With its multi-functional side table, TV stand, and decorative controller box, this is some smartly made furniture with some genuinely helpful uses. Then, with a thumbstick stool and a D-pad cushion, it's also one of the silliest things I've seen.
Taken as a whole, you can see it's a mix of the playful and the practical. After I spoke to designers at both IKEA and Xbox at the show, it turns out that was the point all along.
"That was present throughout the journey because it's important," explained Philip Dilé, product developer for IKEA of Sweden. "Playing games is playful; it is fun. Solving people's needs connected to that can be very functional and practical. We tried to balance that, for sure.
"We wanted to make things that are relevant for people who play games. Something that reflects you, or that you feel allows you to express yourself...but the object itself is a beautiful piece of home furnishing."
It's a philosophy echoed by Carl Ledbetter, partner head of design at Xbox: "Just like when we design a console, it can be as quiet as people want it. They can put it back and let it recede into their environment. Or they can pull it forward and have it be very expressive. And I think some of those same qualities are in these products in the YXSTABY collection."
(Image credit: Future / IKEA / Xbox)
Ledbetter used the controller display box and the TV stand as examples of this. With the former, it's ideal for enthusiast gamers who like to collect controllers and show off their favorite designs in a dedicated gaming space. Meanwhile, with the latter, it serves a "dual life" — whether it's sitting in the corner while you're watching shows and movies, or wheeled front and centre for an intense gaming session.
"That was a big part of our philosophy: how do we make products that can adapt to how people want to use them? Either be as expressive as possible, or just be part of your world," summarised Ledbetter.
You can see that approach clearly in all of the more practical products from the collection.
Take the side table. Closed up and next to your sofa, it could be mistaken for another piece of clean and minimalist furniture you'd find in IKEA. Open up the sliding doors on the front, though, and inside there's space specifically designed to store controllers, headsets, and battery packs — plus the all-important cable management and power connectivity options you need to keep your tech charged between sessions.
(Image credit: Future / IKEA / Xbox)
"This came up time and time again: cable management, charging stuff — where do you put it when you're done? People don't want it all over the place," said Ledbetter.
And Dilé agreed: "We looked at it from the perspective of: what does gaming throughout the home look like? Because, of course, people play at their desks, in the living room, on the couch. In so many different ways. For us, it was important to cater for a lot of these different needs.
"And there's one never-ending challenge working for IKEA: cable management. It always comes up over and over again. I think it's a very real frustration for people.
"Take the TV stand, for example. Yeah, you need to have the console there; you need to have somewhere to charge the controllers, somewhere to put a headset. That was one of the benefits of working together with someone like Xbox that knows gaming, and the hardware, and the players. That made the brief really, really clear."
(Image credit: Future / IKEA / Xbox)
And even though designing for gamers was a big part of their brief, both teams were also well aware that they wanted products that a non-gamer would be happy to live in their home. This meant offering something that wasn't bedazzled with RGB lighting and garish colors.
"You need to cater for gamers, but also for non-gamers or people who are living with gamers, or people who want to have the functionality but still want to have a nice home," said Dilé.
"[We wanted to create] things that maybe your spouse or the people you live with also want to put in your home. These aren't just things that you accept because of your hobby. That was an important balance for us.
"There are so many people who play games, so it’s incredibly diverse. We really wanted to showcase that you can have that [gaming] experience and still have beautiful products that blend into your home to create a nice environment that you want to live in."
(Image credit: IKEA)
That led Ledbetter to reminisce about the first meeting between both parties, where they both discovered they shared very similar design philosophies and were keen to get both of their respective design teams together to bounce around ideas.
The result is this YXSTABY collection — nine products encompassing everything from stools, seats and cushions, to TV stands, storage and display cases — set to launch in October later this year. A weird and wonderful mix of items that speak to both the fun side of gaming and the practical needs in the home.
Ledbetter summed up his hopes for the collection as follows: "Think about it: we create these controllers, and we sell millions of controllers, but we're not in charge of the controller’s home. We make the controller, and then where does it go? We don’t know. So, now, there's this opportunity between IKEA and Xbox to build that home. It felt like a completion of that journey."
Indie games have arguably become a cornerstone of PC gaming, even more so with modern-day entries becoming huge hits such as Hollow Knight: Silksong, Hades 2, and a superhero surprise from developer Adhoc, Dispatch.
In comes Blackwood, a cinematic third-person action indie, set in New York in 2012. You play as Anton Blackwood, an ordinary DVD store owner by day and an assassin by night, taking on contracts and dealing with the challenge of balancing two lives at once.
After playing two hours of Act 1 (the only one available so far) during my short preview at Gamescom 2026, I can see Blackwood'spromise. It's quite evident what developer AttritoM7 Productions is aiming for with its gun-fu style gameplay, heavily focused on explosive, cinematic enemy takedowns, intense gun fights, and stylish maneuvers.
Blackwood is very clearly inspired by classic martial arts and gun-fu movies, notably John Wick, and even borrows elements from classic games like Dead to Rights and Max Payne. Players can either choose to challenge enemies in a gung-ho play style, rushing out and executing different takedowns you can pick before setting out on a mission.
