PlayStation’s PC Strategy Is Going Well As Ghost Of Tsushima Was The Best-Selling Game Of May 2024

PlayStation’s PC Strategy Is Going Well As Ghost Of Tsushima Was The Best-Selling Game Of May 2024

PlayStation’s PC efforts are paying off, if the latest U.S. Video Game Market Highlights report from analyst group Circana is any indication. That’s because developer Sucker Punch Production’s Ghost of Tsushima, which originally launched on PlayStation 4 back in 2020, was the best-selling game of May 2024 in the U.S. And that’s almost assuredly due to the recent PC release of Ghost of Tsushima Director’s Cut on May 16

Ghost of Tsushima Director’s Cut hit PC almost four years after the game’s initial launch on PS4, which speaks to PlayStation’s PC release strategy it detailed last month. It said its live-service games, like this year’s Helldivers 2 or the upcoming 5v5 hero shooter Concord, will launch day-and-date on PC, but its tentpole single-player games, like Ghost of Tsushima Director’s Cut and God of War Ragnarök (hitting PC this September), will launch at later dates

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The rest of the top 10 for May 2024 looks like this

  1. Ghost of Tsushima
  2. Paper Mario: The Thousand-Year Door
  3. Call of Duty: Modern Warfare III
  4. Helldivers II
  5. MLB: The Show 24
  6. Sea of Thieves
  7. Minecraft
  8. Elden Ring
  9. Hogwarts Legacy
  10. Stellar Blade

And here’s what the top 20 best-selling games of the entire year look like: 

For May 2024, content spending fell 3% compared to May 2023, down to $3.6 billion, even despite a 13% growth in mobile content spending. However, that 13% increase in mobile spending was offset heavily by a 40% drop in console content spending, according to Circana executive director Mat Piscatella. He attributes the May 2024 console spending decline (compared to May 2023) to the strength of The Legend of Zelda: Tears of the Kingdom’s launch last year. 

Elsehwere in the report, Piscatella says video game hardware spending declined 40% as well when compared to May 2023, down to $202 million. “Through May, all current generation hardware platforms are showing double-digit percentage declines year-on-year in 2024, with Switch showing the most significant drop,” Piscatella writes on X (formerly Twitter). 

The PlayStation 5 led May 2024’s hardware market in unit and dollar sales, with the Switch in second for unit sales and the Xbox Series X/S in second for dollar sales. Throughout each console’s 43 months on the market, the PS5 is up by 8% compared to the PS4 and the Xbox Series X/S is down 13% compared to the Xbox One. 

May spending on video game accessories dropped 8% when comparing May 2024 to May of last year, and the PlayStation Portal was the best-selling accessory in dollar sales for the month – it’s also the best-selling accessory for the entire year. 

For more, be sure to check out the entire Circana report here. After that, read Game Informer’s Ghost of Tsushima review, and then check out this video for a look at how Ghost of Tsushima Director’s Cut runs on Steam Deck


Have you been playing Ghost of Tsushima Director’s Cut on PC? Let us know in the comments below!

AI revolution in US education: How Chinese apps are leading the way

The success of Chinese AI education applications like Question.AI and Gauth in the US market comes at a time of fierce competition within China, where over 200 large language models—critical for generative AI services like ChatGPT—have been developed. As of March, more than half of these…

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Save Now on YoloLiv YoloBox Ultra – Plus New Features and New Products – Videoguys

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Elai Review: An AI Video Generator Perfect for Corporations

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Meta’s LLM Compiler: Innovating Code Optimization with AI-Powered Compiler Design

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Gothic, Elex Developer Pirahna Bytes Has Reportedly Shut Down

Piranha Bytes, the developer of series such as Elex, Gothic, and Risen, has been shut down. The studio was owned by Embracer, which had been seeking a buyer for the German developer as part of its ongoing cost-cutting restructuring following failed $2 billion deal with Saudi Arabia-backed Savvy Games Group last year. 

It was reported that Pirahna Bytes was looking for a new publisher following job cuts last year. In January, following a period of radio silence and inactivity from the studio, CEO Micahel Rüve addressed reports of an impending closure by stating the company was in a “difficult situation” while expressing optimism about finding a partner by saying, “Don’t write us off yet!” 

However, German website GameStar (as surfaced by Eurogamer) published a story reporting the studio was officially shut down in late June. Despite this report, there still has not been an official  announcement of closure from Embracer or Pirahna (the studio’s website remains inactive, however), and details about what exactly happened are scarce. Game Informer has contacted Pirahna’s publisher THQ Nordic for comment and will update this story with a response should we receive one. 

