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Valve Uncertain About Future Price Drops for Steam Machines, Acknowledges Potential Consumer Exclusion Due to Costs

Well, that answers that. The new Steam Machine, which Valve have just opened to randomised reservations, starts at £879 / $1049 / €1039 for the base 512GB model, and costs £1149 / $1349 / €1359 for the 2TB version – climbing to £1208 / $1428 / €1428 if you bundle in a Steam Controller.

To paraphrase my Steam Machine review stance on those prices: they’re pretty chuffing high, even if the Machine itself is a nicely designed (and unusually specialised) piece of lower-end kit. As for what Valve themselves think, I asked designer Lawrence Yang and engineer Yazan Aldehayyat ahead of today’s sort-of-launch, both of them pointing to the ongoing component pricing/availability hellscape that is RAMnarök.

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Union Calls for Sector-Wide Walkout in Video Game Industry This Week

**French Video Game Union Calls for Nationwide Strike Amid Industry Turmoil**

On June 25, 2026, the independent French video game union, Le Syndicat des Travailleureuses du Jeu Vidéo (STJV), is calling on all employees in the video game industry to join a nationwide strike, referred to as the “Summer Greve Fest.” This initiative is in response to a notable surge in layoffs and persistent accusations of worker mistreatment by studio executives during a period of financial uncertainty in the sector.

STJV, which is committed to championing the moral and economic rights of video game workers, issued the strike call in a blog post on June 22, voicing their worries regarding the deteriorating conditions in the French video game arena. “The uniquely calamitous situation in the video games industry necessitates a unique response,” the union declared. They stressed that the ongoing crisis should not be disregarded and reiterated that job security is becoming increasingly endangered.

The impetus for this call to action follows a recent national strike that took place on May 27, which, according to STJV, did not result in any improvements. The situation has been worsened by recent incidents, particularly involving prominent studios like Quantic Dream. The developer, recognized for titles such as *Detroit: Become Human*, is purportedly preparing to eliminate roughly 115 positions following the underwhelming performance of their latest release, *Spellcasters Chronicles*. This game was taken off Steam less than three months after its launch, indicating a lackluster market response and contributing to heightened job insecurities within the company.

Along with the strike, STJV intends to set up a picket line outside Quantic Dream’s Paris headquarters on the same day. The union is urging all sectors related to video game production—including those engaged in game engines, marketing, esports, and online content creation—to take part in the strike and “simply not show up to work” on June 25.

STJV’s declaration mirrors a wider sentiment in the industry as workers seek accountability and improved conditions amidst a continuing trend of studio shutdowns and job cuts. As the union gears up for the strike, they remain dedicated to a series of forthcoming actions aimed at advocating for the rights of video game workers.

As the STJV expressed: “Summer has only just begun, and it’s going to be hot!” indicating their resolve to continue pushing for change during an uncertain time for the gaming sector.

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EA Announces Additional Layoffs to Address Changing Needs of Fans

Battlefield 6 and The Sims publishers EA are making another round of layoffs as they seek “to better meet fans’ changing needs”, according to a report. The exact number of people affected is unknown, but apparently, there have been cutbacks across recruitment, IT, customer support, and the “trust and safety” division broadly responsible for encouraging EA players and streamers to be nice to each other. The losses allegedly include remote roles in the USA, and a few seasoned EA staff working in Hyderabad, India.

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The Argument Against Perpetually Resurrecting The Powerpuff Girls

### The Powerpuff Girls: A Legacy and a Misguided Revival

I, much like many of you, enjoyed watching *The Powerpuff Girls* on television during my childhood. I recollect appreciating its quirky ensemble of villains, its clever recurring gags, and its incisive satire which, at that time, I was just beginning to grasp thoroughly. *The Powerpuff Girls* showcased outstanding cartoon artistry, and it concluded in 2005 after its latter seasons dropped in quality with the exit of creator Craig McCracken. A few spin-offs have emerged since, none reaching the same heights, and its followers have matured into adults. *The Powerpuff Girls* is, and has been, clearly finished for quite some time.

Thus, it’s not surprising that many individuals appear eerily enthusiastic about attempting to resurrect this cartoon in a misguided bid to profit from intellectual property, as seems to be the trend with everything cherished from the ’80s, ’90s, and early ’00s today. This time, it’s Warner Bros. doing the honors, having revealed today (through *Variety*) at the Annecy International Animation Film Festival that a new *Powerpuff Girls* movie is in the works.