A more tactical approach is also possible, staying in cover and strictly going for headshots only (fitting for a John Wick-styled game), which would perfectly suit the hardest game difficulty.
Blackwood nails enemy takedowns, which is easily the one aspect that will keep me coming back to replay missions I can once Act 1 is complete. (Video Credit: AttritoM7 Productions)
The takedowns swiftly shifting straight back into gunplay are where Blackwood absolutely shines, and I can't go without stressing how impressed I am with what AttritoM7 developers were able to pull off there. In so many sequences, I was instantly taken back to those iconic moments in John Wick movies, where Keanu Reeves pulls no punches.
Ultimately, what holds Blackwood back is jankiness in combat, especially during hand-to-hand encounters. During multiple scenarios, there are bugs and stiffness in certain animations from Anton and enemies that I couldn't ignore.
Controlling Anton can be a struggle sometimes, as certain button prompts are unresponsive while in cover, and since enemies can flank the player, that unresponsiveness can lead to some pretty frustrating deaths.
The weapon recoil feels great, and I can see that AttritoM7 designed Blackwood's gunplay to have players make every shot count — which is especially important, since preparing for missions requires you to purchase ammunition with dirty money earned from fulfilling contracts.
However, I set aim assist to its lowest level (minimal), and it felt like the reticle was fighting against my control of the joystick — and it also doesn't help that the ultrawide field of view resolution desperately needs adjusting.
The opening street shootout was a great way to kick the game off, and I very quickly learned that enemies are unforgiving, requiring the player to be wary of a gung-ho playstyle. (Video Credit: AttritoM7 Productions)
Some of the audio in both combat and some NPC dialogue feels a bit out of place too, particularly during one of the early contract missions in a subway station. There are many elements like this, especially involving animations (notably Anton's run and other NPCs' movements), that end up impacting immersion.
Fortunately, while Blackwood isn't launching in early access, its remaining Acts will be released later for free (for existing owners), with Act 2 planned for March 2027 and Act 3 in September 2027 on Steam. Hopefully, with the release of the following content, patches can be made to significantly tweak and adjust those pain points.
Blackwood is a very promising game and has plenty of opportunity to shine among some of the best indie games available. However, it's a little rough around the edges at the moment, and a few steps away from realizing its potential.
They're intended to supersede the previous PlayStation Pulse models
There's no word on pricing yet
Sony has just unveiled the "next line of PS5 audio products" with two new PlayStation Pulse wireless gaming headsets.
Both models are intended to supersede the old PlayStation Pulse Elite, which was released in 2024. The new PlayStation Pulse Edge boasts custom planar magnetic drivers that deliver "studio-inspired" sound and has eight magnets under the hood.
It comes with a detachable boom mic offering AI noise rejection alongside a USB Type-C adapter and premium carrying case.
Major features include built-in volume controls that integrate with the console's operating system, a game audio and chat balance slider, and active noise cancellation.
The upcoming PlayStation Pulse, in contrast, is positioned as a more entry-level model. It cuts the number of driver magnets down to four, which likely means less bass and reduced clarity. There's no boom mic either, so you need to rely on an integrated microphone instead.
It also loses the game audio and chat balance feature, lacks active noise cancellation, and isn't bundled with any kind of case.
Sony has been quite cagey about pricing, with no word on how much either model will cost on the official PlayStation Blog. This makes it hard to determine whether this refreshed line will offer good value, especially given the abundance of excellent headsets currently offered by third-party brands like SteelSeries and Corsair.
We do know that both models will be available in both white and black, however, and will hit shelves early next year.
Every now and then, a game comes along that doesn’t just entertain and engage me — it totally enraptures me. It stands as a pure work of art that reminds me of exactly why I love this medium and captures the essence of a book you just can’t put down. For me, that’s exactly what Fire Emblem: Fortune’s Weave is — an engrossing experience that I simply can’t get enough of.
Review info
Platform reviewed: Nintendo Switch 2 Available on: Nintendo Switch 2 Release date: September 17, 2026
This Nintendo Switch 2-exclusive tactical JRPG offers a combination of excellent turn-based combat and rewarding exploration, alongside captivating storytelling and a great cast of characters. And its sheer scale cannot be understated — I’ve spent north of 200 hours in Fortune’s Weave, and there’s still so much more I have to see.
I’ve played through each of the four Flame Lords’ paths and taken the battle to the demonic god Balor, and I’ve got a number of thoughts about gameplay, visuals, and narrative to share. So, without further ado, let’s take a look at why Fire Emblem: Fortune’s Weave is one of the best Nintendo Switch 2 games you can play right now.
Four paths converge
(Image credit: Nintendo)
I won’t get into the weeds of the premise in Fortune’s Weave, but to sum up, you’re able to play as four heroes, known as the Flame Lords, as they compete in a grand arena event known as the Heroic Games. The champion of the Games will be granted a wish of their choosing by Divine Sovereign, Solel, who rules over the land of Dagda and its capital, Dagsion.
