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Nintendo’s Patent Pushback

The Pokémon Company and Nintendo have never been shy about guarding their IP, but their latest legal manoeuvres against indie developer Pocket Pair are raising eyebrows across the gaming community, and not for the usual reasons.

At the centre of the storm is Palworld, the wildly popular “Pokémon with guns” survival game. Nintendo claims the game infringes on several core Pokémon mechanics, specifically patents related to creature-catching, combat interactions, and mount-switching behaviour. But rather than letting the suit play out as-is, Nintendo has taken the unusual step of rewording one of its active patents mid-case, prompting critics to call it a stretch, or worse, a strategic smokescreen.

Shifting Patents and Strange Moves

The revised patent now includes language like “even when,” which might sound harmless, but in legal circles, it’s seen as slippery phrasing. Florian Mueller, a respected IP specialist, described the wording as “extremely contorted,” suggesting the rewrite weakens the patent’s clarity. It seems designed to broaden the scope, possibly snagging more games and mechanics in the legal net.

It’s a rare move, and one that signals Nintendo may lack confidence in the original claim’s enforceability.

Pocket Pair’s Response and Tweaks

Pocket Pair isn’t exactly folding under pressure. They’ve already rolled out updates tweaking creature animations, removing gliding features, and altering the Pal Sphere system, all in an effort to distance Palworld from direct comparisons with Pokémon.

Their defence also points to design precedents from games like Titanfall 2, Rune Factory, and Monster Hunter Stories, arguing that these mechanics existed well before Nintendo’s patents were even filed.

What’s at Stake

Beyond Palworld and Pokémon, this case raises deeper concerns about how game mechanics are treated under intellectual property law. If broadly worded patents are used to gatekeep systems like mount-switching or monster catching, staples across gaming genres, then smaller studios may start avoiding innovation out of fear, even when the mechanics aren’t proprietary.

Legal overreach like this creates a chilling effect. It’s not just about protecting IP, it’s about deciding who gets to build on shared design foundations and who doesn’t.

Mechanics at Risk – Shared Ideas, Not Stolen Designs

To put things in perspective, here’s a breakdown of how common gameplay mechanics have been used across AAA titles and indie projects alike, often decades before Nintendo’s latest patent revisions:

MechanicAAA ExamplesIndie ExamplesFirst Appearance (Approx.)
Creature TamingPokémon, ARK: Survival EvolvedPalworld, Temtem1996 (Pokémon Red/Blue)
Mount SwitchingBreath of the Wild, World of WarcraftChocobo GP, Palworld1994 (Final Fantasy VI)
Inventory CraftingFallout 4, Skyrim, MinecraftValheim, Don’t Starve, Core Keeper2007 (Minecraft)
Ricochet ShootingTitanfall 2, Max PayneRoboCop: Rogue City2001 (Max Payne)
Companion UpgradesMass Effect, Dragon AgeInto the Breach, Wasteland 32006 (Mass Effect)
Environmental HealingBorderlands, FalloutPalworld, The Long Dark2008 (Fallout 3)
Turret HackingWatch Dogs, Deus Ex: Human RevolutionRoboCop: Rogue City, République2011 (Deus Ex: HR)
Safe CrackingThief, Fallout: New VegasRoboCop: Rogue City, The Escapists1998 (Thief: The Dark Project)

These mechanics aren’t owned, they’re iterated, evolved, and borrowed like ingredients in a shared design pantry. Claiming monopoly over them risks turning creativity into a courtroom formality.

Final Thoughts

Whether Nintendo’s approach is a defensive overreach or a justified reaction to imitation, one thing’s clear, this case could reshape how we define ownership in game mechanics. As for Pocket Pair, their willingness to adapt without folding completely sets a bold precedent. Indie devs, take notes.

It’s a crossroads moment for game design: protect innovation, or bury it under bureaucracy. Fans, critics, and developers alike should be paying close attention, because the outcome could impact how we play for years to come.

Until next time, stay sharp and keep gaming, Panda out.

Reference List

Legal Case and Patent Details

Gameplay Mechanics Precedents

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RoboCop: Rogue City, nostalgia done right.

Image – RoboCop: Rogue City/Teyon

RoboCop: Rogue City – A Return to Old Detroit

RoboCop: Rogue City has been on my radar since its launch in 2023. As a fan of the RoboCop films, specifically 1, 2, and 3, the ones that followed were not great, playing a game that channels the nostalgic energy of the originals was always going to be a challenge. Pleasing long-time fans while staying true to the source material is no small feat, yet Teyon has pulled it off to an incredible standard.

This isn’t their first film-inspired project. In 2019, they released Terminator: Resistance, another action shooter with RPG elements. I’ve yet to play it, but it’s firmly on the list.

Gameplay Feel and Mechanics

Controlling RoboCop feels powerful and faithful. His movement is weighty, punctuated by the stomping feet we know so well. You can unlock a dash ability that adds slight mobility, but you still feel like a walking tank. Cover is mostly pointless, you stride into gunfire, soak up damage, and cause chaos. Robo’s head display lets you highlight enemies, adding a nostalgic touch that echoes the films.

Combat feels varied without overcomplicating things. You’ll face gangs, paramilitary units, rogue robots, and the occasional heavier threat that calls for more tactical thinking. It’s not overly punishing, but staying mobile and upgrading wisely makes a difference.

The game embraces its violent roots, letting you blow enemies apart with satisfying precision, limbs flying, chaos unfolding, all in true RoboCop fashion.

Auto-9 and Upgrade System

Your main weapon is the Auto-9. While you can loot weapons from enemies or discover them during missions, ammo is limited, so sticking with the Auto-9 is the most reliable strategy, and it’s no bad thing.

