PlayStation has delayed the launch of the FlexStrike Wireless Fight Stick
The company says production delays have caused the hardware to be postponed
The PlayStation 5 peripheral will no longer launch on August 6, but "at a later date"
PlayStation has issued an update on the release of its FlexStrike Wireless Fight Stick, announcing that the hardware has been postponed.
The FlexStrike was originally slated to release on August 6, but now, in an updated PlayStation Blog post, the company has confirmed that "due to unexpected production delays," it "will launch at a later date."
"We’re working to ensure we deliver the best possible experience to our players with FlexStrike, so we’re taking extra time to put the finishing touches on the product," PlayStation said.
"We apologize for this delay and look forward to bringing the FlexStrike experience to the community when it launches."
Pre-orders for the fight stick opened on June 12, but the company confirmed that players can check their order status through PlayStation Direct and will receive communications regarding their order.
"Players who pre-ordered through another retailer should look for updates directly from that retailer or contact them with any questions," it added.
The FlexStrike is a PS5 peripheral and costs $199.99 / £179.99.
TechRadar's senior reviews writer Harry Padoan got the chance to test out the fight stick earlier this year, writing that it "hits the right notes" performance-wise when tested against Marvel Tokon: Fighting Souls, and is "approachable and straightforward to use," and "offers ultra-low latency in both wired and wireless capacities."
The Blood of Dawnwalker director, Konrad Tomaszkiewicz, says a delayed next-generation would be beneficial for Rebel Wolves
Tomaszkiewicz says it's "easier" to work with the current generation and PC
He says two more builds would multiply "the amount of work you need to do"
The Blood of Dawnwalker director Konrad Tomaszkiewicz isn't worried about the impact of what a delayed next-gen could mean for Rebel Wolves because working on the current-gen consoles is "easier."
It's unclear when the next-generation hardware will launch. Rumors suggest that the PS6 could launch as late as 2028, which would make it eight years between the start of the current generation, with Project Helix, the next Xbox console, also eyeing a 2028 release.
While Sony and Microsoft have yet to reveal how much their new hardware will cost, a delay in the next generation could be on the table as the companies wait for things to settle down and for consoles to become affordable again.
This would also mean studios won't have access to next-gen tech for quite some time to develop their games, which would force them to stick with current-gen.
However, for The Blood of the Dawnwalker studio, Rebel Wolves, this would actually be beneficial to the development team.
The Blood of the Dawnwalker is the first installment in Rebel Wolves' dark-fantasy role-playing game (RPG) series, launching later this year, and has already teased a sequel set in a modern timeline.
When asked by Eurogamer whether the next console generation being delayed would be an issue for the studio and the future of the game series, the director said, "It doesn't at all."
"To be honest, it's even better for us," Tomaszkiewicz explained, "Because when you have the game, and you know the systems and the features adjusted to these particular consoles, you know what you need to do. Always, a new platform is a new challenge: you need to learn it, you need to know what are your borders, what you can do, what you cannot do. And also, it's an additional build you need to create that you need to take care of later."
The director continued, saying that since The Blood of the Dawnwalker has four builds - PS5, Xbox Series X and Xbox Series S, and two PC builds, it's already a ton of work for testers, so another console generation to work with would be another challenge.
"Let's say we have four builds, and later on you want to deliver a patch for the players. You need to be sure that these changes work on the Xbox, on the PlayStation, PC one, and PC two," Tomaskiewicz said.
"When you have next-gen, you're adding an additional two builds, and it multiplies the amount of work you need to do. It sounds easy but you need to know that there is a group of testers who need to test every platform separately - not only this particular change but whether the whole game has no blockers, if you can finish it from the beginning to the end, and so on and so on.
"It's a huge effort, to be honest, and if we work on the consoles we have right now, it's easier, because we know how many builds we have and it's easier to manage."
Assassin's Creed Black Flag Resynced is here, and it looks like this remake has been a massive success. Ubisoft says that it’s already sold more than two million copies, with players all around the world discovering (or rediscovering) its wonderful 1700s Caribbean setting and all the twists and turns of its engaging pirate story.
Our own Resynced review saw the game awarded four stars out of a possible five, praising its many modernized mechanics and just how faithfully it adapts the 2013 original. Although the main review was handled by our resident Assassin’s Creed expert, Managing Editor Rob Dwiar, I’ve spent the last few days pouring hours into the game and am having an excellent time so far.