*Variety*, however, also states that there isn’t even a deal established for this movie yet. There’s no script, no greenlight, no storyline, no cast, not even really a title associated. What this indicates to me is that nobody genuinely possesses any solid concepts for a *Powerpuff* revival. Warner Bros. merely holds an IP and seeks to profit from it, hoping this announcement will help them locate individuals who can facilitate that. Wonderful. Excellent motivation for creating art, folks.

We’ve encountered this scenario countless times before, both with IP revivals in general and with *The Powerpuff Girls* specifically. The series was revived in 2016; however, it was mediocre at best and concluded after three seasons in 2019. A second revival attempt, this time with McCracken involved, was announced in 2022, but there has been utter silence since, raising questions as to whether this project has collapsed at some point. And I won’t even begin to discuss the dismal live-action revival at The CW that was scrapped before it ever aired.

I feel like an old curmudgeon at this juncture, going through this ritual every time a major entertainment corporation seeks to resurrect a zombie franchise to extract the last remnants of profit from its remains (which seems to occur every week), but here we are again: leave *The Powerpuff Girls* be! Nothing positive can result from this! The original series was excellent, it was significant for many, and it’s perfectly fine to let things conclude. Honestly, I find it hard to accept that anyone is stepping in with fresh ideas for this nearly twenty-year-old series that are so remarkable that it justifies reviving it. We’ve already witnessed what occurs when Bubbles goes hardcore, when Ms. Keane dates Professor Utonium, and when Mojo Jojo saves the town (repeatedly, for some reason). We’re good!

I am pleading with Big Entertainment to cease rehashing the same narratives over and over. I am fatigued. Please invest in new creators developing original content and never make me utter the term “intellectual property” again.

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Review of the Steam Machine: An Unique Living Room PC with High Price Points but Exceptional Features

Have to say, it was more fun when the Steam Deck launched. That was a cool thing, afforded the space and the grace to just be a cool thing. The new Steam Machine, by contrast, arrives at a time when the creative industry it relies upon is being stripped to the bone, and the physical components it’s built upon are trapped in a historically terrible econo-ravaging. Also, everyone hates each other.

As powerful as Valve are, there’s only so much a little SteamOS box can shrug off. The original Steam Machines, sent on their way before the game support was ready, already proved it. And it’s impossible to ignore how this new system, pitched last year as another Deck-inspired entry in the underserved budget market, is nearly 900 quid – assuming you go for the lowest-spec option. This, alone, will surely launch a thousand YouTube thumbnails declaring that the Steam Machine (8th in Steam’s Wishlist charts at the time of writing) is dead on arrival.

That, however, would not be a deserved end. The Steam Machine might not spark the same childlike wonder that its handheld uncle did, but looking past the numbers and actually living with it – as a discreet but quietly capable companion, more at home under a TV than perched on a desk – reveals it as not just a superior to those original Machines, but truly unlike any other PC you could build or buy. That’s worth something, even if it that something isn’t necessarily 1208 of your pounds.

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Valve Reveals Steam Machine Pricing Will Surpass $1,000

**Valve Reveals Pricing for Anticipated Steam Machines**

Valve has officially announced the prices for its eagerly awaited Steam Machines, marking an important milestone in the gaming hardware market. The entry-level Steam Machine will cost $1,050, with a model featuring greater storage available for an extra $300. For gamers looking to purchase a package that includes the Steam Controller, this option can also be selected at an added expense. While these prices may be steep, they are in line with the current market trends driven by heightened demand for computer components, especially RAM, due to AI hyperscalers.

On June 22, Valve stated that it would provide four unique bundles of the Steam Machine, permitting fans to pre-order their selected models. The available choices are as follows:

1. **Steam Machine 512GB**: $1,049 USD
2. **Bundle: Steam Machine 512GB + Steam Controller**: $1,128 USD
3. **Steam Machine 2TB**: $1,349 USD
4. **Bundle: Steam Machine 2TB + Steam Controller**: $1,428 USD (Includes two faceplates: red fabric and solid walnut)

As Valve makes its entrance into the hardware sector with the Steam Machine, these pricing models underscore the ongoing difficulties manufacturers encounter in obtaining vital PC components. The launch of the Steam Machine is set to draw in gamers looking for a comprehensive solution to their gaming requirements, notwithstanding the current elevated prices.