Gothic, Elex Developer Pirahna Bytes Has Reportedly Shut Down

However, earlier today, Pirahna leaders Björn Pankratz and Jenny Pankratz announced the formation of Pithead Studio, a new indie studio. In an announcement video, the pair acknowledges Pirahna’s silence over the past few months and says they plan to answer questions about Pithead’s founding on their YouTube channel starting each Monday. 

Piranha Bytes was founded in 1997 and is perhaps best known for creating the Gothic series. The studio also developed the three Risen titles and the Elex series; its final release was Elex II in 2022. A remake of Gothic 1 is currently in development by a different studio, Alkimia Interactive. Piranha Bytes was acquired by THQ Nordic in 2019, itself a publishing subsidiary of Embracer Group.

If true, this news would represent the latest Embracer casualty following the closure of Alone in the Dark developer Pieces Interactive last month. After months of layoffs, studio closures (including Saints Row developer Volition Games and Timesplitters developer Free Radical), and selling off its properties, Embracer split itself into three companies in April: Middle-earth & Friends, Coffee Stain & Friends, and Asmodee. 

“They can see themselves shaping the world they live in”

“They can see themselves shaping the world they live in”

During the journey from the suburbs to the city, the tree canopy often dwindles down as skyscrapers rise up. A group of New England Innovation Academy students wondered why that is.

“Our friend Victoria noticed that where we live in Marlborough there are lots of trees in our own backyards. But if you drive just 30 minutes to Boston, there are almost no trees,” said high school junior Ileana Fournier. “We were struck by that duality.”

This inspired Fournier and her classmates Victoria Leeth and Jessie Magenyi to prototype a mobile app that illustrates Massachusetts deforestation trends for Day of AI, a free, hands-on curriculum developed by the MIT Responsible AI for Social Empowerment and Education (RAISE) initiative, headquartered in the MIT Media Lab and in collaboration with the MIT Schwarzman College of Computing and MIT Open Learning. They were among a group of 20 students from New England Innovation Academy who shared their projects during the 2024 Day of AI global celebration hosted with the Museum of Science.

The Day of AI curriculum introduces K-12 students to artificial intelligence. Now in its third year, Day of AI enables students to improve their communities and collaborate on larger global challenges using AI. Fournier, Leeth, and Magenyi’s TreeSavers app falls under the Telling Climate Stories with Data module, one of four new climate-change-focused lessons.

“We want you to be able to express yourselves creatively to use AI to solve problems with critical-thinking skills,” Cynthia Breazeal, director of MIT RAISE, dean for digital learning at MIT Open Learning, and professor of media arts and sciences, said during this year’s Day of AI global celebration at the Museum of Science. “We want you to have an ethical and responsible way to think about this really powerful, cool, and exciting technology.”

Moving from understanding to action

Day of AI invites students to examine the intersection of AI and various disciplines, such as history, civics, computer science, math, and climate change. With the curriculum available year-round, more than 10,000 educators across 114 countries have brought Day of AI activities to their classrooms and homes.

The curriculum gives students the agency to evaluate local issues and invent meaningful solutions. “We’re thinking about how to create tools that will allow kids to have direct access to data and have a personal connection that intersects with their lived experiences,” Robert Parks, curriculum developer at MIT RAISE, said at the Day of AI global celebration.

Before this year, first-year Jeremie Kwampo said he knew very little about AI. “I was very intrigued,” he said. “I started to experiment with ChatGPT to see how it reacts. How close can I get this to human emotion? What is AI’s knowledge compared to a human’s knowledge?”

In addition to helping students spark an interest in AI literacy, teachers around the world have told MIT RAISE that they want to use data science lessons to engage students in conversations about climate change. Therefore, Day of AI’s new hands-on projects use weather and climate change to show students why it’s important to develop a critical understanding of dataset design and collection when observing the world around them.

“There is a lag between cause and effect in everyday lives,” said Parks. “Our goal is to demystify that, and allow kids to access data so they can see a long view of things.”

Tools like MIT App Inventor — which allows anyone to create a mobile application — help students make sense of what they can learn from data. Fournier, Leeth, and Magenyi programmed TreeSavers in App Inventor to chart regional deforestation rates across Massachusetts, identify ongoing trends through statistical models, and predict environmental impact. The students put that “long view” of climate change into practice when developing TreeSavers’ interactive maps. Users can toggle between Massachusetts’s current tree cover, historical data, and future high-risk areas.

Although AI provides fast answers, it doesn’t necessarily offer equitable solutions, said David Sittenfeld, director of the Center for the Environment at the Museum of Science. The Day of AI curriculum asks students to make decisions on sourcing data, ensuring unbiased data, and thinking responsibly about how findings could be used.

“There’s an ethical concern about tracking people’s data,” said Ethan Jorda, a New England Innovation Academy student. His group used open-source data to program an app that helps users track and reduce their carbon footprint.