Customisation Highlights:

  • Install modules to boost stats, like damage and fire rate
  • Link modules for greater bonuses
  • Modify layout direction, though outcomes are random
  • Avoid stat-reducing nodes, while connecting to orange nodes offering bonuses such as full-auto fire and increased gore

Alongside weapon mods, RoboCop’s skill tree lets you refine your approach, combat perks, technical upgrades like hacking or system scanning, and conversation skills all play a role. You can go all-in on brute force, or lean into utility and persuasion.

Skills offer real advantages, from faster enemy detection and ricochet targeting, to cracking safes and hijacking turrets, giving you more ways to dominate the battlefield.

World Design and Exploration

The Old Detroit map strikes a great balance, it’s large enough to explore but never feels bloated. You’re also taken to other locations through the main story, and none felt out of proportion for what you were doing. Hidden pickups and stolen items fuel progression, granting skill points to invest in perks.

The level design encourages curiosity. There’s a satisfying loop of scanning crime scenes, investigating leads, and cleaning up streets between major missions.

Side Missions and Extras

You can rush through the main campaign if you choose, but there’s plenty of bonus content scattered around Old Detroit.

Smaller Activities Include:

  • Handing out parking tickets
  • Penalising littering and public drinking
  • Tracking stolen goods or hidden stashes

Longer Side Missions Include:

  • Solving murders
  • Recovering stolen vehicles
  • Investigating criminal networks

There’s enough side content to justify staying a while, but it never feels bloated or distracting. Just solid world-building with a purpose.

Story, Sound, and Atmosphere

The storyline serves as a clever bridge between RoboCop 2 and 3. I never felt bored. Iconic characters return, including Officer Anne Lewis, Sergeant Warren Reed, and ED-209. Robo’s classic one-liners are scattered throughout, grounding you firmly in the RoboCop universe.

What really sells the atmosphere is the audio. The soundtrack is gritty and futuristic, matching the tone of the old films, and the weapon sounds pack a punch. Voice acting is solid across the board, especially Robo himself, Peter Weller lends authenticity that fans will appreciate.

Performance and Accessibility

On the technical side, the game runs smoothly. I didn’t encounter major bugs, and load times were snappy. The settings include multiple difficulty options, so casual and hardcore players alike can find their sweet spot. It’s accessible without being overly simplified.

Missed Opportunities

One thing I wish they’d leaned into more was RoboCop’s weird charm. Repair kits are your standard healing method, functional and fitting, but where’s the baby food? A cheeky nod to the film’s iconic moment, even just as a cosmetic item, would’ve been brilliant. Sure, it wouldn’t make much sense mid-firefight, but cracking open a tin in the heat of battle? Absurd. Exactly the kind of detail that could’ve made fans grin.

Final Thoughts

RoboCop: Rogue City is absolutely worth your time. If RoboCop: Unfinished Business hadn’t launched, I’d already be on New Game+, digging deeper into the streets of Detroit. From its slick combat to satisfying upgrades and nods to the franchise, it delivers far more than a standard movie tie-in.

Looking forward to firing up Unfinished Business and cleaning up the city once again.

Until next time, stay sharp and keep gaming, Panda out.

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Fallout and the Digital Preservation Crisis: When Games Vanish into Legal Dust

In an era when video games are recognised as cultural touchstones, it’s deeply troubling to learn how fragile their legacy actually is. Case in point: Fallout, one of the most iconic RPGs of all time, nearly had its source material wiped from history… deliberately.

Tim Cain’s Revelation: A Fallout of Its Own

Tim Cain, co-creator of Fallout, recently dropped a bombshell: after leaving Interplay in the early 2000s, he was forced to destroy all of his Fallout source materials, including early code, design documents, and a version of the game built around the GURPS system. The directive came with legal threats, Interplay, like many studios then and now, treated any backup materials as proprietary property, even those created by the developers themselves.

The twist? Interplay later lost its own copy.

Let that sink in. A foundational piece of gaming history nearly vanished because of a draconian IP policy combined with poor archival practices. The original Fallout that could have served modders, historians, and indie devs as a wellspring of innovation was thrown out, not by accident, but by design.

“If you take the authority to keep these things and tell other people not to, then you also have to take the responsibility to keep them.” — Tim Cain

This Isn’t an Isolated Incident

Cain’s experience is a symptom of a much larger issue. Across the industry, especially in legacy Western studios, there’s a growing list of games whose assets have been lost, corrupted, or intentionally deleted:

  • GoldenEye 007, once thought to be irretrievable before a leaked build surfaced
  • StarCraft: Ghost, an entire game lost to the vault
  • P.T., deliberately pulled and now only accessible via modded systems

What ties these cases together is a lack of industry-wide standards for digital preservation. Games aren’t just executable files, they’re complex works of art with interconnected codebases, music, assets, and documentation. And yet, there’s no requirement for companies to maintain archives, much less release them for study or posterity.

This Is Why “Stop Killing Games” Matters

The Tim Cain revelation is exactly why campaigns like Stop Killing Games are gaining momentum. These advocacy movements are challenging an industry that too often prioritises control over conservation. They aim to:

  • Raise public awareness about delisted, removed, or inaccessible titles
  • Pressure publishers to preserve source code and assets
  • Advocate for the right to repair, mod, and maintain access to digital content

Because when companies delete history, communities become the last line of defence.

Final Thoughts

Video games are more than entertainment, they’re stories, innovations, and shared memories. When studios discard their own legacies, they’re not just erasing code; they’re erasing culture.

The Fallout incident should be a rallying cry. Whether you’re a player, developer, historian, or modder, preservation is a fight for creative continuity. We shouldn’t have to rely on leaks, luck, or legal grey areas to save our digital past. It’s time for the industry to stop treating its own history as expendable.

Until next time, stay sharp and keep gaming. Panda out.