After completing the brief prologue — which acts as a solid tutorial for newcomers — you can select any of the Flame Lords’ paths and play through them in any order you like from a central hub area. This approach works nicely, as you don’t have to replay the prologue each time you start a new journey, and you’re able to dip in and out of each story as you please.
This makes up Part I of the game, which was probably my favorite overall. Although some cutscenes and quests are the same across the four stories, they still feel distinct and gripping in their own right. Each pathway has a distinct tone and feeling to it, with each Flame Lord having a deeply personal ambition and a unique set of close allies. For instance, the vengeful and skilful Leda is joined by the womanizing bard Sirocco and protective warrior Buccar, whereas Dietrich is partnered with the excitable Esmeralda and bizarre and eccentric missionary, Fabio.
The core cast of characters is truly excellent, but you’ll also be able to recruit more allies as you progress the story, including foes you face in the Heroic Games and parties of interest across Dagsion. Many of these units can be recruited across all four stories, though their recruitment requirements often vary, which encouraged me to experiment with different characters across different stories.
Best bit
(Image credit: Nintendo)
Anything with Dietrich and Fabio. They're an unlikely yet incredible duo, with Dietrich's bloodlust and Fabio's eccentricity somehow combining to create some of the most hilarious — and sometimes emotive — dialogue in the series.
What makes the multi-path system click is that you’ll uncover revelations in one story that answer questions — or even pose new ones — about events in one of the other paths. There are plenty of twists and turns — some perhaps more obvious than others — which change the way you perceive certain characters and add substantial depth to units that may seem less significant on some paths than others.
This cross-path storytelling is done really well, and the narrative is strong, more generally. I won’t spoil anything, but it’s got its fair share of shock instances, touching moments, and character development that help it to hit — and if not, exceed — the standards that the series has set thus far.
Gameplay-wise, things are kept pretty fresh too. Each Flame Lord has specific abilities that they can make use of on the world map and beyond, with Deitrich able to battle warriors and learn their combat arts, Leda capable of holding performances to unlock unique materials, Theodora able to recruit warriors to assign battalions, and Cai skilled enough to wrangle mounts for himself and his allies.
And luckily, all of this comes together nicely in the latter parts of the game. While Part I is more individually tailored to each Flame Lord and their journey through the Heroic Games, paths begin to converge in Part II, known as the War Arc. Again, I won’t spoil anything here, but Part II offers far less variation across each pathway, but there are still some interesting differences in dialogue, and the way you approach battles will likely change considerably.
I loved how the enormity of Fortune’s Weave came together in Part III, though. Here, you’ll be able to unite all of the Flame Lords beside the game’s true protagonist, you. It’s awesome that you’re able to make use of all of the heroes’ unique abilities and even re-recruit old units for the final battle against the demonic lord, Balor.
Being able to bring all of your units, inventory, and abilities into a singular, epic finale is incredibly rewarding and makes building the ultimate army even more enjoyable.
I see grids in my sleep
(Image credit: Nintendo)
Let’s delve a bit more deeply into gameplay, which, as you’d expect, is outstanding in Fortune’s Weave.
For the most part, you’ll be battling on classic grid-based battlefields. Honestly, I’ve fought on these so many times I’m starting to see them in my dreams. It's that classic turn-based Fire Emblem that you know and love, with some returning features, like Combat Arts (which provide benefits in exchange for weapon durability) and gambits (in Theodora’s path), for instance.
But there are new mechanics too, like Blaze Arts, which are unique to specific units. By sacrificing HP, Blaze Arts enable you to deal more damage, move further, buff allies, and more. The health trade-off means they don’t feel like a cheat code, and they also fill a blaze gauge, which will burst at a certain point, forcing you to work with reduced HP for the rest of the map.
(Image credit: Nintendo)
Standard battles feel brilliantly balanced, and I never felt that difficulty spikes were too severe or that I had to grind much to push past my opponent. When you do want to grind, though, you can enter into a skirmish against foes on the world map, or try your luck in a dungeon.
Dungeons work a bit differently, and you’ll move around a 3D area to face foes in Clash Battles. These are a bit different and combine light action segments with more traditional turn-based JRPG combat rather than tactical grid-based battles. I think that they’re a great option if you want a break from the usual maps and want a faster-paced method for gaining experience or class proficiency for your units.
That’s not to say that the standard maps aren’t engaging though; quite the opposite. There’s some excellent map variety, and some battles will ask more of you than just routing the enemy. In some cases, I had to defeat more giants than my opponents, rescue defenseless citizens from a huge serpent, or even collect missing cargo before thieves made off with it. Battlefields are also delightfully diverse throughout the heroic games, and become even grander as the stakes rise towards the back end of the game.
If at any point you’re struggling, you can make use of Blessings, enabling you to rewind to a previous turn, increase your strength, or reduce the cost of Combat Arts, for example. I kept usage of these to a minimum, as I was playing on the slightly more gracious Normal/Casual difficulty. But there’s also a Hard mode, and you can play Classic (where units are permanently lost when they fall in battle), where Blessings will likely feel a bit more necessary.
