do a whole bunch of your show without Joel and why on Earth would you decide to do that?

To be clear, I don't mind this season so much, and I've found things to like about it, though Ellie does sometimes veer into being a protagonist so short-sighted and impulsive and occasionally just-plain-stupid that it's hard to be in her corner. But yeah, flashing back to a time just two months after the end of season 1 really does make you wonder, "Why couldn't the story just be this?"

Kyle: In the gaming space, I understand the desire to not have your sequel game be just "more of the same" from the last game. But I've always felt The Last of Us Part 2 veered too hard in the other direction and became something almost entirely unrecognizable from the original game I loved.

But let's focus on what we do get in this episode, which is an able recreation of my favorite moment from the second game, Ellie enjoying the heck out of a ruined science museum. The childlike wonder she shows here is a great respite from a lot of action-heavy scenes in the game, and I think it serves the same purpose here. It's also much more drawn out in the game—I could have luxuriated in just this part of the flashback for an entire episode!

Andrew: The only thing that kept me from being fully on board with that scene was that I think Ellie was acting quite a bit younger than 16, with her pantomimed launch noises and flipping of switches, But I could believe that a kid who had such a rough and abbreviated childhood would have some fun sitting in an Apollo module. For someone with no memories of the pre-outbreak society, it must seem like science fiction, and the show gives us some lovely visuals to go with it.

The things I like best here are the little moments in between scenes rather than the parts where the show insists on showing us events that it had already alluded to in other episodes. What sticks with me the most, as we jump between Ellie's birthdays, is Joel's insistence that "we could do this kind of thing more often" as they go to a museum or patrol the trails together. That it needs to be stated multiple times suggests that they are not, in fact, doing this kind of thing more often in between birthdays.

Joel is thoughtful and attentive in his way—a little better than his father—but it's such a bittersweet little note, a surrogate dad's clumsy effort to bridge a gap that he knows is there but doesn't fully understand.

Why can't it be like this forever? Credit: Warner Bros. Discovery

Kyle: Yeah, I'm OK with a little arrested development in a girl that has been forced to miss so many of the markers of a "normal" pre-apocalypse childhood.

But yeah, Joel is pretty clumsy about this. And as we see all of these attempts with his surrogate daughter, it's easy to forget what happened to his real daughter way back at the beginning of the first season. The trauma of that event shapes Joel in a way that I feel the narrative sometimes forgets about for long stretches.

But then we get moments like Joel leading Gail's newly infected husband to a death that the poor guy would very much like to delay by an hour for one final moment with his wife. When Joel says that you can always close your eyes and see the face of the one you love, he may have been thinking about Ellie. But I like to think he was thinking about his actual daughter.

Andrew: Yes to the extent that Joel's actions are relatable (I won't say "excusable," but "relatable") it's because the undercurrent of his relationship with Ellie is that he can't watch another daughter die in his arms. I watched the first episode again recently, and that whole scene remains a masterfully executed gut-punch.

But it's a tough tightrope to walk, because if the story spends too much time focusing on it, you draw attention to how unhealthy it is for Joel to be forcing Ellie to play that role in his life. Don't get me wrong, Ellie was looking for a father figure, too, and that's why it works! It's a "found family" dynamic that they were both looking for. But I can't hear Joel's soothing "baby girl" epithet without it rubbing me the wrong way a little.

My gut reaction was that it was right for Joel not to fully trust Gail's husband, but then I realized I can never not suspect Joe Pantoliano of treachery because of his role as betrayer in the 26-year-old movie The Matrix. Brains are weird.

Kyle: I did like the way Ellie tells Joel off for lying to her (and to Gail) about the killing; it's a real "growing up" moment for the character. And of course it transitions well into The Porch Scene, Ellie's ultimate moment of confronting Joel on his ultimate betrayal.

While I'm not a fan of the head-fake "this scene isn't going to happen" thing they did earlier this season. I think the TV show once again did justice to one of the most impactful parts of the game. But the game also managed to spread out these Joel-centric flashbacks a little more, so we're not transitioning from "museum fun" to "porch confrontation" quite so quickly. Here, it feels like they're trying hard to rush through all of their "bring back Pedro Pascal" requirements in a single episode.

