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"Rock Band 4 Will Be Taken Down from PlayStation and Xbox Stores This Weekend"
“Rock Band 4 Will Be Taken Down from PlayStation and Xbox Stores This Weekend”
2:33 am

**Rock Band 4’s Final Tour: A Decade of Musical History Concludes**

Following ten years of exhilarating performances and rhythm-driven entertainment, “Rock Band 4” is ready to take its last bow. Harmonix, the creator behind the cherished game, revealed that the title will be removed from digital shops this weekend as the licensing contracts for its primary soundtrack come to an end. This signifies the conclusion of an era for a game that has been a cornerstone in the rhythm video game category since its debut.

In an official announcement shared on Harmonix’s Discord server, community manager Kyle Wynn conveyed appreciation to the enthusiasts who have backed “Rock Band 4” throughout the years. He clarified that while the game will be taken down from the PlayStation and Xbox online stores, those who currently possess it will continue to have full access. Players will remain able to download the game and its tracks on any compatible devices. The same goes for the downloadable content (DLC), which will be gradually retired as individual song licenses approach their 10-year expiration.

For those who have not yet acquired “Rock Band 4,” the cutoff is October 5. After this date, the base game will no longer be up for purchase, though current owners will still enjoy their digital collections. Over the years, “Rock Band 4” has broadened its library with thousands of songs, keeping the experience vibrant and captivating for its loyal fanbase.

The rhythm game genre, once ruled by titles such as “Rock Band” and “Guitar Hero,” has experienced a drop in popularity since its high point in the 2010s. Harmonix’s choice to stop producing new DLC in January 2024 further highlights the genre’s diminishing presence in the gaming arena. Nevertheless, “Rock Band 4” has made a lasting impact, renowned for its capacity to turn players into virtual rock stars.

As the curtain closes on “Rock Band 4,” fans are left with a legacy of unforgettable performances and a community formed around a mutual passion for music. While the game may be exiting the spotlight, its influence on the realm of rhythm gaming will not be overlooked.

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Wacom's MovinkPad Pro Blends Exceptional Power and Performance
Wacom’s MovinkPad Pro Blends Exceptional Power and Performance
1:23 am

Digital illustrators will have something exciting to anticipate as Wacom’s latest tablet pairs performance with unmatched freedom.

CGM attended a digital showcase of Wacom’s new MovinkPad Pro 14, the second model in the company’s new portable pad lineup. Senior Manager of Brand Marketing at Wacom, Megan Davis, provided an extensive overview of the device, stating, “The MovinkPad Pro was really crafted with the intent to empower digital artists with a smooth mobile solution that combines professional strength with genuine creative liberty.”

She further mentioned that the MovinkPad Pro 14 serves as a multi-functional creative instrument that feels as intuitive and dependable as pen and paper—whether utilized in outdoor settings or within a professional home studio, guaranteeing that creativity is never restricted by location or situation. This will be enhanced by a collection of integrated apps like Wacom Canvas—which is an improved version from what’s available in the MovinkPad 11—and Clip Studio Paint.

“MovinkPad Pro 14 delivers that authentic pen-on-paper sensation within a high-end digital art platform that can go wherever you do. You can maintain your creative flow, seizing every spark of inspiration,” remarked Davis, adding, “This incredible device fosters creativity that truly extends beyond mere illustration, accommodating advanced workflows and professional-grade projects all on a fully portable device.”

The MovinkPad Pro 14 is also powered by some quite impressive hardware. Operating on an Android 15 OS, equipped with a Qualcomm SM8635p – Snapdragon 8s Gen 3 Chipset, and featuring 12GB RAM + 256GB Flash Memory capacity. Moreover, it supports MicroSD for additional storage, WiFi 6e, and Bluetooth 5.3—alongside dual microphones and stereo speakers.

Additionally, there’s the MovinkPad Pro’s new display which showcases a 14-inch OLED screen with a 16:10 aspect ratio. It delivers output at 3K resolution (2880 x 1800px) with HDR support featuring 10-bit color depth and a peak brightness of up to 900 nits. Furthermore, the display boasts a 1ms response time, enabling smooth pen strokes—and depending on the application, can support a 60Hz or 120Hz refresh rate.