References

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Microsoft’s Xbox Studio Reshuffle: What’s Really at Stake?

Microsoft has initiated a sweeping reorganisation of its Xbox Game Studios, closing The Initiative and cancelling high-profile projects like Perfect Dark and Everwild. This strategic pivot, couched in corporate speak as “prioritising the strongest opportunities”, is more than just internal restructuring. It’s a glimpse into the fragility of creative ambition when it collides with commercial realities.

The Fallout: Cancelled Visions and Disbanded Teams

The shuttering of The Initiative marks a major deviation from the studio’s original purpose: delivering high-calibre, experimental AAA experiences. Despite being stacked with veteran talent from Crystal Dynamics and Santa Monica Studio, the Perfect Dark reboot never made it to release. Rare’s Everwild, a nature-themed title with striking artistic direction, was also abruptly scrapped.

This reshuffle has left countless developers out of work and long-nurtured projects erased. While Microsoft frames this as a necessary focus on efficiency, for many it feels like artistic erasure.

Cancelled Projects: What’s Been Lost

Microsoft’s restructuring has led to the cancellation of several high-profile and in-development projects, some years in the making. These aren’t just titles on a roadmap; they represent creative visions, studio legacies, and thousands of hours of work now consigned to history.

Confirmed Cancelled Projects

  • Perfect Dark (Reboot) – Once a flagship revival led by The Initiative, this project was scrapped alongside the studio’s closure. Despite a flashy trailer in 2024, reports suggest the footage may not have reflected actual gameplay.
  • Everwild – Rare’s ambitious, nature-themed IP was cancelled after a troubled development cycle and multiple reboots. Studio veteran Gregg Mayles departed following the decision.
  • Project Blackbird – An unannounced MMORPG from ZeniMax Online Studios, in development since 2018, was quietly cancelled amid broader cuts.
  • Romero Games’ FPS – A first-person shooter from John and Brenda Romero lost its funding after Microsoft, the unnamed publisher, withdrew support. The studio has since shut down.
  • Warcraft Rumble (Content Support) – While the mobile game remains online, Blizzard has ceased new content development, effectively sunsetting its future.

Additional Unannounced Projects

Multiple sources report that several other unannounced titles across Xbox Game Studios and partner developers were also cancelled. These include early-stage concepts and prototypes that may never be publicly disclosed, but whose loss still represents a blow to creative diversity within the Xbox ecosystem.

Strategic Shift or Financial Tightening?

Microsoft’s rationale centres on streamlining operations to maximise impact. But against the backdrop of a revenue-driven industry, where live service models dominate and risks are increasingly rare, the cancellations point to a deeper retreat from experimental, narrative-first design.

Rather than pushing boundaries, Xbox’s latest moves suggest a refocus on tried-and-tested formulas, safe franchises and scalable monetisation, where creativity often takes a backseat.

Developer Voices: Inside the Fallout

Developers haven’t held back. A Halo team member told Engadget, “I’m personally super pissed that Phil’s email to us bragged about how this was the most profitable year ever for Xbox in the same breath as pulling the lever.” That contrast between record profits and mass layoffs struck a chord across the community.

By 2022, over half of The Initiative’s staff had already departed, hinting at deeper internal struggles. Veteran Rare designer Gregg Mayles also reportedly left after Everwild’s cancellation, a symbolic loss for a studio once synonymous with bold British innovation.

Historical Context: Studios That Shaped Xbox’s Identity

  • Rare began in 1985 and was behind GoldenEye 007, Banjo-Kazooie, and Perfect Dark. After its acquisition by Microsoft in 2002, Rare transitioned from whimsical platformers to service-first titles like Sea of Thieves.
  • The Initiative was launched in 2018 with promises of autonomy and prestige. Despite its strong pedigree, management hurdles and lack of clarity around vision stifled its output. The studio closed in mid-2025, never shipping a single game.

Indie Resilience: A Counterpoint to Corporate Consolidation

Independent developers continue to flourish by leaning into authenticity. Celeste and Citizen Sleeper tackle themes like trauma, resistance, and mental health with sincere storytelling and gameplay innovation. Citizen Sleeper 2, for example, uses broken dice to metaphorically explore psychological healing.

Even Balatro, a quirky roguelike card game, earned praise for encouraging strategic adaptability, traits sorely needed in a creatively volatile industry.

The Human Cost: Thousands of Jobs on the Line

The scale of Microsoft’s restructuring goes beyond cancelled titles and closed studios, it’s a sweeping overhaul that could affect up to 2,000 jobs within its Xbox division alone. That figure represents approximately 10% of the company’s gaming workforce, hitting key teams across Rare, ZeniMax, and Turn 10. The Initiative has already shuttered, while projects like Perfect Dark, Everwild, and ZeniMax’s MMO codenamed Blackbird have been quietly scrapped.

These layoffs are part of a broader company-wide reduction estimated to impact around 9,000 employees globally, roughly 4% of Microsoft’s total workforce. The juxtaposition of these cuts with record profits has drawn sharp criticism internally, underscoring growing tension between financial performance and employee wellbeing.

Industry insiders warn that these reductions could lead to long-term creative stagnation. When experienced teams are dissolved and ambitious projects cancelled mid-development, the ripple effect is felt across future innovation and morale, especially among younger studios now hesitant to experiment or invest in bold ideas.

A Call to Action for Players and Creators

Players and creators must continue to champion diversity and boldness in gaming. This means holding studios accountable, supporting indie efforts, and demanding ethical practices in how games are made and marketed. Creative risk should be rewarded, not buried beneath restructuring memos and shareholder briefings.

Xbox may be refocusing, but the wider gaming community still has the power to steer the conversation back toward passion, artistry, and progress.