When you've only got one hour left, how you spend it becomes pretty important. Credit: Warner Bros. Discovery

Andrew: Yeah, because you don't need to pay a 3D model's appearance fees if you want to use it in a bunch of scenes of your video game. Pedro Pascal has other stuff going on!

Kyle: That's probably part of it. But without giving too much away, I think we're seeing the limits of stretching the events of "Part 2" into what is essentially two seasons. While there have been some cuts, on the whole, it feels like there's also been a lot of filler to "round out" these characters in ways that have been more harmful than helpful at points.

Andrew: Yeah, our episode ends by depositing us back in the main action, as Ellie returns to the abandoned theater where she and Dina have holed up. I'm curious to see what we're in for in this last run of almost-certainly-Joel-less episodes, but I suspect it involves a bunch of non-Joel characters ping-ponging between the WLF forces and the local cultists. There will probably be some villain monologuing, probably some zombie hordes, probably another named character death or two. Pretty standard issue.

What I don't expect is for anyone to lovingly and accurately describe the process of refurbishing a guitar. And that's the other issue with putting this episode where it is—just as you're getting used to a show without Joel, you're reminded that he's missing all over again.

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xAI says an “unauthorized” prompt change caused Grok to focus on “white genocide”

On Wednesday, the world was a bit perplexed by the Grok LLM's sudden insistence on turning practically every response toward the topic of alleged "white genocide" in South Africa. xAI now says that odd behavior was the result of "an unauthorized modification" to the Grok system prompt—the core set of directions for how the LLM should behave.

That prompt modification "directed Grok to provide a specific response on a political topic" and "violated xAI's internal policies and core values," xAI wrote on social media. The code review process in place for such changes was "circumvented in this incident," it continued, without providing further details on how such circumvention could occur.

To prevent similar problems from happening in the future, xAI says it has now implemented "additional checks and measures to ensure that xAI employees can't modify the prompt without review" as well as putting in place "a 24/7 monitoring team" to respond to any widespread issues with Grok's responses.

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xAI’s Grok suddenly can’t stop bringing up “white genocide” in South Africa

Users on X (formerly Twitter) love to tag the verified @grok account in replies to get the large language model's take on any number of topics. On Wednesday, though, that account started largely ignoring those requests en masse in favor of redirecting the conversation toward the topic of alleged "white genocide" in South Africa and the related song "Kill the Boer."

Searching the Grok account's replies for mentions of "genocide" or "Boer" currently returns dozens if not hundreds of posts where the LLM responds to completely unrelated queries with quixotic discussions about alleged killings of white farmers in South Africa (though many have been deleted in the time just before this post went live; links in this story have been replaced with archived versions where appropriate). The sheer range of these non sequiturs is somewhat breathtaking; everything from questions about Robert F. Kennedy Jr.'s disinformation to discussions of MLB pitcher Max Scherzer's salary to a search for new group-specific put-downs see Grok quickly turning the subject back toward the suddenly all-important topic of South Africa.

It's like Grok has become the world's most tiresome party guest, harping on its own pet talking points to the exclusion of any other discussion.

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© Getty Images / Kyle Orland

New Switch 2 specs show large performance dip in undocked mode

While Nintendo offered an official spec sheet for the Switch 2 last month, neither it nor an accompanying blog post from chip-making partner Nvidia provided many specific numbers for the upcoming console's raw CPU and GPU horsepower. Today, though, Digital Foundry is offering what it calls "rock-solid confirmation" of the system's final tech specs, adding detail and clarity to years-old leaks and educated speculation on the system's internals (which turned out to be largely reliable in the end).

Unlike the Switch—which basically used an off-the-shelf Nvidia Tegra T1 chip—Digital Foundry says the Switch 2 is using "very much custom silicon designed specifically for Nintendo and for mobile gaming." You can see what that means in terms of raw hardware performance in the tables below.