Supporting this is the new Wacom Pro Pen 3 which is equally exceptional. The Pro Pen 3 allows for up to 60 degrees of tilt for natural, angled strokes similar to traditional brush or pencil strokes; 8192 levels of pressure sensitivity, and 300RPS High-tracking for precise following of intricate movements. Additionally, the MovinkPad Pro is compatible with a broad range of third-party styluses utilizing Wacom’s EMR technology.

The MovinkPad Pro 14 will be available on Oct 1st, 2025, with a starting price of $899.95.

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GDC 2026 Reveals Fresh Path in Newest Teaser
GDC 2026 Reveals Fresh Path in Newest Teaser
8:33 am

The Game Developers Conference (GDC) has been hinting at significant changes, and now they are finally set to announce a complete overhaul of its format.

The trailer is [one of several](https://x.com/Official_GDC/status/1970156465399771163) that have suggested the total [reconstruction of GCD](https://www.cgmagonline.com/news/gdc-2024-epic-games-storefront-mobile/). The most recent trailer (viewed below) depicts a massive robot crushing a GDC sign—symbolically something fresh and original, dismantling the past and moving toward the future. This concept was initially suggested back in July when Mark DeLoura, a former Executive at Nintendo, Sony, and Microsoft, as well as a Senior Advisor for Digital Media at the Obama White House, was appointed as GDC’s Executive Director of Innovation & Growth.

At that moment, in celebration of its 40th edition, GDC announced it would evolve into a “Festival of Gaming,” broadening its focus to encompass the entire game development ecosystem. The new GDC will be a reimagined venue that mirrors the comprehensive game-producing ecosystem, and Mark’s vision, rooted in extensive industry experience, will guide this expanded strategy and ensure it provides valuable benefits to every sector of the community.

“Mark has been a dedicated member of the GDC team for many years,” stated Nina Brown, Vice President of Gaming at Informa Festivals. “We could not ask for a better leader to help reshape the landscape as GDC transforms into an inclusive Festival of Gaming to better support the industry that we all cherish. He is among the select few who possess a holistic view of the fast-changing industry from the inside.”

The [Game Developers Conference](https://gdconf.com/) stands as the world’s largest professional event for the game industry, delivering market-defining content for programmers, artists, producers, game designers, audio experts, business leaders, and others engaged in the creation of interactive games and immersive experiences.

GDC 2026 will be held at the Moscone Center in San Francisco next year, from Monday, March 9 to Friday, March 13, 2026.

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Survey Indicates 51% of Japanese Gaming Firms Employ AI Technology
Survey Indicates 51% of Japanese Gaming Firms Employ AI Technology
3:53 pm

**Incorporating AI into Japanese Game Development: An Emerging Phenomenon**

The application of artificial intelligence (AI) in game development is on the rise, with over half of Japanese gaming firms reportedly using AI technologies. This phenomenon was underscored in a recent survey preview by the Computer Entertainment Supplier’s Association (CESA), which collected perspectives from 54 Japanese gaming companies, including major players like Capcom, Konami, FromSoftware, Square Enix, and Sega, along with numerous indie developers.

The survey, which is part of the 2025 CESA Video Game Industry Report, was conducted to offer a thorough review of Japan’s gaming sector ahead of the Tokyo Game Show. It disclosed that 51% of the participating companies are integrating AI or generative AI into their development workflows. AI applications predominantly focus on creating videos and images, developing characters, generating narratives, producing text, and providing programming assistance. Furthermore, 32% of the firms are utilizing AI to create their own game engines, marking a substantial move towards AI-centered innovation in game development.

The report also delivered demographic data regarding the domestic game-related sector, estimating the workforce at approximately 200,000 individuals, with an average age of 37 and an average tenure of seven years. The starting salary in the sector has risen to 259,000 yen (about 1,743 USD), which is an increase of 23,000 yen from the year prior.

The rising acceptance of AI technologies, fueled by tools such as ChatGPT, has unlocked new opportunities for game developers. Companies like Capcom and Sega have already formed internal AI teams, while Square Enix has demonstrated a dedication to vigorously incorporating AI in their initiatives. Nevertheless, not all businesses are adopting this trend; for example, Nintendo has chosen to stick with its emphasis on originality and creativity, avoiding AI integration.

As the full CESA report is scheduled for release in December, the particular uses of AI in game development remain somewhat undisclosed. However, the current findings indicate that AI is steadily becoming a crucial asset for refining production processes, providing a rapid, efficient, and cost-effective answer to game development challenges.