I’m almost halfway through now, and there’s already so much to like about it, as you’ll see with some of the highlights below, but also one little thing that’s been bothering me.
The visual upgrades are a huge success
(Image credit: Ubisoft)
You don’t need to have put Resynced side by side with the original Assassin's Creed 4: Black Flag to appreciate just how much of an improvement the new visuals are. It’s no hyperbole to say that this is the best-looking emtry to date, edging out the already stunning Assassin's Creed Shadowsthanks to its smaller but more detailed world.
The opening sequence has you parkouring your way through a lush tropical rainforest, showing off incredibly dense plants and little details like dangling vines that really help sell the setting. The gorgeous ray-traced lighting dances through the canopy superbly, light scattering down onto the little pools of water that are dotted throughout the jungle and reflecting off them realistically.
If you examine the layouts in detail, there have been loads of changes, but key elements from the original level layouts have been preserved smartly, like the fallen tree trunks that protagonist Edward Kenway darts across, so everything feels just right.
(Image credit: Ubisoft)
It’s the same story when you reach the city of Havana, which feels larger and more bustling than ever before. The streets are packed full of non-player characters (NPCs) wandering around, chatting to one another, moving crates, or standing around market stalls to give the impression of a lived-in world.
As for the open sea, I don’t think another game has nailed the waves quite this well. The water physics are phenomenal, with countless waves that stretch off into the horizon. The seahere looks far brighter than the original game ever did, but rather than taking away from the atmosphere, I appreciate how inviting it makes it all look. This is a world that’s just begging to be explored.
The visual overhaul extends to the game’s cutscenes. The wooden 2013 character models are no more, replaced with far higher fidelity versions that look much more convincing. Faces are no longer stiff and awkward-looking, either, thanks to enhanced motion capture, making it much easier to get stuck in and immerse yourself in the story.
Refined combat means swashbuckling feels better than ever
(Image credit: Ubisoft)
Going into Resynced, having seen a handful of trailers, I was quite worried that the combat would feel like that of Assassin's Creed Mirage: awkward, clunky, and a throwback to the systems of the older games in all the worst possible ways. Thankfully, when I actually got my hands on the game, it was immediately clear that my concerns were misplaced.
The combat system here is like the simplicity of the original game’s mechanics merged with all the style and flair of the fights in Shadows. Enemies have decently sized health bars or shields now, which you can whittle down with sword strikes before hitting a perfect parry to trigger a stylish finisher. This isn’t your only option either, as abilities like the rope dart or kick let you quickly stagger tricky enemies without breaking your flow.
There’s a fantastic rhythm to all of it, and I’ve found that charging in with my swords drawn has quickly become my favorite way to tackle encounters. It certainly helps that the most frustrating instant-fail parts of missions have been entirely reworked as well, giving you more freedom than ever to experiment with Edward’s arsenal.
There's finally no modern-day nonsense
(Image credit: Ubisoft)
Rob lamented the loss of some of the modern-day content, but I’m in the exact opposite camp. I think taking it out was the right decision, as the diversions into the modern setting are some of my least favorite parts of older Assassin’s Creed games.
I’ve always found the series’ whole meta narrative incredibly tedious — filling what would otherwise be grand adventures with a barrage of pointless conversations between characters that I’m convinced nobody ever cared about. Can anyone earnestly say that Desmond Miles is the best Assassin’s Creed character? No, and he just takes up precious time that we could be spending with someone actually entertaining and charismatic like Ezio Auditore da Firenze.
The modern-day stuff was especially bad in the original Assassin’s Creed 4: Black Flag, casting you as an unnamed game developer working for a company controlled by the evil Templar Order. Wandering around a plain office block reading files and chatting with a handful of annoying coworkers is indescribably dull — I enjoy games that let me escape from my daily life, not recreate it.
Yes, the segments do introduce a little bit of satire, riffing on some of the more ridiculous events of the alternate history plot, but otherwise you’re not really missing anything with their removal.
Like Shadows, there are still some elements of the overarching narrative here as well for those that really care: the intro makes it clear that the game takes place in a simulation, and there are plenty of documents that reference the modern Assassin vs Templar struggle (on top of new Animus Rift challenges that explore interesting ‘What if’ scenarios connected to Edward’s life).