All in all, combat is incredibly addictive, varied, and offers impressive depth. Building a squad with the right balance in terms of classes and weapons is massively satisfying, and breaking things up with a bit of dungeon crawling keeps the experience feeling fluid and fun for the game’s full runtime. And given that we’re talking about a title that will take you well over 100, if not 200, hours to finish, that’s an impressive feat in itself.
Beyond the battlefield
(Image credit: Nintendo)
Before I wrap up, I want to touch on my experience with Fortune’s Weave outside of battle. There’s quite a bit to do, both within the capital, Dagsion, and in the land of Dagda more broadly.
Dagsion has all of the stuff you’d expect. A training ground to boost your aptitude with specific weapons, a shopping district, an inn for viewing support conversations and restoring motivation (which is used for training and increasing your Blessings level), and an area where you can take an exam for whatever class you want to be.
A lot of your time in Fortune’s Weave will be spent using these facilities to increase your weapon levels, boost support with your allies, and acquire better equipment.
If I were to nitpick, I’d argue that the support grind can become a little tiresome for some units. If you want to recruit a new ally who requires a high support level, it can take quite some time to fill the gauge and add them to your team, though some are easier to add to your roster than others.
There are more things to do, though, like going to the Theater, taking a bath at the Thermae spa, and accepting subquests from distressed townsfolk. Perhaps the most unusual option, however, is Bird Time.
Here, you can feed the Pale Raven (the main protagonist in bird form) to increase your support level for later in the game. Is it a bit goofy? Yeah. Does it get a bit repetitive? Sure. But I kinda love the feeling of getting that sweet ‘perfect bird time’ message when you have a successful interaction with your ally.
Outside of Dagsion, you can enter the aforementioned dungeons, search for materials, enter into some smaller hub areas, and speak with wandering merchants. The world map is easy to navigate, but you’ll only have a set amount of time to explore before the day of the Main Quest arrives. This helps the game to maintain good pacing throughout, and while there’s a ton to explore, it’s broken up with main story goodness in healthy intervals, in my view.
(Image credit: Nintendo)
On a technical level, Fire Emblem: Fortune’s Weave is pretty solid too. It keeps a lot of the enticing visual style seen in Fire Emblem: Three Houses, but being a Nintendo Switch 2 exclusive, there’s a clear step-up in terms of resolution, and character models look excellent too. Be it Fortuna, whose vibrant hair pops with eye-catching yellow, or the striking, rich reds of Bertrand, the White-Maned Demon’s clothing, I found myself impressed by the visuals pretty consistently.
Some background textures do look a bit basic, however, and while the game runs smoothly, it’s not targeting a silky 60fps (but this never bothered me, personally).
I also want to shout out the game’s excellent soundtrack, which is more eclectic than you may think. There’s the classic orchestral-style stuff, which creates a real sense of grandeur and high stakes, but there are also spacey, synth-led tunes in the temples, which create ambience and intrigue, as well as electronic music with pumping bass in some mysterious hidden areas.
On the topic of sound, the voice acting is exceptional in Fortune’s Weave. You feel each character’s unmistakable personality through just about every performance, and this only makes you feel more attached to your units. The perfect example is Fabio, whose voice acting is just as outlandish and unusual as you’d hope for the character, though he also has some authentic, impassioned emotional scenes that stole the show. Great stuff all round.
To conclude, then, Fire Emblem: Fortune’s Weave is a masterful tactical JRPG that has it all. Addictive, depth-filled combat, fresh mechanics, a well-paced, multi-layered story, and a likeable cast of characters. It hypnotized me from minute one, all the way to the end, and its careful balance of tight turn-based gameplay and exploration really worked for me. As things stand, I consider Fortune’s Weave to not only be among the best Fire Emblemgames in recent memory, but also the best game on the Nintendo Switch 2 thus far.
Whatever you do, don’t skip this one.
Should you play Fire Emblem Fortune’s Weave?
(Image credit: Nintendo)
Play it if…
You want to sink your teeth into an epic RPG Fire Emblem: Fortune’s Weave is a huge game that will easily take you north of 100 hours to finish if you want to complete each Flame Lord’s path and clear every subquest. If you’re looking for a true epic to get your money’s worth out of, this is the game for you.
You’re a fan of character-driven narratives Yes, Fortune’s Weave features a very high-stakes story, but the narrative is largely centered around the four Flame Lords, and their personal ambitions in the Heroic Games. Watching each story unfurl, and seeing how each hero develops is a joy, so if you’re into more character-driven stories, then you’ll likely enjoy this.
Don’t play it if…
You’re not a big fan of tactical combat There are some light action segments and swifter turn-based dungeon battles in Fortune’s Weave, but a lot of the time will be spent commanding your units on a grid. If you’re not into the more strategic style of other Fire Emblem games, then you may not have the best time with this one either.
You need top-tier performance from your games While Fortune’s Weave looks pretty solid, it’s by no means pushing boundaries as far as visuals go. It’s very stable, in terms of performance, but it’s also not going to give you the buttery smoothness of other Switch 2 games, like Metroid Prime 4: Beyond, say, which can even run at 120fps in handheld mode.