The future of the gaming sector seems to be increasingly linked with AI technologies, as more companies investigate the potential advantages of AI integration. While the discussion regarding AI’s role in creative fields persists, the trend in Japan signifies a growing acknowledgment of AI’s contribution to enhancing and streamlining game development operations.

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Delving into the Heart of Gachiakuta: Shift from Manga to Screen Interpretation
Delving into the Heart of Gachiakuta: Shift from Manga to Screen Interpretation
11:13 pm

The upcoming phase for shonen anime has arrived with “Gachiakuta,” a dark fantasy, action anime series that debuted in July 2025. Derived from a well-known shōnen manga by Kei Urana, the narrative revolves around Rudo, an orphan wrongfully accused of murder and banished to the “Pit,” a nightmarish junkyard. He allies with a faction named the Cleaners to combat mutated creatures, harness new abilities, and seek revenge against the corrupt society that betrayed him.

As the initial segment of season 1 concludes, CGMagazine had the chance to engage with the creators of “Gachiakuta” at Anime Expo 2025. Author/mangaka Kei Urana, illustrator Hideyoshi Andou, and anime producer Naoki Amano provided insights into the series’ development, underlying themes, and musical composition.

Urana and Andou crafted the distinct art style of “Gachiakuta” through mutual interests and discussions aimed at developing a manga unlike any before. The series’ prominent theme of waste was fueled by Urana’s wish to depict a world brimming with discarded items and environmental concerns, reflecting on how one’s surroundings shape individuals.

Amano was captivated by the project due to its visual distinctiveness and emotional narrative, viewing it as a challenge to adapt into an anime. The team selected Taku Iwasaki for the battle-action score, valuing his strong dedication and talent for perfectly aligning with the series’ atmosphere.

The creators conveyed their appreciation for the warm reception at Anime Expo 2025, emphasizing the significance of fan backing. They aspire for viewers globally, streaming on Crunchyroll, to connect with the themes of injustice and oppression and feel motivated by the characters’ battles and resolve.

For further insights, consult CGMagazine’s review of “Gachiakuta” Episodes 1-2.

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Magic: The Gathering's Universes Beyond Navigates a Intricate Journey
Magic: The Gathering’s Universes Beyond Navigates a Intricate Journey
2:53 pm

Over the past several years, *Magic: The Gathering* has undergone a significant tonal transformation. The leading trading card game has shifted its emphasis away from its unique narrative and lore, opting instead for real-world collaborations with various intellectual properties—an initiative known as Universes Beyond.

From a creative angle, this is an interesting endeavor that highlights the breadth of *MTG*’s design and thematic elements. The same methodology that has enabled the game to narrate the tales of its own heroes and realms through gameplay mechanics can, in some way, be applied to entirely different characters and environments. Nonetheless, from the perspective of a fan, it can seem as if a beloved game is being overrun by numerous other franchises.

Universes Beyond has accomplished some remarkable things so far. However, the ratio of standard sets to cross-promotional sets is changing significantly, leading to some apprehensions for *MTG* players across the spectrum.

As a veteran *MTG* player, I find myself torn about *Universes Beyond*. Based on the psychological profiles that Wizards of the Coast identified, I would categorize myself as a “Vorthos”—I have always been captivated by the game’s narrative and characters, I miss the times when each set or block would come with a companion novel to elaborate on the events, and I often prefer to construct a casual deck focused on a strong theme or a particular character rather than pursue the latest overpowering meta strategies. I am attracted to the aspects that imbue the game with flavor, the components of a card “that serve the function, or primary function, of conveying information about what the card signifies thematically.”

Looking at the game from this angle, I value many aspects of what Universes Beyond signifies… while simultaneously, as a consumer, I harbor equal concerns. Therefore, in light of another series of crossovers introduced this weekend at MagicCon Atlanta, it is worthwhile to reassess these advantages and disadvantages of the initiative, and speculate on the future direction of the game.

## Wish Fulfillment Via Planeswalking

Since its launch, the story or flavor of *Magic: The Gathering* has always been about battles between mages. Players embody Planeswalkers, sorcerers who can navigate through the fabric of reality to other dimensions. Wizards of the Coast has crafted an extensive array of these distinct realms, from its original “main setting” of Dominaria to the Japan-inspired Kamigawa, from the vast city-plane of Ravnica to Bloomburrow, where every creature takes on an anthropomorphic animal form.