Switch 2 Switch
Docked
(Quality)
Undocked
(Performance)
Docked
(Quality)
Undocked
(Performance)
CPU clock 998 Mhz 1101 Mhz 1020 Mhz 1020 Mhz
GPU clock 1007 Mhz 561 Mhz 768 Mhz 460 Mhz
Ray-tracing 20 gigarays/sec 10 gigarays/sec N/A N/A
Memory bandwidth 102GB/s 68GB/s 25.6GB/s 21.3GB/s
Switch 2 Switch
Total System
(reserved)
Total System
(reserved)
CPU cores 8 2 4 1
Memory 12GB (LPDDR5X) 3GB 4GB 0.8GB
Switch 2 Switch
CPU architecture 8x ARM Cortex A78C 4x ARM Cortex A57
GPU architecture Ampere Maxwell
CUDA Cores 1536 256
Memory interface 128-bit/LPDDR5 64-bit/LPDDR4

Glancing at those numbers, it's easy to pick out a large difference between the system's performance in docked and undocked modes; its GPU clock and memory bandwidth both increase substantially when plugged into a TV. Those differences could help explain why the Switch 2 dock uses an active cooling fan, unlike the much simpler TV-connection dock on the original Switch.

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Doom: The Dark Ages is surprisingly playable on the Steam Deck

While working on our review of Doom: The Dark Ages last week, I was unable to test the game on the Steam Deck due to a bug that prevented it from launching on SteamOS. I didn't consider this much of a loss at the time, since I figured the Deck's 3-year-old portable hardware was rated way below the minimum PC specs for the game, which call for ray tracing-capable graphics cards at a minimum.

Over the weekend, though, Valve released a preview build of a new version of SteamOS that allows Doom: The Dark Ages to actually launch on the Steam Deck. And after a bit of testing, I found the game is surprisingly playable on Valve's portable hardware, provided you're prepared to turn down the graphics settings.

With all the graphical quality sliders set to "Low" (and FSR upscaling set to "Performance"), I was able to run Doom: The Dark Ages at the system's native 1280×800 resolution and a reasonably steady 30 to 40 fps.

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Nintendo warns that it can brick Switch consoles if it detects hacking, piracy

Switch and Switch 2 users who try to hack their consoles or play pirated copies of games may find their devices rendered completely inoperable by Nintendo. That new warning was buried in a recent update to the Nintendo User Account Agreement, as first noticed by Game File last week.

Nintendo's May 2025 EULA update adds new language concerning the specific ways users are allowed to use "Nintendo Account Services" on the console, a term defined here to encompass the use of "video games and add-on content." Under the new EULA, any unlicensed use of the system not authorized by Nintendo could lead the company to "render the Nintendo Account Services and/or the applicable Nintendo device permanently unusable in whole or in part." (Emphasis added.)

That language would apply to both the current Switch and the upcoming Switch 2.

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The Last of Us episode 5 recap: There’s something in the air

New episodes of season 2 of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here every Monday morning. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Andrew: We're five episodes into this season of The Last of Us, and most of the infected we've seen have still been of the "mindless, screeching horde" variety. But in the first episode of the season, we saw Ellie encounter a single "smart" infected person, a creature that retained some sense of strategy and a self-preservation instinct. It implied that the show's monsters were not done evolving and that the seemingly stable fragments of civilization that had managed to take root were founded on a whole bunch of incorrect assumptions about what these monsters were and what they could do.

Amidst all the human-created drama, the changing nature of the Mushroom Zombie Apocalypse is the backdrop of this week's entire episode, starting and ending with the revelation that a 2003-vintage cordyceps nest has become a hotbed of airborne spores, ready to infect humans with no biting required.

This is news to me, as a Non-Game Player! But Kyle, I'm assuming this is another shoe that you knew the series was going to drop.

Kyle: Actually, no. I suppose it's possible I'm forgetting something, but I think the "some infected are actually pretty smart now" storyline is completely new to the show. It's just one of myriad ways the show has diverged enough from the games at this point that I legitimately don't know where it's going to go or how it's going to get there at any given moment, which is equal parts fun and frustrating.

I will say that the "smart zombies" made for my first real "How are Ellie and Dina going to get out of this one?" moment, as Dina's improvised cage was being actively torn apart by a smart and strong infected. But then, lo and behold, here came Deus Ex Jesse to save things with a timely re-entrance into the storyline proper. You had to know we hadn't seen the last of him, right?

Ellie is good at plenty of things, but not so good at lying low. Credit: HBO

Andrew: As with last week's subway chase, I'm coming to expect that any time Ellie and Dina seem to be truly cornered, some other entity is going to swoop down and "save" them at the last minute. This week it was an actual ally instead of another enemy that just happened to take out the people chasing Ellie and Dina. But it's the same basic narrative fake-out.