Accessibility features
There are a handful of ways to customize your experience in Fire Emblem: Fortune’s Weave. You can make UI adjustments, like altering the size of the battle minimap, toggling the grid display on and off, you can personalize camera controls and sensitivity, and choose from a number of different subtitle languages.
There’s even an Enemy Masking mode that changes the appearances of insectile enemies if you have arachnophobia or entomophobia. There is no colorblind mode, or similar.
(Image credit: Nintendo)
How I reviewed Fire Emblem: Fortune's Weave
I spent just over 200 hours with Fire Emblem: Fortune’s Weave, during which time I played through the main story (including each of the Flame Lords’ individual paths), completed just about every subquest, and recruited countless allies.
For the most part, I played in docked mode, with my Nintendo Switch 2 connected to my Sky Glass Gen 2 TV and Marshall Heston 120 soundbar. However, I did dip into handheld mode now and then, and usually had my Sennheiser CX 80U wired earbuds connected when playing on the go.
Docked VRR finally arrives more than a year after Nintendo announced and then unannounced it
Requires a system update to both console and Dock
It seems to work on a title-by-title basis and will require games to update to use it
Nintendo's latest system update for the Switch 2 is here and delivers a much-wanted new feature: VRR support in Docked mode. But there's a catch: a the moment, it only works on one game, and we're not sure how many more will follow, because it's reported to work on a "whitelist" system.
When the Switch 2 launched, VRR (variable refresh rate) was only supported when using the console in handheld mode. Having the same feature available in Docked mode means your display's refresh rate and the game's frame rate can be synchronized to get rid of any screen tearing or judder when you're playing on one of the best gaming TVs or the best gaming monitors that supports VRR.
Unfortunately, the new VRR support in System Update 23.0.0 only appears to be available on a title-by-title basis, unlike the way that the PS5 can force VRR support at the system level on games that don't natively have it.
The big concern here is that Digital Foundry reports that "the feature appears to operate on a whitelist, so only games that developers have flagged as supporting docked VRR will activate it" — and what's unclear is whether the whitelist will require a slow certification process by Nintendo, or whether developers can just quickly roll out an update with support.
It means that, at the time of writing, the list of titles with docked VRR support only includes Nintendo's Switch 2 Welcome Tour, which has just been updated to add the feature. That's it. We at least assumed Nintendo would be ready with updates for all its own games.
What's new in the Switch 2 update
In the release notes Nintendo says: "VRR output is now supported in TV mode. When both the software and the TV support it, the video will be output at a refresh rate that matches the game's processing speed."
We've known for a while that the Switch 2 Dock supports docked VRR, because Nintendo told us on its US website before removing the text last year. So it's nice to see the feature finally being implemented, even if it'll take a while for the appropriate game patches to arrive.
In addition to VRR the Switch 2 software update gives you the ability to make a complete data transfer from one Switch 2 to another. There's a new toggle for Switch 2 Boost saving you a trip into System Settings, improved accessibility support, background music in the Mii editor (which you can turn off if you don't want it) and the usual interface tweaks, unspecified bug fixes and optimizations.
Nintendo's support page for the new system update is here.
The latest Nintendo Direct has concluded, and what a cracker of a show!
It delivered a huge number of titles for Nintendo Switch and Nintendo Switch 2 owners to look forward to, with some big new entries in major franchises like Kirby and Metroid.
There were also plenty of exciting ports, like three new Resident Evil ports, two Far Cry games, and more. Lots of existing titles also got big upgrades in the form of new Switch 2 Editions or free updates.
There are more maps coming to Mario Kart World, for example, and Pikmin 4 is getting a comprehensive Switch 2 upgrade later today.
If you didn't manage to catch the show, you can see a bullet point list of all the announcements in the order that they happened below.