Final Thoughts

Microsoft’s studio reshuffle exposes a delicate balance between commerce and creativity. When visionary projects are cancelled, we lose more than games, we lose potential futures for the medium.

Yet, this moment also reinforces the strength of independent voices. From small studios to solo devs, resilience shines through artfully crafted experiences that resist compromise. The role of the player isn’t passive, we are curators, critics, and supporters of what gaming could be when it is led by imagination, not margin.

Until next time, stay sharp and keep gaming. Panda out.

References

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Stop Killing Games: Why This Petition Could Change More Than Just Gaming

In an age where digital convenience is king, the gaming industry is quietly erasing its own history. Games you paid for, games you own, can vanish overnight. No refunds. No recourse. No preservation.

That’s why over 900,000 people have signed the Stop Killing Games petition as of 3 July 2025, and why this movement matters far beyond gaming.

Deadline: 31 July 2025

  • EU: 900,000+
  • UK: Over 100,000
    (Targets: 1 million for EU, 100,000 for UK)

Why This Started: The Crew and the Final Straw

The movement began in April 2024, when Ubisoft shut down The Crew, a racing game with over 12 million copies sold. Despite offering a single-player experience, the game was rendered completely unplayable due to its always-online requirement. Players who paid full price were left with nothing more than a dead icon.

This wasn’t an isolated case. It was the latest in a string of shutdowns that included Rumbleverse, Knockout City, and Crime Boss: Rockay City, games removed from access without proper preservation or refund.

The Digital Trap: Why Going All-Digital Is Dangerous

Digital distribution promised convenience. But it came with a trade-off: you don’t truly own what you buy. Publishers can:

  • Revoke access without notice
  • Shut down crucial servers
  • Delist games from storefronts without accountability

This is planned obsolescence, and it’s damaging to consumers and preservation alike. The Video Game History Foundation estimates that 87% of pre-2010 games are now lost to time and licensing restrictions.

Pirate Software’s Misunderstanding, and the Unintended Boost

In August 2024, streamer-developer Pirate Software released a video mischaracterising the movement, suggesting it threatened live-service games and was too vague. The backlash was swift.

Campaign founder Ross Scott (Accursed Farms) clarified:

“We don’t make a distinction between single-player or multiplayer. The law doesn’t either. It’s about requiring publishers to have end-of-life plans so customers aren’t left with nothing.”

Ironically, Pirate Software’s criticism brought massive attention to the cause. As creators like MoistCr1TiKaL, SomeOrdinaryGamers, and Accursed Farms stepped in to clarify the petition’s intent, it ignited renewed support and helped put the campaign in the spotlight.

Influencer Surge: The Final Boost

In June and July 2025, top-tier influencers joined the cause:

  • PewDiePie publicly supported the petition, reigniting momentum
  • Jacksepticeye, XQC, Asmongold, and others amplified the message
  • Posts and streams referencing the petition generated tens of millions of impressions

Even those who initially ignored the campaign began paying attention, as the creator community closed ranks around the issue of ownership and long-term access.

Legal and Political Pressure Builds

  • EU Commission is actively reviewing whether it’s legal to revoke access to paid digital goods without alternatives.
  • MEP Patrick Breyer formally raised concerns in the European Parliament about consumer rights and the abuse of EULAs.
  • In the UK, Parliament has acknowledged the petition but currently has no active plans to change the law, yet public pressure is growing.

If the EU petition hits 1 million signatures and meets the minimum thresholds in seven member countries, the Commission will be obliged to respond, and a hearing will follow, marking a historic moment in digital ownership rights.

Player Voices Speak Louder Than Numbers

“I paid £60 for The Crew. Now it’s gone. Not refunded. Not archived. Just deleted from existence. It’s theft, honestly.” — Anonymous Reddit user

“There is no legal reason these games have to die. Companies choose to kill them. That needs to end.” — Ross Scott, Accursed Farms

Games That Died Too Soon

  • The Crew (Ubisoft) – 2024 shutdown, 12M+ players, 10-year legacy wiped
  • Rumbleverse – 2023 shutdown, ~100K active players, gone in 6 months
  • Knockout City – Shut down in 2023 after 2 years, 5M+ players
  • Crime Boss: Rockay City – Removed in 2025, less than a year post-launch

No archival support. No alternate access. Just gone.

What Needs to Change

  • Stop launching games before they’re finished
  • Give titles time to breathe and build communities
  • Preserve and archive delisted or dead games
  • Legislate minimum lifespans or post-shutdown access
  • Demand transparency from publishers about shutdown policies
  • Recognise games as cultural works, not expendable services

Take Action Now

Have you lost access to a game you paid for?
Share your story using #StopKillingGames
Sign the petition → stopkillinggames.com

Final Thoughts: A Line in the Digital Sand

The Stop Killing Games campaign isn’t just a protest. It’s a line in the sand. A challenge to publishers who treat art as ephemera. A call to all of us, players, devs, and allies, to defend digital rights and long-term access.

Games are stories. They are memories. They are history. When publishers kill them for engagement charts, they erase more than code, they erase community.

Ownership should mean something. Preservation should be a priority. This is our moment to say: no more.

Let’s fight for a future where games live, not vanish

Until next time, stay sharp and keep gaming. Panda out.

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Nintendo’s “Random” Isn’t Random Anymore, And Mario Kart World Players Aren’t Having It

In a franchise built on speed, chaos, and choice, Nintendo has just slammed the brakes on one of Mario Kart World’s most beloved workarounds. The latest update has quietly, but significantly, altered how online matchmaking works, and fans are calling foul.

The Trick That Made Online Play Bearable

Until recently, Mario Kart World players had discovered a clever way to bypass the game’s divisive intermission tracks, long, linear segments that connect one course to another. These intermissions often eat into lap counts and feel more like filler than fun.