I assume their luck will run out at some point, but I also suspect that if it comes, that point will be a bit closer to the season finale.

Kyle: Without spoiling anything from the games, I will say you can expect both Ellie and Dina to experience their fair share of lucky and unlucky moments in the episodes to come.

Speaking of unlucky moments, while our favorite duo is hiding in the park we get to see how the local cultists treat captured WLF members, and it is extremely not pretty. I'm repeating myself a bit from last week, but the lingering on these moments of torture feels somehow more gratuitous in an HBO show, even when compared to similarly gory scenes in the games.

Andrew: Well we had just heard these cultists compared to "Amish people" not long before, and we already know they don't have tanks or machine guns or any of the other Standard Issue The Last of Us Paramilitary Goon gear that most other people have, so I guess you've got to do something to make sure the audience can actually take the cultists seriously as a threat. But yeah, if you're squeamish about blood-and-guts stuff, this one's hard to watch.

I do find myself becoming more of a fan of Dina and Ellie's relationship, or at least of Dina as a character. Sure, her tragic backstory's a bit trite (she defuses this criticism by pointing out in advance that it is trite), but she's smart, she can handle herself, she is a good counterweight to Ellie's rush-in-shooting impulses. They are still, as Dina points out, doing something stupid and reckless. But I am at least rooting for them to make it out alive!

Kyle: Personality wise the Dina/Ellie pairing has just as many charms as the Joel/Ellie pairing from last season. But while I always felt like Joel and Ellie had a clear motivation and end goal driving them forward, the thirst for revenge pushing Dina and Ellie deeper into Seattle starts to feel less and less relevant the more time goes on.

The show seems to realize this, too, stopping multiple times since Joel's death to kind of interrogate whether tracking down these killers is worth it when the alternative is just going back to Jackson and prepping for a coming baby. It's like the writers are trying to convince themselves even as they're trying (and somewhat failing, in my opinion) to convince the audience of their just and worthy cause.

Andrew: Yeah, I did notice the points where Our Heroes paused to ask "are we sure we want to be doing this?" And obviously, they are going to keep doing this, because we have spent all this time setting up all these different warring factions and we're going to use them, dang it!! But this has never been a thing that was going to bring Joel back, and it only seems like it can end in misery, especially because I assume Jesse's plot armor is not as thick as Ellie or Dina's.
Kyle: Personally I think the "Ellie and Dina give up on revenge and prepare to start a post-apocalyptic family (while holding off zombies)" would have been a brave and interesting direction for a TV show. It would have been even braver for the game, although very difficult for a franchise where the main verbs are "shoot" and "stab."
Andrew: Yeah if The Last of Us Part II had been a city-building simulator where you swap back and forth between managing the economy of a large town and building defenses to keep out the hordes, fans of the first game might have been put off. But as an Adventure of Link fan I say: bring on the sequels with few-if-any gameplay similarities to their predecessors!
The cordyceps threat keeps evolving. Credit: HBO

Kyle: "We killed Joel" team member Nora definitely would have preferred if Ellie and Dina were playing that more domestic kind of game. As it stands, Ellie ends up pursuing her toward a miserable-looking death in a cordyceps-infested basement.

The chase scene leading up to this mirrors a very similar one in the game in a lot of ways. But while I found it easy to suspend my disbelief for the (very scripted) chase on the PlayStation, watching it in a TV show made me throw up my hands and say "come on, these heavily armed soldiers can't stop a little girl that's making this much ruckus?"

Andrew: Yeah Jesse can pop half a dozen "smart" zombies in half a dozen shots, but when it's a girl with a giant backpack running down an open hallway everyone suddenly has Star Wars Stormtrooper aim. The visuals of the cordyceps den, with the fungified guys breathing out giant clouds of toxic spores, is effective in its unsettling-ness, at least!

This episode's other revelation is that what Joel did to the Fireflies in the hospital at the end of last season is apparently not news to Ellie, when she hears it from Nora in the episode's final moments. It could be that Ellie, Noted Liar, is lying about knowing this. But Ellie is also totally incapable of controlling her emotions, and I've got to think that if she had been surprised by this, we would have been able to tell.

Kyle: Yeah, saying too much about what Ellie knows and when would be risking some major spoilers. For now I'll just say the way the show decided to mix things up by putting this detailed information in Nora's desperate, spore-infested mouth kind of landed with a wet thud for me.