Everything announced at Nintendo Direct – 09/09/2026
Monster Hunter Wilds Nintendo Switch 2 port shown, includes all updates — launches on December 4
Ascendance expansion is also coming in 2027
Final Fantasy 7 Revelation trailer shown — launches on April 8, with pre-orders beginning later today
Crisis Core Final Fantasy 7 Reunion launches on Nintendo Switch 2 later today
Hyrule Warriors Age of Calamity Definitive Edition coming to Nintendo Switch 2 with visual upgrades and new modes — out February 25
Viral hit Meccha Chamelon is coming to Nintendo Switch 2 later today
Pokémon Pokopia Expansion Pass DLC is adding some cute new accessories later this year
Star Fox is getting a free update with four split-screen players in battle mode, plus three new stages
Star Fox Adventures from the Nintendo GameCube is coming to Nintendo Classics later today
Some Nintendo Switch 2 The Witcher 3: Wild Hunt - Remastered footage shown — out September 29
Songs of the Past expansion also shown — coming in 2027
Kingdom Come: Deliverance 2 Royal Edition is coming to Nintendo Switch 2 in 2027
Fire Emblem: Fortune's Weave new trailer shown — game still set to launch on September 17
Professor Layton and the New World of Steam finally gets a new trailer showing puzzle gameplay — set to have the biggest number of puzzles yet when it arrives on December 10
New Yokai Watch game revealed — Yokai Watch 2 Haunted Domain currently in development
Nintendo Switch 2 Edition version of Pikmin 4 confirmed — adds voice commands, new mode, and more when it comes out today
Onyx The Dead Grip — new horror game from Bloober Team launches as a Switch 2 exclusive next year, can only be played in handheld mode
New sizzle reel for Xenoblade Chronicles 3 Nintendo Switch 2 Edition
Stage Fright, a new spooky game from the developers of Overcooked shown — comes to Switch and Switch 2 next year
Disney Dreamlight Valley: The Keepsake Sea — the game's next paid expansion with underwater areas
Ondeh Ondeh Kaya's Tasty Tale — a charming rhythm adventure out in 2027
Lego Batman: Legacy of the Dark Knight finally releasing for Switch 2 on September 18
New Kirby Air Riders amiibo will launch on November 12
Cairn port arriving in early 2027, with demo out today
Resident Evil 2 Deluxe Edition, Resident Evil 3, and Resident Evil 4 Gold Edition all coming on October 16
Tomb Raider Legacy of Atlantis Switch 2 trailer shown — out February 12, 2027
New Nintendo Switch Sports Resort trailer showing free island exploration — Switch 2 exclusive coming October 22
New 2D Metroid title revealed — Metroid Ravenous, out January 28, 2027
Big free update with ten new courses, plus two new knockout tour routes, is coming to Mario Kart World today
Mega Man: Dual Override gameplay trailer shows off Proto Man
New Mega Man and Proto Man amiibo also revealed
New RPG Eternal Anima shown — comes to Switch 2 on March 4, 2027
Danganronpa 2x2 port revealed with new 'Slayhem' mode out on January 14, 2027, for Switch and Switch 2
Fatal Fury: City of the Wolves port is on the way in October
Metal Slug Ultimate Collection revealed with loads of games — out for Switch and Switch 2 next year
Yo-Gi-Oh! Tag Force GX port revealed for Switch and Switch 2 — launches February 16, 2027
Romance Saga 3: Destinies United remake for Switch and Switch 2 also out February 16, 2027
007 First Light is actually launching at some point this year, apparently
Far Cry 3 Classic Edition coming to Switch in 2027
Far Cry Blood Dragon Classic Edition on the way too
The Crew Motorfest Switch 2port shown in the sizzle reel
The Apothecary Diaries: The First Imperial Brother out in early 2027
House Flipper 2 out October 15
Sonic Pico Park spindashing on to Switch and Switch 2 on November 12
Dragon Quest Monsters: The Withered World out on December 3
Torneko's Mystery Dungeon Classic HD is available later today
Hela port launching on December 1
Criksholm The Stolen Dream is coming to Switch 2 on December 3
Stellar Blade Complete Edition shown with Bayonetta crossover costume
The Ascent Complete Edition is out in December
It Takes Two comes out on October 15 for Switch 2
Palia Nintendo Switch 2 Edition out in December
Bluey's Happy Snaps — brief bit of new footage shown
Hot Wheels Infinite Rush dropping on September 10
Fading Echo out on September 17 — demo later today
Hell is Us port shown, out October 8
Marvel Guardians of the Galaxy Encore Edition dropping on November 5 — pre-order today
Surprise Persona 4 Revival trailer shows off loads of new gameplay
Persona 6 logo shown on screen
The final announcement is a new Kirby game that looks almost open-world — called Kirby and the World Beyond and out in Spring 2027
VOD
You can also catch up with the video on demand (VOD) version of the stream via YouTube below.
The giant of a video game release is nearly upon us, and Sony is getting well and truly involved with GTA 6 PS5 controllers beginning tomorrow on two very cool looking DualSense variations.
Two new limited-edition GTA 6 PS5 controllers are up for grabs tomorrow: one black, one white. Both share a lot of the same design sensibilities and features, but I think both look slick as heck. They are both unmistakably 'Vice City' with palm tree emblems and fronds draped over the pad, while the glints of pink shine wonderfully through on the white or black backgrounds, and the shimmering finish on both does a great job of evoking neon lights.
Both DualSense controllers will cost you $84.99 / £74.99 and will release alongside GTA 6 on November 19. However, there will be a slight variation in availability. The white GTA 6 DualSense will be "available in limited quantities globally at direct.playstation.com and at participating retailers", says Sony. The black GTA 6 DualSense will be "available in limited quantities exclusively through direct.playstation.com where available" — so that means in the UK and US.
We expect the usual suspects to get involved in pre-order listings on both sides of the Atlantic, and we will be casting our eager eye over those, and a wider net more generally, to make sure we get you the best links and info as soon as we see them. We're starting today to get our flag in the ground early, so you know where to be in the run-up to stock dropping.
Should you pre-order a GTA 6 Limited Edition PS5 controller?
This is perhaps an even easier recommendation to make than the one I did before the game was available to pre-order: in short, you should absolutely, 100%, definitely consider placing a pre-order on these GTA 6 DualSense controllers if you can, rather than waiting and hoping they remain available in the long run.