*Developing story…*

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CD Projekt CEO Acknowledges Upcoming Rise of Generative AI-Developed Games While Questioning Their Viability

As AI continues to be shoehorned into game development with more regularity, Michał Nowakowski – joint CEO of Witcher 4 developers CD Projekt – has said he “knows for a fact” games built purely with generative AI are on the way. Mercifully, he’s got “doubts” about whether this method’s the ideal way forward, meaning there’s no need to worry at this juncture that Ciri’ll soon be battling hordes of ChatGPThouls.

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EA Unveils Employee Reductions Ahead of Expected $55 Billion Transaction with Saudi Arabia

### Electronic Arts Encounters New Job Cuts Amid Strategic Overhaul

Electronic Arts (EA), the prominent video game firm, has recently executed another round of job cuts, affecting several divisions such as recruitment, customer support, trust and safety, and IT teams. Reports from various online platforms and social media updates from impacted employees, including those from EA’s Hyderabad, India site, reveal that these cuts have greatly influenced staff across the organization.

In a communication sent to the Fan Care (customer support) division, an internal leader discussed the layoffs, presenting them as part of EA’s continuous effort to “adapt how we operate to better fulfill fans’ evolving requirements.” This indicated that the reorganization could not only result in job losses but also bring about new positions and a shift in responsibilities amongst teams and external service providers.

The precise number of employees impacted by the layoffs is still uncertain. However, Kotaku has captured numerous public accounts from individuals recounting their experiences of being let go, many of whom had devoted over ten years to EA. This wave of layoffs aligns with a larger trend the company has been pursuing in recent times, marked by ongoing job cuts across different studios.

### Latest Layoff Patterns

In 2023, EA garnered attention when it dismissed over 200 testers from the hit game *Apex Legends* through a Zoom call. Following this event, an unspecified number of Codemasters employees were also released, and the company announced nearly 800 layoffs shortly after reporting substantial profits. Moreover, BioWare and its development teams faced their own reductions, cutting approximately 50 positions to realign with the changing requirements of the studio.

This trend persisted into 2024, with around 670 employees being laid off. Over time, BioWare attracted attention for further layoffs, as did other divisions like Respawn, which saw around 100 staff affected. The shutdown of Cliffhanger Games also emphasized the ongoing reorganization within the entity. This year, even teams linked to successful franchise games like *Skate* and *Battlefield 6* suffered job losses, despite the latter being reported as the top-selling premium game of 2025 in the U.S.

### Strategic Transition and Acquisition Moves

Alongside the layoffs, EA is currently undergoing substantial transformations with the goal of transitioning to a private entity through a proposed $55 billion acquisition. This transaction involves collaborations with Saudi Arabia’s Public Investment Fund, Silver Lake Partners, and Affinity Partners, a firm tied to Jared Kushner. As the acquisition advances, a deadline for EU antitrust approval approaches, anticipated to be resolved by July 2026.

Notwithstanding these employee reductions, EA reported a 1 percent increase in net revenue year-over-year, amounting to $7.5 billion for the fiscal year concluding on March 31, 2026.

EA has chosen not to comment on these layoffs or the current acquisition initiatives, leaving numerous inquiries unresolved regarding the organization’s future and its workforce.

In conclusion, the recent job cuts at Electronic Arts highlight the intricate challenges confronting the gaming sector and the persistent necessity for organizations to adjust to both market conditions and internal restructuring strategies. As EA progresses, its influence on employees and the gaming community remains substantial.

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Management of a Haunted House Ride: The Role of Scream Operator in Strategy Gaming

In Scream Operator: Haunted House Manager, you become an architect of alarm. A draughtsman of dismay. A mechanic of panic. A… haunted house manager. It’s a “cosy-spooky” themepark strategy sim in which you attempt to maximise the chills and earn fat stacks by arranging your Grim Reapers just so.

By day, you supervise guests as they queue through the pre-show and board the cars, generating Immersion and Fear points as they witness the props and trigger the scares in each room. By night, you pick from randomised upgrades to squeeze more dread out of your setup. With patience and calculation, you can turn a mere Room 1408 into a full-blown Overlook Hotel. Or the other way around, depending on which Stephen King adaptation you think is scariest. I don’t want to alienate John Cusack fans, not this early in the week.

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