I was equally perplexed by the sudden jump cut from "Ellie torturing a prisoner" to "peaceful young Ellie flashback" at the end of the episode. Is the audience supposed to assume that this is what is going on inside Ellie's head or something? Or is the narrative just shifting without a clutch?

Andrew: I took it to mean that we were about to get a timeline-breaking departure episode next week, one where we spend some time in flashback mode filling in what Ellie knows and why before we continue on with Abby Quest. But I guess we'll see, won't we!
Kyle: Oh, I've been waiting with bated breath for a bevy of flashbacks I knew were coming in some form or another. But the particular way they shifted to the flashback here, with mere seconds left in this particular brutal episode, was baffling to me.
Andrew: I think you do it that way to get people hyped about the possibility of seeing Joel again next week. Unless it's just a cruel tease! But it's probably not, right? Unless it is!
Kyle: Now I kind of hope the next episode just goes back to Ellie and Dina and doesn't address the five seconds of flashback at all. Screw you, audience!

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Don’t look now, but a confirmed gamer is leading the Catholic Church

Yesterday's naming of Chicago native Robert Prevost as Pope Leo XIV—the first American-born leader of the Catholic church—has already led to plenty of jokes and memes about his potential interactions with various bits of American pop culture. And that cultural exposure apparently extends to some casual video games, making Leo XIV our first confirmed gamer pope.

Speaking to NBC5 Chicago Thursday, papal sibling John Prevost confirmed that the soon-to-be-pope played a couple of games just before flying to the papal conclave earlier this week. "First we do Wordle, because this is a regular thing," Prevost said. "Then we do Words with Friends. It's something to keep his mind off life in the real world..."

OK, so the pope's love of casual word games doesn't exactly put him in the same category of people who are speedrunning Doom slaughter maps. But it's still striking to realize that the 69-year-old pontiff is among the reported 44 percent of American Baby Boomer men who play video games regularly and the 15 percent of Americans aged 55 and over who have played Wordle specifically.

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Doom: The Dark Ages review: Shields up!

For decades now, you could count on there being a certain rhythm to a Doom game. From the ’90s originals to the series’ resurrection in recent years, the Doom games have always been about using constant, zippy motion to dodge through a sea of relatively slow-moving bullets, maintaining your distance while firing back at encroaching hordes of varied monsters. The specific guns and movement options you could call on might change from game to game, but the basic rhythm of that dodge-and-shoot gameplay never has.

Just a few minutes in, Doom: The Dark Ages throws out that traditional Doom rhythm almost completely. The introduction of a crucial shield adds a whole suite of new verbs to the Doom vocabulary; in addition to running, dodging, and shooting, you’ll now be blocking, parrying, and stunning enemies for counterattacks. In previous Doom games, standing still for any length of time often led to instant death. In The Dark Ages, standing your ground to absorb and/or deflect incoming enemy attacks is practically required at many points.

During a preview event earlier this year, the game’s developers likened this change to the difference between flying a fighter jet and piloting a tank. That’s a pretty apt metaphor, and it's not exactly an unwelcome change for a series that might be in need of a shake-up. But it only works if you go in ready to play like a tank and not like the fighter jet that has been synonymous with Doom for decades.

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How long will Switch 2’s Game Key Cards keep working?

Last month, Nintendo and its third-party partners revealed that many of the "physical" games on the Switch 2 would be made available only as "Digital Key Cards." Unlike traditional physical Switch games—which contain flash memory with the necessary data to play the game on the card itself—these key cards will simply enable the holder to download a copy of the game to their system and play that copy if and when the transferable key card is inserted in the system.

Already, many players are thinking ahead to what this means for their ability to play Game Key Card releases well into the future. It's not hard to find potential Switch 2 owners publicly worrying about games "disappear[ing] into the void" or becoming "effectively a worthless piece of plastic/e-waste" when Nintendo eventually disables its Switch 2 game download servers. Some go even farther, calling a Game Key Card an "eighty dollar rental" rather than a real game purchase.

While these are valid long-term concerns, I think some players are underestimating the likely timeline for when Game Key Cards will become "useless e-waste." As it stands, we already have an example of Nintendo supporting continued downloads of games purchased nearly two decades ago and counting.