These are accessories — that will be available in "limited quantities", according to Sony — that will coincide with the release of the biggest thing in all of entertainment ever. As a result, the demand will likely be the highest on DualSense controller editions we've ever seen — and perhaps on any accessory ever.
Yes, there are two different editions which will hopefully spread the load of the demand, but I think placing a pre-order if you can is by far the safest option if you're at all interested in one of these PS5 controllers.
GTA 6 Limited Edition PS5 controllers: cut to the chase
Price: $84.99 / £74.99
Pre-order date: September 10, 2026; 10am ET / 10am local time in Europe
Release date: November 19, 2026
Design: Sony describes the limited edition DualSense controllers as pads that "each capture the essence of Vice City, from bright days along the coast to vibrant city nights. Both editions feature a shimmering, color-shifting finish that brings together the hues of a Vice City sunset and the glow of neon lights. They both also feature custom palm tree details molded directly into the controller, adding a unique tactile element alongside official Grand Theft Auto VI branding." There's no denying they do look pretty slick.
Hello!
Hello and welcome to our live coverage of the upcoming GTA 6 PS5 controller pre-orders which are dropping tomorrow!
We're getting our flag in the ground early to be in the best position to help you snag your one, or two, new DualSense controllers!
These are going to be hot stuff...
(Image credit: PlayStation)
Not only are these two controllers absolute beauties — at least, I think — they are tied to the biggest entertainment release in history.
As a result, I predict the demand for these is going to be huge; absolutely wild, in fact. I know that recent Limited Edition PS5 controllers haven't sold out like some, but surely the safe bet here is that stock will fly.
Because of that I reckon it'll pay to get in position early with bookmarking the above links, getting account information in order, and making sure you're fully informed ahead of stock dropping. tomorrow.
So let's begin with some key information...
What, and how much, are the GTA 6 PS5 controller pre-orders?
(Image credit: Sony/Rockstar)
In terms of what, there will be two distinct GTA 6 PS5 controllers up for pre-order tomorrow.
Sony is attractively naming them, officially, as 'DualSense Wireless Controller – Grand Theft Auto VI Black Limited Edition' and 'DualSense Wireless Controller – Grand Theft Auto VI White Limited Edition'. The black and white overarching colorway is indeed the biggest thing that separates them, but they both look slick as heck in my view.
There's that shimmering blue look on both, palm tree fronds and forms draped over the pads, and pink accents that punch through the black or white really pleasingly. I think I prefer the Black one, but it's a close run thing.
There's no difference in price, though, and both will cost you $84.99 / £74.99 — the standard price for DualSenses right now.
When and where are the GTA 6 PS5 controller pre-orders?
(Image credit: Sony/Rockstar)
OK, the first part of this is easy: GTA 6 PS5 controller pre-orders kick off at 10am ET in the US, and 10am local time everywhere else. Boom.
The second part, availability, is a little more complex, but only in the sense of the difference between the two variants. If my parsing of the PS Blog post is correct, it appears that the Black GTA 6 DualSense will be exclusive to PS Direct, while the white variant will be the one that's available at both PS Direct and other retailers.
The details are fabulous...
(Image credit: Sony/Rockstar)
I really like the flashy details of the glinty art style in both the black and white variants, and this close up of the white model really shows how the glimmering and shimmering speckles will change in the light too. Nice.
...and more than just a pattern
(Image credit: Sony/Rockstar)
And I also really like the look of the properly moulded and formed palm tree fronds that are raised off the surface of the DualSense.
A lot of previous designs haven't altered the physical feel of the PS5 controller that much, so I really like this change and feature of this particular limited edition design.
So: which one do you like the look of most?
As I said, I think the Black one just pips it for me in terms of my aesthetic tastes, but which one are you most likely to pre-order? Let me know in the poll below!
An early bit of advice to be in position, well, early
It sounds obvious, being ready early, but actually what I mean more specifically is that last time out with the Marvel's Wolverine PS5 collection of controllers and console covers, retailers in the UK, particularly, actually went live comfortably earlier than the 10am start time.
So much so, in fact,m that PS Direct itself also pulled the trigger before 10am in the end; such were the options available to customers before the official start time.
As a result, it'll definitely pay to be as ready to go as you possibly can earlier than 10am ET or 10am local time — perhaps aim for 9.30am and get poised.
Which retailers are the ones to go for first?
(Image credit: Future)
If I'm understanding the PS Blog post correctly — and I think I am, I've done loads of these launches now, though Sony can be ambiguous — then I reckon you're best first port of call is going top be PlayStation Direct. And that's on both sides of the Atlantic.
US retailers have been pretty good on the last limited edition releases and all of Walmart, Amazon, Best Buy, Target, and GameStop have reliably followed with stock. We'd still err toward the former three though for the best and likely-quickest shopping experience.
In the UK, things have been a bit different in recent times. Amazon UK has been very unreliable when it comes to limited edition PS5 hardware or accessory stock. For example, it still hasn't got Marvel's Wolverine DualSense stock. However, the likes of Smyths Toys, Currys,. and Very have all been reliable with the last release or two.