For those unfamiliar, the cards you utilize in *MTG* represent the spells you unleash against your opponent. Creature cards are allies you summon to engage in combat on your behalf (not unlike a Pokémon battle, truthfully). Instants and sorcery cards such as Fireball or Lightning Helix signify you hurling the raw elemental energy of magic at your opponent or their creatures. When you utilize a planeswalker card such as Jace, The Mind Sculptor, you’re calling upon a fellow ‘walker from the series’ lineup to aid you temporarily.

### The skeptical viewpoint on Universes Beyond suggests that it adopts the *Fortnite* model of integrating pop culture into a blend that would make even *Ready Player One* blush.

Now that Universes Beyond is introducing icons from other intellectual properties into *MTG*, it feels as if you’re summoning them to battle on your behalf in an interplanar contest… which makes sense from a thematic perspective. If *you*—the human residing on Earth—suddenly discovered the ability to summon someone powered by your imagination, would you call forth an imaginary beast from another realm, or would you summon a Time Lord or zombie slayer from your favorite television series?

If I could travel back in time and inform my 10- or 12-year-old self that a single game would permit me to not only summon Squall from *Final Fantasy VIII* but also transform him into Super Sonic, equipping him with Gandalf’s powerful sword Glamdring and the capabilities and responsibilities of Spider-Man, even my overactive adolescent imagination might have burst. In a sense, these crossovers are more organic than they appear.

The challenge, however, resides in oversaturation.

## Too Far Beyond

Initially, Universes Beyond appeared to be a quirky little side project confined to limited-run Secret Drop products, something that most players lack the motivation or desire to explore unless there’s a theme that intrigues them. Then came the *Warhammer 40,000*-themed Commander decks. Following that, it escalated to a complete, full set featuring *The Lord of the Rings: Tales of Middle-Earth*, inspired by Tolkien’s Legendarium. This was an unconventional decision but one that still aligned with the game’s high-fantasy settings.

Fast forward

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Investigating the Copper Age in Minecraft with Mojang Studios
Investigating the Copper Age in Minecraft with Mojang Studios
10:03 pm

After exploring The Happy Ghast update and Vibrant Visuals, which were recently released, we have been eagerly anticipating the next batch of Minecraft news and updates, and that day has finally arrived! Minecraft Live occurred today, bringing with it a wealth of Minecraft news. Among this news was the announcement of the release date for Minecraft: The Copper Age! Players can dive into The Copper Age on September 30th!

In advance of Minecraft Live, we had the opportunity to speak with Anna Lundgren, Senior Product Manager for Minecraft, who provided us with some insight into The Copper Age, the copper golem, and the process of reintroducing items or mobs into the game, particularly with fan feedback in mind.

We are here to discuss Minecraft: The Copper Age! What makes this the ideal moment for this game release?

Anna Lundgren: We first introduced copper to Minecraft in 2021 as part of the Caves & Cliffs update. Since then, we’ve consistently increased the ways to use it in your Minecraft world, such as with the copper bulbs and decorative copper blocks introduced in the Tricky Trials update. We recognized that the copper golem was a fan favourite from an earlier mob vote, so we felt it would be a great fit for a game release where we expanded on copper items. This aspect of our game design process excites me—especially since we transitioned to multiple game releases a year; we can be more iterative and creative.

Why did you choose the name “The Copper Age” in the first place?

Anna Lundgren: We enjoy coming up with charming names for our updates, particularly with our current schedule of multiple game releases per year! “Bundles of Bravery,” “The Garden Awakens,” “Spring to Life,” and “Chase the Skies” are previous examples. “The Copper Age” is fitting because we’re introducing the copper golem and broadening the applications of copper with a new tier of gear situated between stone and iron.

I noticed some comments online suggesting that The Copper Age only significantly impacts the initial hours of Minecraft. What would you say to that?

Anna Lundgren: That’s a fascinating viewpoint! When considering new features for Minecraft, we strive to cater to a variety of play styles and preferences, as Minecraft is cherished by many people globally. This includes features that remain relevant throughout all phases of a Minecraft world, whether you’re just starting or settled into your “forever world.”