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Why Google Gemini’s Pokémon success isn’t all it’s cracked up to be

Earlier this year, we took a look at how and why Anthropic's Claude large language model was struggling to beat Pokémon Red (a game, let's remember, designed for young children). But while Claude 3.7 is still struggling to make consistent progress at the game weeks later, a similar Twitch-streamed effort using Google's Gemini 2.5 model managed to finally complete Pokémon Blue this weekend across over 106,000 in-game actions, earning accolades from followers, including Google CEO Sundar Pichai.

Before you start using this achievement as a way to compare the relative performance of these two AI models—or even the advancement of LLM capabilities over time—there are some important caveats to keep in mind. As it happens, Gemini needed some fairly significant outside help on its path to eventual Pokémon victory.

Strap in to the agent harness

Gemini Plays Pokémon developer JoelZ (who's unaffiliated with Google) will be the first to tell you that Pokémon is ill-suited as a reliable benchmark for LLM models. As he writes on the project's Twitch FAQ, "please don't consider this a benchmark for how well an LLM can play Pokémon. You can't really make direct comparisons—Gemini and Claude have different tools and receive different information. ... Claude's framework has many shortcomings so I wanted to see how far Gemini could get if it were given the right tools."

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© Twitch / Gemini Plays Pokemon

The Last of Us packs new characters and new revelations into its latest episode

New episodes of season 2 of The Last of Us are premiering on HBO every Sunday night, and Ars' Kyle Orland (who's played the games) and Andrew Cunningham (who hasn't) will be talking about them here after they air. While these recaps don't delve into every single plot point of the episode, there are obviously heavy spoilers contained within, so go watch the episode first if you want to go in fresh.

Kyle: We start this episode from the perspective of a band of highly armed FEDRA agents in 2018 Seattle, shooting the shit in a transport that somehow still has usable gasoline. Maybe it's just the political moment we're in, but I was not quite emotionally prepared for these militarized characters in my post-apocalyptic escape show to start casually using "voters" as an ironic signifier for regular people.

"LOL, like we'd ever let them vote, amirite?"

Andrew: We've spent so little time with FEDRA—the post-collapse remnant of what had once been the US government—since the very opening episodes of the show that you can forget exactly why nearly every other individual and organization in the show's world hates it and wants nothing to do with it. But here's a reminder for us: casual cruelty, performed by ignorant fascists.

Of course as soon as you see and hear Jeffrey Wright, you know he's going to be A Guy (he's an HBO alum from Boardwalk Empire and Westworld, among many, many other film, TV, vocal, and stage performances). He just as casually betrays and blows up the transport full of jumped-up FEDRA jarheads, which is a clear prestige TV storytelling signifier. Here is a Man With A Code, but also a Man To Be Feared.

Kyle: Yeah, Isaac's backstory was only broadly hinted at in the games, so getting to see this big "Who This Character Is" moment in the show was pretty effective.

What I found less effective was Ellie playing a very able A-Ha cover when she discovers the abandoned guitar room. In the game it serves as a welcome change of pace from a lot of frenetic action, and a good excuse for an endearing guitar-playing mini-game. Here it felt like it just kind of dragged on, with a lot of awkward dwelling on close-ups of Dina's creepily enamored face.

I'll.... be..... gone..... in a day or... twooooooooo. Credit: Warner Bros. Discovery

Andrew: You know what, though, I do appreciate that the show at least made an effort to explain why this 30-year-old guitar was still in pristine condition. I don't instantly buy that the silica gel packets (which Ellie, wisely, does not eat) in the guitar case would have lasted for that long, but at least she didn't pull a mossy guitar straight off the wall and start tuning it up. Those strings are gonna corrode! That neck is gonna warp!

I do also think the show (and the game, I guess, picking up your context clues) got away with picking one of the goofiest songs they possibly could that would still read as "soulful and emotionally resonant" when played solo on acoustic guitar. But I suppose that's always been the power of that particular instrument.

Kyle: Both the game and the show have leaned heavily on the '80s nostalgia that Joel passed on to Ellie, and as a child of the '80s, I'll be damned if I said it doesn't work on me on that level.
Andrew: It's also, for what it's worth, exactly what a beginner-to-intermediate guitar player is going to know how to do. If I find a guitar during an apocalypse, all people are going to be able to get out of me are mid-2000s radio singles with easy chord progressions. It's too bad that society didn't last long enough in this reality to produce "Boulevard of Broken Dreams."