Christine Cunningham, senior vice president of STEM Learning at the Museum of Science, believes students are prepared to use AI responsibly to make the world a better place. “They can see themselves shaping the world they live in,” said Cunningham. “Moving through from understanding to action, kids will never look at a bridge or a piece of plastic lying on the ground in the same way again.”

Deepening collaboration on earth and beyond

The 2024 Day of AI speakers emphasized collaborative problem solving at the local, national, and global levels.

“Through different ideas and different perspectives, we’re going to get better solutions,” said Cunningham. “How do we start young enough that every child has a chance to both understand the world around them but also to move toward shaping the future?”

Presenters from MIT, the Museum of Science, and NASA approached this question with a common goal — expanding STEM education to learners of all ages and backgrounds.

“We have been delighted to collaborate with the MIT RAISE team to bring this year’s Day of AI celebration to the Museum of Science,” says Meg Rosenburg, manager of operations at the Museum of Science Centers for Public Science Learning. “This opportunity to highlight the new climate modules for the curriculum not only perfectly aligns with the museum’s goals to focus on climate and active hope throughout our Year of the Earthshot initiative, but it has also allowed us to bring our teams together and grow a relationship that we are very excited to build upon in the future.”

Rachel Connolly, systems integration and analysis lead for NASA’s Science Activation Program, showed the power of collaboration with the example of how human comprehension of Saturn’s appearance has evolved. From Galileo’s early telescope to the Cassini space probe, modern imaging of Saturn represents 400 years of science, technology, and math working together to further knowledge.

“Technologies, and the engineers who built them, advance the questions we’re able to ask and therefore what we’re able to understand,” said Connolly, research scientist at MIT Media Lab.

New England Innovation Academy students saw an opportunity for collaboration a little closer to home. Emmett Buck-Thompson, Jeff Cheng, and Max Hunt envisioned a social media app to connect volunteers with local charities. Their project was inspired by Buck-Thompson’s father’s difficulties finding volunteering opportunities, Hunt’s role as the president of the school’s Community Impact Club, and Cheng’s aspiration to reduce screen time for social media users. Using MIT App Inventor, ​their combined ideas led to a prototype with the potential to make a real-world impact in their community.

The Day of AI curriculum teaches the mechanics of AI, ethical considerations and responsible uses, and interdisciplinary applications for different fields. It also empowers students to become creative problem solvers and engaged citizens in their communities and online. From supporting volunteer efforts to encouraging action for the state’s forests to tackling the global challenge of climate change, today’s students are becoming tomorrow’s leaders with Day of AI.

“We want to empower you to know that this is a tool you can use to make your community better, to help people around you with this technology,” said Breazeal.

Other Day of AI speakers included Tim Ritchie, president of the Museum of Science; Michael Lawrence Evans, program director of the Boston Mayor’s Office of New Urban Mechanics; Dava Newman, director of the MIT Media Lab; and Natalie Lao, executive director of the App Inventor Foundation.

How Romance And Relationships Work In Dragon Age: The Veilguard

Dragon Age: The Veilguard is a BioWare RPG, which means a lot of things, including the fact that the game will feature romance. Based on what I learned during a recent trip to BioWare’s Edmonton office for the current Game Informer cover story, Veilguard will be the team’s most romantic game yet. 

Relationship Level

How Romance And Relationships Work In Dragon Age: The Veilguard

Every companion in the game has a Relationship Level related to Rook, and the choices you make (and not even specifically about the companion, but in the world in general), what you say to companions, how you help or don’t help them, and more all play into it. Every time you rank up a companion’s Relationship Level, you unlock a skill point to spend specifically on that companion. Though companion skill trees pale in comparison to Rook’s expansive tree, which features passive abilities, combat abilities, and more, as well as paths to three unique class specializations, there’s still some customization here. 

Each companion has access to five abilities, but you can only take three into combat. Thus, it’s important to strategize which abilities to spend a skill point on and how those abilities can synergize with your current build on the battlefield. Though I couldn’t confirm, Dragon Age series art director Matt Rhodes hints that companion issues, problems, and personal quests will play into this Relationship Level and how a companion interacts with Rook. 

“[Bellara Lutara, for example] has her own story arc that runs parallel to and informs the story path you’re on,” Rhodes tells me while I watch game director Corinne Busche play through a linear, story-driven mission in Arlathan Forest where Rook is searching for Bellara. Busche adds that “relationships are key, not only romance but friendships. We wanted to lean into not just the relationships the characters have with you but the relationships they have with each other. It’s a found family, and at the end of the day, they need to trust they all have each other’s back.” 