The new copper armor, tools, and weapons in The Copper Age will indeed be more advantageous early on, as they sit between stone and iron in terms of functionality and durability. This seems logical since, with our adjustments to world generation over the years, copper is somewhat simpler to locate than iron, meaning copper gear can serve as a beneficial step in your progression.

However, that’s not the only feature in this update! The copper golem and shelf blocks provide diverse uses for various play styles, and I want to highlight the decorative potentials of all the new copper features for advanced Creative Mode players constructing intricate structures, especially since nearly all copper items and blocks exhibit a spectrum of different colors as they oxidize. We’re excited to see how players at all stages of their journey utilize them.

What can players anticipate in Minecraft: The Copper Age?

Anna Lundgren: With The Copper Age, we aimed to bring back a cherished mob from a prior mob vote, the copper golem, while also expanding copper’s applications in Minecraft. The design of the golem has been revised compared to our initial concept, allowing it to assist with item sorting through the new copper chest. They also bring vitality to players’ bases, and the copper golem statues are delightful for decorative purposes.

Moreover, copper gear will enhance the uses of copper and prove beneficial for players as they seek out iron in their worlds. Lastly, we’re introducing the shelf block, which simplifies the process of swapping items in and out of your hot bar—or you may choose to use them purely for decoration, as they are available in various styles corresponding to every wood type in Minecraft!

So, the copper golem is making its return. Why was this significant to revive?

Anna Lundgren: We are consistently attentive to player feedback and endeavor to integrate what the community desires while remaining aligned with our vision of what Minecraft may become. Although the allay won the 2021 mob vote and was incorporated into the game, we recognized that the copper golem was also a fan favourite.

As we’ve been progressively broadening the usage of copper, we believed it was the right moment to address this community request and introduce the copper golem into the game. It’s not solely about honoring player requests…

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Pricing and Pre-order Information Unveiled for ROG Xbox Ally and ROG Xbox Ally X
Pricing and Pre-order Information Unveiled for ROG Xbox Ally and ROG Xbox Ally X
4:13 am

ASUS Republic of Gamers (ROG) has formally revealed the pricing and pre-order information for their newest gaming handhelds, the ROG Xbox Ally and ROG Xbox Ally X. The ROG Xbox Ally is priced at an anticipated $799 CAD, while the more sophisticated ROG Xbox Ally X is expected to sell for about $1,299 CAD. Both models are now open for pre-order in select markets, including Canada, with additional regions to follow shortly.

Customers can pre-order the ROG Xbox Ally from various retailers such as Amazon, the ASUS Store, Best Buy, Canada Computers, EB Games, London Drugs, Memory Express, Staples, and Walmart. It will also be available at launch through Costco, MDG, the Microsoft Store, Newegg, and Visions. On the other hand, the ROG Xbox Ally X is ready for pre-order at the ASUS Store and Best Buy, with the Microsoft Store set to offer it soon. As a special promotion, the first 150 Canadian customers to place a pre-order for the ROG Xbox Ally X from the ASUS Store will be gifted a free ROG OMNI figurine.

Both devices are slated for release on October 16th, 2025, and will be available in various regions throughout North and South America, Europe, and Asia, with additional availability in Brazil, India, Indonesia, and Thailand following the initial launch.

The ROG Xbox Ally comes equipped with an AMD Ryzen Z2 A Processor, recognized for its energy efficiency, whereas the ROG Xbox Ally X is outfitted with the new AMD Ryzen AI Z2 Extreme Processor, crafted for superior performance in AAA titles. These devices mark considerable enhancements over the former ROG Ally, delivering premier handheld Windows 11 gaming experiences.

In partnership with the Xbox Team, ROG guarantees that gamers can entirely relish Xbox titles on these devices, featuring advanced shader delivery for faster boot times and indicators for Handheld Optimization or partial compatibility.

For further details on the ROG Xbox Ally series, please visit the official ASUS website.

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Thorough Summary of Key Proclamations from Sony State of Play, September 2025
Thorough Summary of Key Proclamations from Sony State of Play, September 2025
11:33 am

The Tokyo Game Show 2025 is scheduled to commence tomorrow, and in anticipation of this significant occasion, PlayStation has engaged its followers with the most recent State of Play presentation. This showcase offered an exhilarating preview of what lies ahead for PS5 fans, revealing a blend of fresh titles and updates on games that were previously disclosed.