Thankfully, that’s all optional, so it can be promptly ignored if, like me, you’d rather focus on the historical fantasy.
But I wish the UI was a little more distinct
(Image credit: Ubisoft)
It’s clear that Resynced draws quite heavily on Shadows both technologically and mechanically (in addition to a healthy splash of Skull & Bonesfor the parts where you’re at sea). This, of course, isn’t a problem in and of itself, as Shadows is clearly an excellent foundation to build upon, but I do wish that the design of the menus and UI was more distinct.
There have been some tweaks for sure, like the position of different elements and the icons of map markers and so on, though to me lots of it still looks a little bit too similar - the loading screens are the scale, and the inventory menus are practically identical, for example, as are prompts when you’re being seen while in stealth. Both games even use the same fonts throughout.
It’s definitely not a big deal, but it all leaves Resynced looking more like a Shadows DLC than a remake of an older game at its most surface level. A more imaginative UI that drew more from the original Assassin’s Creed 4 and less from the most recent instalments would really help give Resynced more of a distinct identity.
The Duskbloods closed network tests begin next month
Players can sign up to participate and test the game from August 21 to August 24
The Nintendo Switch 2 exclusive will allow up to eight-player multiplayer matches
FromSoftware has announced the dates for The Duskbloods' closed network test happening next month.
The Nintendo Switch 2 exclusive was announced over a year ago, and details about the renowned Elden Ring studio's next PvPvE multiplayer have been few and far between.
"To all prospective Bloodsworn, your participation in the coming Dusk Battles is eagerly awaited!" a post from Nintendo reads on X.
Fans can apply here, starting July 22 at 4PM CEST / 3PM BST until July 28 at 3:59PM CEST / 2:59PM BST.
The player selection announcement will be revealed on August 7 at 3PM CEST / 2PM BST.
The Duskbloods Closed Network Test
August 21 - 12PM to 4PM CEST / 11 AM to 3 PM BST
August 22 - 4AM to 8AM CEST / 3 AM to 7 AM BST
August 22 - 8PM to 12AM CEST / 7 PM to 11 PM BST
August 23 - 12PM to 4PM CEST / 11 AM to 3 PM BST
August 24 - 4AM to 8AM CEST / 3 AM to 7 AM BST
"A network test involves using a pre-release version of the game to test performance prior to the commencement of service. We plan to conduct large-scale network load tests to check different technical aspects of the game's online systems," FromSoftware explained on its website.
The campaign will be able to test server load, gameplay balance, and various problems that may occur when multiple people play together across different network environments.
The Duskbloods was one of the highlights of the Nintendo Switch 2 Direct last year, but unfortunately, there's still no release date.
There's also not a lot of information regarding gameplay, setting, and story; however, the studio has confirmed that the network test will feature multiplayer matches that "allows for up to eight players to participate together."
I didn't buy a Switch 2 at launch; I've been holding off on getting one for the time being - I'm keeping my fingers crossed for a limited edition The Legend of Zelda: Ocarina of Time console - but The Duskbloods, and the upcoming closed network tests have me seriously considering finally investing in the console sooner.
A new NYT Connections puzzle appears at midnight each day for your time zone – which means that some people are always playing 'today's game' while others are playing 'yesterday's'. If you're looking for Wednesday's puzzle instead then click here: NYT Connections hints and answers for Wednesday, July 15 (game #1130).
Good morning! Let's play Connections, the NYT's clever word game that challenges you to group answers in various categories. It can be tough, so read on if you need Connections hints.
What should you do once you've finished? Why, play some more word games of course. I've also got daily Strands hints and answers and Quordle hints and answers articles if you need help for those too, while Marc's Wordle today page covers the original viral word game.
SPOILER WARNING: Information about NYT Connections today is below, so don't read on if you don't want to know the answers.
NYT Connections today (game #1131) - today's words
(Image credit: New York Times)
Today's NYT Connections words are…
NEEDLE
INK
JET
DOT MATRIX
TONER
POINT BREAK
LASER
CHARCOAL
PEEL
PITCH
PERIOD PIECE
BULLSEYE
SPOT REMOVER
EYE CREAM
CLOCKWORK
CLAY MASK
NYT Connections today (game #1131) - hint #1 - group hints
What are some clues for today's NYT Connections groups?