The workaround? Pick “Random.” This option reliably dropped players into classic three-lap races, skipping the intermission slog entirely. It became the go-to choice in online lobbies, with entire groups defaulting to Random just to get a proper race.

The Update That Changed Everything

Nintendo’s latest patch (Ver. 1.1.2) “adjusted courses selected in ‘Random’”, a vague phrase that, in practice, means Random now includes intermission tracks. The result? Players who once had a reliable escape now find themselves funneled back into the very content they were trying to avoid.

This isn’t just a technical tweak, it’s a philosophical one. Nintendo is effectively saying: You will play the game our way.

Community Reaction: Furious, Frustrated, Fed Up

The backlash has been swift and vocal:

  • “They removed the one saving grace of online play,” one player lamented
  • Others say the change has “killed” the online mode entirely
  • YouTuber PapaGenos summed it up: Give players options. Don’t force this stuff.”

Even casual players are noticing the shift, with many reporting that the joy of quick, satisfying races has been replaced by tedious transitions and unpredictable pacing.

Review Bombing Hits Metacritic

The frustration has spilled over to Metacritic, where Mario Kart World is now being review bombed. The user score has dropped from around 8.3 to 7.5 in just a few days, with a surge of negative reviews citing the forced intermission tracks as the tipping point.

Some users have gone as far as rating the game 0/10, not because the core gameplay is broken, but to protest Nintendo’s refusal to listen.

User Review Quotes

“This devastating update has cost Mario Kart any and all fun.”
Hyprawave, Metacritic

“I feel scammed. I bought this game for racing, not for driving through empty roads.”
Phoenix89CT, Metacritic

“Nintendo is ruining the online experience. Bring back the 3-lap races.”
User review, TheGamer

Nintendo’s History of Controlling Competitive Play

If the Mario Kart World update feels familiar, that’s because it is. Nintendo has a long-standing pattern of reining in player-discovered mechanics or community-driven preferences, even when those elements become central to competitive play.

A prime example? Wavedashing in Super Smash Bros. Melee.

Wavedashing was a movement technique discovered by players shortly after Melee’s release. By air dodging diagonally into the ground, characters could slide while retaining full control, allowing for advanced spacing, combos, and mind games. It became a cornerstone of high-level play.

But Nintendo wasn’t thrilled. In Super Smash Bros. Brawl, wavedashing was deliberately removed to make the game more accessible to casual players. This decision sparked years of tension between Nintendo and the competitive Smash community, who saw it as a dismissal of their skill and dedication.

Just like wavedashing, the “Random” course selection trick in Mario Kart World was a player-discovered workaround that enhanced competitive enjoyment. And just like before, Nintendo has stepped in, not to refine it, but to shut it down.

Why This Matters

This isn’t just about track selection, it’s about player agency. Nintendo has a long history of controlling how its games are played, often at the expense of community-driven innovation. From Smash Bros. tournament restrictions to mod takedowns, the pattern is familiar.

In Mario Kart World, the intermission tracks may be a core design feature, but forcing them on players who clearly prefer traditional races feels tone-deaf at best, and antagonistic at worst.

What Could Fix It?

  • Separate matchmaking pools: One for intermission-style races, one for classic three-lap formats
  • A toggle in settings: Let players opt out of intermissions entirely
  • Transparency: Explain the design intent behind the change, and listen to feedback

Final Thoughts

Nintendo’s decision to override player preference in Mario Kart World may seem minor on paper, but it strikes at the heart of what makes online gaming thrive: choice, community, and respect for how people want to play. By removing a workaround that players organically embraced, Nintendo has turned a clever bit of community adaptation into a flashpoint of frustration.

If the company wants to maintain goodwill, especially as it eyes the future of the Mario Kart franchise, it needs to remember that control doesn’t always equal quality. Sometimes, the best course is the one players choose for themselves.

Until next time, stay sharp and keep gaming. Panda out.

References

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Xbox Layoffs: Another Grim Chapter in a Year of Industry Turmoil

It’s happening again. According to mounting reports, Microsoft is preparing another wave of layoffs, this time targeting its Xbox division. Between 1,000 and 2,000 employees could lose their jobs, with entire studios at risk of closure. For a company that once championed “player-first” values, the ongoing pattern paints a different picture, one where profitability trumps people, and acquisitions leave creative studios in the crossfire.

A Slow-Motion Collapse

This isn’t an isolated incident. Since completing its $75 billion acquisition of Activision Blizzard in 2023, Microsoft has cut over 3,500 roles across Xbox Game Studios, Bethesda, and Activision. Despite promises of stability and growth, studios like Tango Gameworks (Hi-Fi Rush) and Arkane Austin (Redfall) were shuttered earlier this year, devastating fans and developers alike.

The looming layoffs are rumoured to hit across departments, from QA and support to entire creative teams, and may affect Xbox’s European offices as part of a broader corporate restructuring. If confirmed, this marks a serious retrenchment of Xbox’s first-party ambitions, right when confidence in the brand is already wavering.

Hardware Sales and Market Share Realities

Xbox hardware sales continue to slump. In Q2 FY25, Xbox consoles were down 29% year-over-year. In Spain, just 12,000 Xbox Series XS consoles were sold between January and June, compared to 178,000 PS5s. The disparity highlights Xbox’s increasingly tenuous grasp on global markets and a weakening position against competitors, even as it ports core titles like Forza Horizon 5 and Gears of War Reloaded to rival platforms.

AI and the Shift in Priorities

Microsoft’s broader pivot toward AI and enterprise services has left Xbox competing for oxygen. With over $80 billion committed to AI research and infrastructure, Xbox, once seen as a cornerstone of Microsoft’s consumer strategy, is being reshaped or sidelined to align with corporate priorities. These layoffs suggest that gaming, while still profitable, is no longer central to Microsoft’s long-term vision.