Among the key highlights was the confirmed announcement of Nioh 3, a title that had seen prior leaks. The presentation also brought forth a series of surprises, ensuring fans remained thrilled throughout the event. Below is an exhaustive list of every trailer and announcement presented during the State of Play September 2025 showcase.

SAROS

The event began with a gameplay reveal for SAROS, showcasing Arjun Devraj, a Soltari enforcer portrayed by Rahul Kohli. Set against the backdrop of the lost colony of Carcosa, players will explore an environment shrouded in a foreboding eclipse, utilizing potent abilities like the Soltari Shield. The game focuses on fluid movement and high-energy combat, featuring a progression system that includes a self-revive capability known as Second Chance. SAROS is slated for release on March 20, 2026.

Zero Parades – For Dead Spies

ZA/UM, recognizable for Disco Elysium, revealed their upcoming RPG, Zero Parades – For Dead Spies, expected to launch in 2026.

Microsoft Flight Simulator 2024

Having already launched on PC and Xbox, Microsoft Flight Simulator 2024 will debut on PS5 on December 5, 2025.

Battlefield 6

A cinematic campaign trailer for Battlefield 6 was presented, showcasing drama and intrigue. The game is scheduled for release on October 10.

Deus Ex Remastered

The iconic Deus Ex makes its return with enhanced visuals for PS5, arriving in February 2026.

Halloween: The Game

Fans received their first look at Halloween: The Game, where players can take on the roles of civilians or Michael Myers. The game is set to launch on September 8, 2026.

Last Epoch – Orobyss Expansion

Last Epoch is making its way to PS5, along with its inaugural major expansion, Orobyss.

The Seven Deadly Sins: Origin

This new RPG, inspired by the popular anime, features up to four-player co-op and will launch on January 28, 2026.

Sonic Racing: Crossworlds

The main title is releasing tomorrow, with Megaman and Proto Man slated to join in early 2026.

Nioh 3

The third chapter of the Nioh series is planned for release on February 6, 2026.

Dynasty Warriors 3 Complete Edition Remastered

The remastered version of Dynasty Warriors 3 is set to become available on March 19, 2026.

Code Vein II

Bandai Namco’s follow-up, Code Vein II, will be launching on January 30, 2026.

Let it Die: Inferno

This sequel to Let It Die incorporates high-risk gameplay and is scheduled for release on December 3.

Chronoscript: The Endless End

A 2D action platformer from Desk Works, debuting in 2026.

Crimson Desert

Pearl Abyss announced that Crimson Desert will be released on March 19, 2026.

PULSE Elevate Speaker System

Sony unveiled the Pulse Elevate Speaker System, set to be available in 2026.

Gran Turismo 7 Spec III Update

The update is due to arrive in

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Borderlands 4 Launch Postponed on Nintendo Switch 2 Because of Performance Problems
Borderlands 4 Launch Postponed on Nintendo Switch 2 Because of Performance Problems
6:53 pm

Borderlands 4 Postponed for Nintendo Switch 2 Due to Performance Challenges

The eagerly awaited looter-shooter, Borderlands 4, has seen a successful debut on Xbox, PC, and PS5, receiving widespread praise and achieving a median critical rating of 82 percent on Metacritic. Nevertheless, in spite of its launch success, the title has come under fire from fans for performance challenges on all platforms, resulting in a mixed response on Steam.

In response to these performance issues, Gearbox has declared an indefinite postponement for the Nintendo Switch 2 iteration of Borderlands 4, a mere ten days before its planned launch. This verdict was shared via the official Borderlands X account, highlighting the necessity for further development and refinement to guarantee the optimal experience for players. Gearbox also intends to synchronize the release with the rollout of cross-save functionality, which is currently underway.

Nintendo has started processing refunds for pre-orders of the Switch 2 version, with automatic refunds scheduled for September 26 for those who do not request them manually. Gearbox has not revealed a new release timeline for the Switch 2 port or the cross-save feature, leaving fans in anticipation of when they might see the game on the platform.

Randy Pitchford, CEO of Gearbox, who first announced the Switch 2 port in July, has not yet addressed the delay. Fans are keenly waiting for further news from Gearbox concerning the launch of Borderlands 4 on Nintendo Switch 2.

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