Kyle: Not to cut short "Guitar Talk," but the show cuts it off with a creepy scene of Isaac talking about high-end cookware to an initially unseen companion on the floor. The resulting scene of torture is, for my money, way worse than most anything we're exposed to in the games—and these are games that are not exactly squeamish about showing scenes of torture and extreme violence!

Felt to me like they're taking advantage of HBO's reputation for graphic content just because they could, here...

Andrew: Definitely gratuitous! But not totally without storytelling utility. I do think, if you're setting Isaac up to be a mid-season miniboss on the road to the Dramatic Confrontation with Abby, that you've got to make it especially clear that he is capable of really nasty things. Sure, killing a truckful of guys is ALSO bad, but they were guys that we as viewers are all supposed to hate. Torturing a defenseless man reinforces the perception of him as someone that Ellie and Dina do not want to meet, especially now that they've popped a couple of his guys.

Because Ellie and Dina have unwittingly wandered into the middle of a Seattle civil war of sorts, between Isaac and his militarized WLF members and the face-cutting cultists we briefly met in the middle of last episode. And while the WLF types do seem to have the cult outgunned, we are told here that WLF members are slowly defecting to the cult (rather than the other way around).

Welcome back to "Jeffrey Wright discusses cookware." I'm Jeffrey Wright. Today on our program, we have a very special guest... Credit: Warner Bros. Discovery

Kyle: I will say I appreciated the surprisingly cogent history of the "chicken and egg games" beef between the two factions, as discussed between torturer and torture victim. Definitely a memorable bit of world-building.

But then we're quickly back to the kind of infected attack scene that now seems practically contractually obligated to happen at least once an episode. At this point, I think these kinds of massive setpiece zombie battles would work better as a light seasoning than a thick sauce that just gets dumped on us almost every week.

Andrew: People in and from Seattle seem to have a unique gift for kicking up otherwise dormant swarms of infected! I know we'll get back to it eventually, but I was more intrigued by the first episode's reveal of more strategic infected that seemed to be retaining more of their human traits than I am by these screaming mindless hordes. Here, I think the tension is also ratcheted up artificially by Ellie's weird escape strategy, which is to lead the two of them through a series of dead ends and cul-de-sacs before finally, barely, getting away.

But like you said, gotta have zombies on the zombie show! And it does finally make the "Dina finds out that Ellie is immune" shoe drop, though Dina doesn't seem ready to think through any of the other implications of that reveal just yet. She has her own stuff going on!

Kyle: Yes, I've had to resist my inclination to do the remote equivalent of nudging you in the ribs to see if you had picked up on the potential "morning sickness" explanation of Dina's frequent vomiting (which was hidden decently amid the "vomiting because of seeing horrifying gore" explanation).

Andrew: It does explain a couple of things! It does seem like a bit of a narrative shortcut to make Ellie extremely invested in Dina and whether she lives or dies, and given this show I am worried that this zygote is only going to be used to create more trauma for Ellie, rather than giving us a nuanced look at parenting during an apocalypse. But it is sweet to see how enthusiastically and immediately Ellie gets invested.

A question for you, while spoiling as little as you can: Are we still mostly just adapting the game at this point? You'd mentioned getting more Isaac backstory (sometimes the show expands on backstories well and sometimes it doesn't), and some things have happened a bit out of order. But my impression is that we haven't gotten a full departure a la the Nick Offerman episode from last season yet.

How do we keep getting into these messes? Credit: Warner Bros. Discovery

Kyle: At this point it's kind of like a jazz riff on what happens in the game, with some bits copied note for note, some remixed and thrown into entirely different temporal locations, and some fresh new improv thrown in for good measure.

I'm definitely not a "the game is canon and you must interpret it literally" type of person, but the loose treatment is giving me a bit of whiplash. The reveal of Dina's pregnancy, for instance, is not greeted with nearly as much immediate joy in the games. That said, the moment of joy Ellie and Dina do share here feels transplanted (in tone if nothing else) from an earlier game scene that the show had mostly skipped thus far. It's like free association, man. Dig it!