Brand Identity Crisis

With Xbox-exclusive titles launching on PlayStation and Nintendo platforms, and reports suggesting the next-gen Xbox may operate more like a boutique Windows PC, the brand is caught in an identity crisis. Is Xbox still a platform, or just a publishing label? The current restructuring doesn’t offer clarity, it deepens the ambiguity.

The Cost of “Big Gaming”

This is the byproduct of unchecked consolidation. Microsoft’s megamerger was supposed to bring resources and reach to storied studios. Instead, it’s yielded further centralisation, cost-cutting, and eroded autonomy. The promised creative renaissance looks increasingly like corporate streamlining, where talent becomes collateral damage.

And with Game Pass failing to meet aggressive internal growth targets, and hardware sales stagnating, Xbox seems to be pivoting from an expansive vision to a defensive posture. One where shareholder expectations are prioritised over long-term community trust or developer well-being.

A Reckoning Still to Come

Layoffs aren’t just metrics, they’re lives, careers, and communities disrupted. As more studios vanish into spreadsheets, players are left wondering: Who’s next? And what kind of industry are we enabling when art and innovation are beholden to quarterly earnings?

These aren’t growing pains. They’re warning signs.

Final Thoughts

The Xbox layoffs aren’t just a business move, they’re a signal flare. As the industry doubles down on consolidation, AI pivots, and shareholder appeasement, the very foundations of what made gaming compelling, creativity, risk-taking, and human touch, are under threat. Microsoft’s choices reflect a broader pattern across the industry, where innovation is increasingly sacrificed for efficiency, and vision is traded for volatility.

Players, developers, and independent creators deserve more than fleeting promises and disappearing studios. It’s time we rethink what growth in gaming should look like, and who pays the price when it’s mishandled.

Until next time, stay sharp and keep gaming. Panda out.

References

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Nintendo’s Switch 2 Crackdown: Anti-Piracy or Anti-Consumer?

Image – Nintendo Switch 2

Nintendo has reignited controversy with its latest move to brick Switch 2 consoles that detect unauthorised third-party devices, specifically, the MIG Flash V2 cartridge. Touted as a tool for game preservation or homebrew use by some, the cartridge has now become ground zero in a sweeping wave of console bans.

Error 2124-4508: The Death Sentence

Users report being met with the dreaded Error Code: 2124-4508, which restricts all online activity and cripples core functionality. Once issued, the ban is permanent, even a factory reset won’t help. According to Nintendo’s recently updated End User Licence Agreement, this falls under their right to disable systems engaged in piracy, modding, or unauthorised software use.

But here’s where it gets messy: some of those affected say they never used the cartridge to play pirated games, just backed-up titles or homebrew content.

Collateral Damage in the Secondhand Market

Nintendo’s bricking policy isn’t just affecting modders, it’s shaking up the used console market in a big way. Many affected players are reselling their bricked Switch 2 units, either knowingly or unknowingly, and here’s the kicker: there’s no official way to verify a console’s ban status before purchase.

Buyers are left in the dark until they boot up the device and see the dreaded error, by which point it’s too late. Marketplace listings often look legitimate, and even boxed consoles in pristine condition could be permanently restricted from online features. It’s turned secondhand shopping into a gamble, with some calling for Nintendo to introduce a public lookup tool, similar to IMEI checks in the smartphone world.

Without that transparency, consumers risk getting burned for a crime they didn’t commit.

Preservation vs. Piracy: The Old Debate Rekindled

Nintendo has long been vocal about protecting its IP, but critics argue this approach stifles game preservation and the modding community. With many digital titles no longer available on official storefronts, players are increasingly turning to flash devices to access legacy content, legally owned or otherwise.

This raises the age-old question: Where’s the line between safeguarding intellectual property and punishing loyal fans for using unofficial tools to access games they already own?

Community Reactions: A Divided Front

The modding and preservation communities are in uproar. On forums like GBAtemp and Reddit, users are sharing stories of bricked consoles, even when using legally dumped backups. One YouTuber, Scattered Brain, demonstrated how a factory reset after a ban rendered their console completely unusable. Meanwhile, others argue Nintendo’s just protecting its ecosystem from piracy and frivolous warranty claims.

This polarisation highlights a deeper tension: ownership vs. access. If a console you bought can be remotely disabled, do you really own it?

Historical Echoes: Nintendo’s Long War on Modding

This isn’t Nintendo’s first rodeo. From the R4 cartridge bans on the DS to the Gary Bowser case, the company has a long history of aggressively defending its IP. But the Switch 2’s hardware-level bans feel like a new frontier, one that could influence how Sony and Microsoft approach modding in future generations.

Call for Transparency: When Anti-Piracy Collides with Consumer Rights

Nintendo’s aggressive stance may be effective at deterring piracy, but it’s leaving honest buyers in the crossfire. Without a public ban-status check, similar to IMEI validation tools used in mobile phone resales, buyers are forced to gamble every time they pick up a secondhand Switch 2.

Consumer advocates are now calling on Nintendo to implement transparent safeguards that protect legitimate buyers. Whether it’s a ban-verification tool or clearer resale guidelines, the demand is growing for a balance between IP protection and consumer fairness.

Preserving creative control shouldn’t come at the cost of punishing players for actions they didn’t take.

Final Thoughts

Nintendo’s latest crackdown signals a deeper shift in how platform holders are enforcing digital boundaries. While protecting intellectual property is a legitimate goal, the blunt force approach, one that penalises both modders and unsuspecting secondhand buyers, risks eroding trust in the long run.

This isn’t just about a cartridge or a console, it’s about ownership, transparency, and how much control consumers really have over the hardware they buy. If companies can remotely disable devices without recourse, we need to ask: what rights do players actually hold in an increasingly digital-first gaming world?