Even the packaging looks dope — if it's real
Our friends at GamesRadar+ have spotted a social media post that shows an image of the packaging — and even that looks slick as heck! If it's real, of course...
Here's a new look at the #GTAVI DualSense controller boxSource: https://t.co/DEQ8Ul0gEI pic.twitter.com/fdboZqGFo4September 8, 2026
I'm off for now - but we're still going
I'm passing the steering of our GTA 6 PS5 controller pre-order ship to one of my excellent colleagues now, as I step away for the evening (and to prepare for a trip to BlizzCon too!).
Keep it right here for the best information and links in preparation for tomorrow's pre-orders kicking off!
Sony has seemingly been caught testing dynamic pricing again
PS5 users are seeing different discounts for Star Wars games based on unknown account factors
Some regions seem unaffected by the experiment
Dynamic pricing is back in the gaming news, as PS5 players are yet again seeing the wild disparity between discount amounts for the same game — and its all-digital future feels ever more like a nightmare.
When looking at buying Star Wars Jedi: Fallen Order while logged into their PlayStation account Reddit user Bluemonkey88 was told it would cost them CA$19.24, or a roughly 65% discount from its RRP. Meanwhile the sequel Jedi: Survivor would set them back CA$23.39 (a 74% saving). As soon as they logged out Fallen Order dropped to CA$10.99, an 80% drop from full price, and Survivor fell to CA$13.49, or an 85% discount.
In the replies, we can see folks being offered the games for CA$13.99 and CA$18.19, though further muddying the waters a couple of US users — one with PS Plus and another without — both see the games at $7.99 and $10.49, suggesting not every region or user is subject to the same price testing.
If you haven’t heard before, dynamic pricing is where a product’s cost fluctuates based on who is buying the product, or when they’re buying it.
It goes by other names you might have seen like surge pricing on Uber — when everyone is trying to book a cab, say just as a concert ends or if the weather turns bad, you’ll see costs rise because demand is up.
(Image credit: Uber)
In Sony’s case here the pricing seems more algorithmic. There’s an unending supply of digital games, so instead the discount amount folks are seeing looks to be based on how likely it is you’ll buy the product, and adjusting the sale until it just tips you over the edge.
For example someone who maybe plays a couple of games a year or isn’t a mega Star Wars or action adventure game fan might see a steep discount as they’ll need more convincing. Whereas a mega fan of Star Wars, or a gamer who digests a new title every other week might be willing to pay more.
It’s like how airlines and hotels are accused of upping costs for folks who have filled their search history with holiday plans to a dream destination — if they’re desperate to go to, say, Paris, then they’ll be willing to maybe pay that little bit extra compared with a more agnostic traveller.
No thank you
This isn’t the first time Sony has been caught testing dynamic pricing. In fact, some kind of experiment has been going on from as far back as November last year.
And it’s as scummy a practice then as it is now, and it will continue to be as awfully anti-consumer as some of Sony’s other recent moves (i.e. killing physical games media).
Though if you’re thinking of jumping ship to Xbox it too has been caught with its hand in the dynamic pricing cookie jar. In its case it appears Microsoft is offering deeper Game Pass discounts to some accounts than others, with current subscribers unable to see the deal at all.
(Image credit: Microsoft)
A digital-only gaming future already has so many downsides when it comes to ownership, game archiving, offline access and more, that we simply don’t need to add dynamic pricing to the mix.
Maybe Sony will reverse course, though its efforts for the past year suggest that dynamic pricing is here to stay. The best thing we can do is point it out every time it’s spotted, and making sure we don’t get suckered in with higher prices.
The leaked achievements are listed for each title on Exophase, including spoilers for major plot points, character reveals, and even weapon unlocks (notably for Kingdom Hearts 4), despite missing full descriptions. It's effectively created a minefield of spoilers to avoid, which is made worse since the list includes games that don't even have a release date.
It's not exactly clear how this leak occurred on Valve's end, but it doesn't appear to be a breach of the Steam platform. Instead, it may very well be an issue with Valve's API exposure, at least according to Exophase owner Mike Bendel, who claims it's a "possible screw-up on Valve's end", which makes this the second slip-up in just a few weeks.
Recently, around 12TB to 13TB of early prototypes, unreleased titles, and scrapped builds of games between 2003 and 2013 were leaked from Steam, including games such as GTA 5, The Binding of Isaac, and even some of Valve's very own games like Left 4 Dead.
(Image credit: T. Schneider / Shutterstock)
It's possibly the worst spell of game leaks for publishers launching games on PC platforms like Steam, especially with the leak of builds for games like Death Stranding 2: On the Beach and Forza Horizon 6 before launch.
There's clearly a major security issue at hand with Steam, and until it's addressed, game leaks seem inevitable. Game achievements, while potentially spoiler-filled, are minor in comparison to the very recent game prototype leak.
Valve hasn't made an official statement on the Steam prototype or achievements leaks, but with its impact on both publishers and consumers, it wouldn't be surprising to see both cases addressed soon.