The show also spends an inordinate amount of time discussing how pregnancy tests work in the post-apocalypse, which for me pushed past world-building and into overexplaining. It's OK to just let stuff be sometimes, y'know?

Andrew: It's jazz, man. It's about the zombies you don't kill.

However it's been rearranged, I can still tell I'm watching a video game adaptation, because there are stealth kills and because important information is conveyed via messages and logos scrawled in blood on the walls. But I am still enjoying myself, and doing slightly less minute-to-minute missing of Joel than I did last episode. Slightly.

The episode ends with Ellie and Dina hearing the name of someone who has the same name as someone who knew Abby over a WLF walkie-talkie they nabbed, which gives them their next objective marker for Abby Quest. But they've got to cross an active war zone to get where they're going (though I couldn't tell from that distance whether we're meant to be able to tell exactly who is fighting who at the moment). Guess I'll have to wait and see!

Kyle: Personally, I'm hoping we see the moment where the newly out-and-proud bisexual Dina finally realizes "what's the deal with all the rainbows." Show your post-apocalyptic pride, girl!

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© Warner Bros. Discovery

Epic Games Store completely eliminates revenue fees for smaller developers

It has been over six years since Epic started undercutting Steam's 30 percent revenue share for developers, asking for just 12 percent of sales on its then-new Epic Games Store. Now, Epic is going even further by reducing those fees to zero for a game's first $1 million in annual sales.

The newly announced fee structure will go into effect in June, Epic said, and will apply to a developer's revenue on a "per app" basis. After the first $1 million in annual sales, apps will be charged the usual 12 percent fee for listing on the Epic Games Store.

This isn't the first time Epic has offered a financial break to smaller developers. Back in 2011, the company eschewed royalty payments for the first $50,000 in sales for projects made with the newly free Unreal Development Kit. By 2020, that royalty-free grace period for Unreal Engine projects was increased to cover the first $1 million in lifetime sales for a project.

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Grand Theft Auto VI gets pushed back to May 26, 2026

Rockstar's highly anticipated Grand Theft Auto VI will finally launch on May 26, 2026, Rockstar Games said in a Friday morning announcement.

That means the game will miss the "2025" release window that the developer announced alongside the game's first trailer in late 2023. That delay is needed, Rockstar said, so the company can use "this extra time to deliver at the level of quality you expect and deserve."

"We are very sorry that this is later than you expected," Rockstar wrote in its announcement. "The interest and excitement surrounding a new Grand Theft Auto has been truly humbling for our entire team. We want to thank you for your support and your patience as we work to finish the game."

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Gaming news site Polygon gutted by massive layoffs amid sale to Valnet

Vox Media has sold video game specialist website Polygon to Internet brand aggregator Valnet, the publisher of content-churning sites including Game Rant, OpenCritic, Android Police, and Comic Book Resources. The move comes alongside significant layoffs for veteran journalists at the 13-year-old outlet, including co-founder and editor-in-chief Chris Plante and Senior Writer Michael McWhertor.

The sudden job cuts appear to have been completely unexpected for those affected. Polygon Senior Reporter Nicole Carpenter, for instance, published a story about the Epic vs. Apple case at 10 am Eastern time this morning before sharing news of her layoff less than two hours later on Bluesky.

"Along with just about everyone else at Polygon, I am now out of a job, ending over a decade at Vox Media for me," Curation Editor Pete Volk wrote on Bluesky. "Working at Polygon was a wonderful experience, and I'm proud of the work we did there."

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Microsoft raises prices on Xbox hardware, says “some” holiday games will be $80

Microsoft is increasing the recommended asking price of Xbox hardware and accessories worldwide starting today and will start charging $79.99 for some new first-party games this holiday season. The announcement comes after "careful consideration given market conditions and the rising cost of development," Microsoft said.

In the United States, this means Microsoft's premiere Xbox Series X will now cost $599.99 for a unit with a disc drive (up from $499.99), while the Digital version will cost $549.99 (up from $449.99). On the lower end, a 1 TB Xbox Series S will now cost $429.99 (up from $349.99), while a 512GB unit will cost $379.99 (up from $299.99).

The new prices are already reflected on Microsoft's official online store, and Microsoft says it will "provide updated recommended pricing to local retailers." That might leave a small window where you can get Xbox hardware and accessories from those retailers at the older, lower price while supplies remain available.

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© Sam Machkovech

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