As the debate rages on, one thing is certain: the gaming community deserves clarity, not collateral damage.

Until next time, stay sharp and keep gaming. Panda out.

References

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Painting the T’au Devilfish: A Step-by-Step Breakdown

Preparing for the Project

The next phase of my painting journey brings me to the T’au Devilfish, my first vehicle. With this done, only the commander remains to complete the combat patrol. I’m debating whether to finish him now or shift focus to my next army, especially since I’ve picked up the Thousand Sons combat patrol as well. Plenty of options to consider.

Time Investment

One challenge I hadn’t anticipated was just how time-consuming painting a vehicle would be. Between the main body, two engines, and two gun drones, I spent over 10/15 hours, without even adding highlights to the hard edges and finer details. At this stage, I don’t feel ready to tackle that level of precision, but experienced painters would have spent even longer refining every surface. I look forward to reaching that skill level.

Testing the Colour Scheme

For this model, I chose brown as the secondary color to complement the green, with silver for the metal sections. The result? A surprisingly Boba Fett-inspired aesthetic, which turned out better than expected.

To test the color scheme, I painted one of the detachable engines first instead of starting with the main body. That way, if the scheme didn’t work, adjusting it would be much easier. Fortunately, planning out the sections didn’t take long, and I didn’t need to swap the green and brown, saving me time.

Painting the Engines

I started with the brown, since those areas were smaller, carefully picking out panels one at a time. The engines weren’t too troublesome to keep clean, tackling one side at a time. Two layers provided solid coverage over the undercoat, and the result was already looking sharp.

Moving onto the green, the larger surfaces made it difficult to judge how much paint to dilute and how quickly sections would dry. At first, I wasted a little paint as it dried faster than I could use it, but I started mixing smaller amounts each time, eventually overcompensating. Knowing how much paint to mix at once was a challenge throughout the Devilfish project, but it’s just one of many lessons to learn. Fortunately, the green sections didn’t cause too many issues with difficult details.

The silver areas, however, presented some challenges, particularly the small pipes at the front of the engines. I had to correct some green sections where visible brush strokes had overlapped onto smaller areas. Once I cleaned it up, I was really happy with the final look, so I decided to continue using this colour scheme for the rest of the model.

Painting the Main Body:

During this process, I made an unfortunate mistake, I broke the lid of the Devilfish. I had initially set it slightly open to show the interior, but I forgot about it while painting the underside, causing it to snap. Lesson learned: always be mindful of delicate parts when handling a model during painting!

Refining the Brown Areas

Satisfied with the colour scheme, I moved on to the main body. Starting with the brown, I carefully selected areas to highlight, smaller panels and grills, to make them stand out. This took some time, as I kept refining which sections I wanted to separate from the primary colour. After a while, I was happy with the finished areas. Unfortunately I forgot to take pictures of this after doing this section.

Applying the Main Colour

Next came the biggest task, the primary colour of the Devilfish’s body. Applying the green was far more time-consuming than I had expected. On average, each side took around 2/3 hours, depending on how much of the body was covered in brown sections. This became the most intensive painting project I’ve undertaken for any model so far.

As I progressed, I found myself making small mistakes due to fatigue, especially after extended painting sessions. Typically, I work in one-hour increments, but with the Devilfish, I ended up doing two to three hours in a single sitting. After finishing the green, I decided to hold off on touching up the brown until after applying the silver for the metal details, anticipating further corrections would be needed.

Adding the Silver Details

The silver accents needed careful application, primarily on the doors to distinguish the green and brown sections, as well as on the landing feet, the main gun, around the hatch, and a few smaller details on top of the model. This stage was much quicker compared to the other colours, with fewer mistakes.

Once I was satisfied with the silver areas, I went back and did final touch-ups, which didn’t take long. The model was coming together nicely, leaving only the gun turrets as the last step before completion.

Completing the Gun Turrets

The two remaining gun turrets didn’t take long to paint, following the same colour layout as the infantry drones. Keeping the sections uniform helped maintain a cohesive look across the model. With them finished, I assembled everything and took a moment to step back and look over the final piece. I was happy with the result, it felt like a solid effort for my first vehicle.

Final Thoughts

Painting the Devilfish has been a challenging yet rewarding experience, pushing me to refine my techniques and build patience with larger surfaces. The process of balancing colour choices, handling mistakes, and adjusting my painting sessions has taught me valuable lessons that will carry over to future projects.

While I initially hesitated to apply silver for the finer details, I’m pleased with how it helped define the different sections of the model. Even the touch-ups at the end felt more like a refining process rather than just correcting errors, proof that I’m becoming more confident in my approach.

What’s Next?

With the Devilfish complete, I now have a choice, do I finish painting the commander to complete the combat patrol, Tyranids or shift focus to my Thousand Sons army? There’s also the question of refining some of my techniques, particularly edge highlighting and colour blending, to take my painting skills to the next level.

Regardless of my next steps, this project has reinforced my appreciation for the craft and the continuous learning that comes with it. I look forward to tackling the next challenge, one brushstroke at a time.

Shoutout

If you enjoy my posts or simply appreciate well-painted models, one of my friends, who I regularly play with, has a TikTok dedicated to his miniature painting. Be sure to check him out at Resin Rogue 3D.

Until next time, stay sharp and keep gaming. Panda out.

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EA Shuts Down Cliffhanger Games: Impact on Black Panther

Image – Black Panther/EA

Electronic Arts has once again made headlines for its corporate restructuring, this time shutting down Cliffhanger Games, the studio behind the upcoming Black Panther game. This unexpected closure has raised concerns about EA’s long-term strategy and its impact on creative independence in the gaming industry.