YELLOW: Cosmetics
PURPLE: Small beginnings
BLUE: Seeking perfection
GREEN: The darkness
Need more clues?
We're firmly in spoiler territory now, but read on if you want to know what the four theme answers are for today's NYT Connections puzzles…
NYT Connections today (game #1131) - hint #2 - group answers
What are the answers for today's NYT Connections groups?
YELLOW: SKINCARE PRODUCTS
PURPLE: STARTING WITH TINY MARKS
BLUE: ASSOCIATED WITH PRECISION
GREEN: SHADES OF BLACK
Right, the answers are below, so DO NOT SCROLL ANY FURTHER IF YOU DON'T WANT TO SEE THEM.
NYT Connections today (game #1131) - the answers
(Image credit: New York Times)
The answers to today's Connections, game #1131, are…
PURPLE: STARTING WITH TINY MARKS: DOT MATRIX, PERIOD PIECE, POINT BREAK, SPOT REMOVER
BLUE: ASSOCIATED WITH PRECISION: BULLSEYE, CLOCKWORK, LASER, NEEDLE
GREEN: SHADES OF BLACK: CHARCOAL, INK, JET, PITCH
My rating: Hard
My score: 1 mistake
Looking at today’s game after I completed it, I don’t understand why I failed to see SHADES OF BLACK as it is the only group that I could have actually got right.
The other three groups were the result of muddled game play and lucky guesses — particularly STARTING WITH TINY MARKS, which I didn’t get because I spotted dot, period, point and spot, but because all the tiles were made up of two words.
Before that, though, I made the mistake of putting together what I thought were four different types of printer. Hopefully I wasn't the only player to fall into that trap, but in truth it doesn't take much to catch me.
Yesterday's NYT Connections answers (Wednesday, July 15, 2026, game #1130)
YELLOW: TERMS FOR THE LEGAL SYSTEM: BAR, BENCH, COURT, TRIBUNAL
GREEN: THINGS WITH LACES: BASEBALL GLOVE, CORSET, FOOTBALL, SHOE
BLUE: KINDS OF SPORTS: EXTREME, MOTOR, RACKET, WATER
PURPLE: WORDS BEFORE "ROOM" TO INDICATE EXTRA SPACE: BREATHING, ELBOW, HEAD, WIGGLE
What is NYT Connections?
NYT Connections is one of several increasingly popular word games made by the New York Times. It challenges you to find groups of four items that share something in common, and each group has a different difficulty level: green is easy, yellow a little harder, blue often quite tough and purple usually very difficult.
On the plus side, you don't technically need to solve the final one, as you'll be able to answer that one by a process of elimination. What's more, you can make up to four mistakes, which gives you a little bit of breathing room.
It's a little more involved than something like Wordle, however, and there are plenty of opportunities for the game to trip you up with tricks. For instance, watch out for homophones and other word games that could disguise the answers.
It's playable for free via the NYT Games site on desktop or mobile.
ROCKVILLE, Maryland—Hundreds of Bethesda Game Studios and Zenimax Online Studios employees and their supporters braved nearly 100°F temperatures to protest sweeping layoffs across Xbox during a lunchtime rally in front of parent company Zenimax's headquarters today. The rally was one of five organized today by Zenimax Workers United and its parent union, the Communication Workers of America, at offices across Texas, California, and Montreal.
Attendees held up signs with messages like "Layoffs... layoffs never change" and "Our players deserve better" as union organizers and employees rallied the crowd with speeches and songs. The overwhelming message was one of solidarity and a willingness to push back against job cuts they say have decimated their development and quality assurance teams.
"It's about us building our movement and making sure that we get seen and we're visible," Bethesda technical producer and union volunteer organizer Nathan Hahn told Ars. "Because we want to make sure that we're not okay with these layoffs and that Xbox knows."
Some gamers are concerned about the future of game ownership after Sony's announcement today that it won’t produce physical discs for PlayStation games as of January 2028. On that date, “new games will be available on PlayStation Store and at retailers in digital formats only,” Sony said in a blog post.
Ditching discs is “a natural direction” for Sony “to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs," the post said.
During Sony’s fiscal year ending on March 31, 2026, digital downloads accounted for 78 percent of full-game unit purchases, up from 76 percent in fiscal 2024.