The Rise and Fall of Cliffhanger Games

Cliffhanger Games was founded by EA with a bold mission: to deliver a single-player, open-world Black Panther experience. The game, set in Wakanda, was expected to bring deep storytelling, rich world-building, and innovative mechanics celebrating the legacy of the character. However, despite early excitement, EA’s decision to shut down the studio has put the project, and its developers, in jeopardy.

Why Did EA Close Cliffhanger Games?

While EA has yet to provide a detailed explanation, industry insiders speculate the closure is part of the company’s broader cost-cutting measures. EA has been aggressively restructuring over the past year, focusing on profitable live-service games while cutting projects that don’t fit into that model. As a result, narrative-driven single-player experiences, like the Black Panther game, are increasingly at risk.

Another possible factor? Disney’s involvement. Given Marvel’s stringent licensing agreements, the game may have faced complex business negotiations, leading EA to abandon the studio before development costs escalated.

Alongside the studio closure, EA reportedly laid off fewer than 300 employees, including staff from Cliffhanger Games, mobile divisions, and central teams. While EA claims these changes will “sharpen their focus,” the layoffs signal a continued trend of cutting smaller studios in favor of larger live-service projects.

The Industry Trend: Is Single-Player Dying?

Despite concerns that major publishers are shifting toward live-service models, single-player games continue to prove their value with record-breaking success stories.

Take Baldur’s Gate 3, for example. Larian Studios’ RPG dominated Game of the Year awards, sold millions of copies, and demonstrated that deep, narrative-driven experiences still resonate with players. Similarly, Expedition 33 has been praised for its immersive storytelling and strategic gameplay, reinforcing the demand for high-quality single-player titles.

Beyond these, other recent hits include:

  • Elden Ring: Nightreign – The latest expansion has already surpassed 3.5 million sales, proving FromSoftware’s single-player formula remains a powerhouse.
  • Phantom Blade Zero – Developers argue that single-player success benefits the entire genre, as players move from one great experience to another.
  • Black Myth: Wukong – A highly anticipated single-player action RPG that has generated massive hype and pre-orders.
  • New Dungeons & Dragons RPG – Wizards of the Coast is investing in a new single-player action-adventure, signaling confidence in the genre’s future.

EA’s Past Stance on Single-Player Games

EA has historically been skeptical about single-player experiences, at one point claiming that players no longer wanted them and that live-service games were the future. This stance led to the closure of several studios focused on narrative-driven titles, including Visceral Games, which was working on a Star Wars project before EA shut it down.

However, EA has since attempted to walk back these statements, acknowledging that single-player games remain an important part of its portfolio. Despite this, the company’s continued focus on live-service models suggests that single-player titles may still be at risk within its ecosystem.

Industry-Wide Layoffs & Publisher Strategies

EA isn’t alone in restructuring. Over the past few years, Ubisoft, Activision Blizzard, and Embracer Group have all faced layoffs, cancelled projects, and major studio closures. Many of these cuts have targeted single-player development, signaling a broader shift toward monetized live-service models and recurring revenue streams.

However, these decisions haven’t always been well received. Players continue to demand high-quality, standalone experiences, proving that gaming isn’t purely about microtransactions and seasonal updates.

Impact on Developers & Studio Culture

EA’s closure of Cliffhanger Games doesn’t just affect the Black Panther project, it disrupts the careers of hundreds of developers. With this latest round of layoffs affecting nearly 300 staff members, many developers now face uncertainty. However, history has shown that former EA employees often go on to create successful independent studios, offering a creative refuge outside the constraints of corporate decision-making. For example:

  • Ex-Visceral Games developers later worked on hit titles like The Callisto Protocol and other independent horror projects.
  • BioWare veterans formed Yellow Brick Games, focusing on immersive, player-first storytelling.

EA’s restructuring may lead to new independent studios, but it also reinforces concerns that AAA publishers are stifling creative freedom in favor of predictable financial returns.

What Happens to the Black Panther Game?

With Cliffhanger Games shuttered, the future of EA’s Black Panther project is unclear. Based on EA’s past cancellations, the game could face several outcomes:

  1. Transferred to Another Studio – EA may move development to Motive Studios or Respawn Entertainment, which have experience with narrative-driven titles.
  2. Revived in Another Form – The game could be scaled down and repurposed into a live-service Marvel project.
  3. Permanently Cancelled – If EA determines the financial risk is too great, the game could end up scrapped entirely, similar to Star Wars 1313.

Without official confirmation, speculation remains high, and fans are left wondering whether Wakanda will ever get the AAA treatment it deserves.

Final Thoughts

While EA’s restructuring isn’t surprising, its decision to shut down Cliffhanger Games reflects an ongoing industry shift. If single-player experiences continue to be sidelined, gamers may need to look toward indie developers and smaller studios for truly immersive storytelling.

What’s your take? Should publishers double down on monetized models, or do single-player experiences still have a place in the market? Let’s discuss.

Until next time, stay sharp and keep gaming. Panda out.

References

  • IGN – EA Cancels Black Panther Game, Closes Cliffhanger Games
  • GameSpot – EA Cancels Black Panther Game, Closes Its Developer, And Lays Off Additional Staff
  • Eurogamer – EA’s Gibeau Claims It Isn’t Neglecting Single Player Games After All
  • GamingBolt – EA is Proving Everyone (and Itself) Wrong with its Single Player Offerings
  • PCGamesN – After Baldur’s Gate 3, a New Single-Player DnD Game is Officially on the Way
  • PushSquare – Elden Ring Nightreign’s Enormous Success Continues, Now Over 3.5 Million Sales
  • Tech4Gamers – The Success of One Single-Player Game Is A Win For The Entire Genre
  • – EA to Lay off Up to 400 Employees After Black Panther Game Cancellation
  • – EA Cancels Cliffhanger Games’ Black Panther Game and Closes the Studio

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