Romance

Dragon Age: The Veilguard Game Informer Cover Story Exclusive Details

However, fret not, BioWare fans – romance is a key part of relationships in the game, Busche says, noting some of the romances will get quite spicy. However, not all of them will, as “each romance has a very different flavor,” according to Busche. Some characters are straight to the point, while others are more awkward, having never been in a relationship before. “You learn who these characters are in how their romances unfold,” she says. She likens romantic and platonic relationships to another way to “level up” your companions. It’s not just experience and skill points that determine Rook’s standing with companions, but diegetic conversations, too. 

BioWare has already revealed that every companion in Veilguard is pansexual, notably different from the community-dubbed “playersexual” approach in some games, which sees NPCs adjust romantic and sexual interests based on the player rather than their own sense of sexuality. As pansexual companions, they are attracted to people of any gender (or regardless of gender). That’s a critical distinction because, in Veilguard, your companions aren’t just going to vie for your affection – they might take attraction to other companions in the titular Veilguard. 

Giving one companion the cold shoulder might nudge them into the warm shoulder of someone else on the team. Busche says companions can form romances with each other, although I’m unable to confirm if that means locking Rook out of forming a romance with them. 

I saw nothing resembling romance in my very early hours with the game. However, I did see the romantically inclined “emotional” response in Rook’s dialogue choices at times, which led to my Rook flirting with ice mage and private detective companion Neve Gallus. Busche says this is the option to flirt and push platonic relationships into romantic territory, though Rook’s flirtatious efforts aren’t always reciprocated. But that’s not to say you should ignore the other options – I saw dialogue choices resembling friendly, snarky, and direct, too, and I can see how these different flavors of dialogue likely mix and mingle into Rook’s relationships with companions. It’s still a mostly mysterious system to me, but as Veilguard is due out this fall, I don’t have to wait too long to learn more and neither do you.


For more about the game, including exclusive details, interviews, video features, and more, click the Dragon Age: The Veilguard hub button below. 

A new strategy to cope with emotional stress

A new strategy to cope with emotional stress

Some people, especially those in public service, perform admirable feats: Think of health-care workers fighting to keep patients alive or first responders arriving at the scene of a car crash. But the emotional weight can become a mental burden. Research has shown that emergency personnel are at elevated risk for mental health challenges like post-traumatic stress disorder. How can people undergo such stressful experiences and also maintain their well-being?

A new study from the McGovern Institute for Brain Research at MIT revealed that a cognitive strategy focused on social good may be effective in helping people cope with distressing events. The research team found that the approach was comparable to another well-established emotion regulation strategy, unlocking a new tool for dealing with highly adverse situations.

“How you think can improve how you feel,” says John Gabrieli, the Grover Hermann Professor of Health Sciences and Technology and a professor of brain and cognitive sciences at MIT, who is a senior author of the paper. “This research suggests that the social good approach might be particularly useful in improving well-being for those constantly exposed to emotionally taxing events.”

The study, published today in PLOS ONE, is the first to examine the efficacy of this cognitive strategy. Nancy Tsai, a postdoc in Gabrieli’s lab at the McGovern Institute, is the lead author of the paper.

Emotion regulation tools

Emotion regulation is the ability to mentally reframe how we experience emotions — a skill critical to maintaining good mental health. Doing so can make one feel better when dealing with adverse events, and emotion regulation has been shown to boost emotional, social, cognitive, and physiological outcomes across the lifespan.

One emotion regulation strategy is “distancing,” where a person copes with a negative event by imagining it as happening far away, a long time ago, or from a third-person perspective. Distancing has been well-documented as a useful cognitive tool, but it may be less effective in certain situations, especially ones that are socially charged — like a firefighter rescuing a family from a burning home. Rather than distancing themselves, a person may instead be forced to engage directly with the situation.

“In these cases, the ‘social good’ approach may be a powerful alternative,” says Tsai. “When a person uses the social good method, they view a negative situation as an opportunity to help others or prevent further harm.” For example, a firefighter experiencing emotional distress might focus on the fact that their work enables them to save lives. The idea had yet to be backed by scientific investigation, so Tsai and her team, alongside Gabrieli, saw an opportunity to rigorously probe this strategy.

A novel study

The MIT researchers recruited a cohort of adults and had them complete a questionnaire to gather information including demographics, personality traits, and current well-being, as well as how they regulated their emotions and dealt with stress. The cohort was randomly split into two groups: a distancing group and a social good group. In the online study, each group was shown a series of images that were either neutral (such as fruit) or contained highly aversive content (such as bodily injury). Participants were fully informed of the kinds of images they might see and could opt out of the study at any time.

Each group was asked to use their assigned cognitive strategy to respond to half of the negative images. For example, while looking at a distressing image, a person in the distancing group could have imagined that it was a screenshot from a movie. Conversely, a subject in the social good group might have responded to the image by envisioning that they were a first responder saving people from harm. For the other half of the negative images, participants were asked to only look at them and pay close attention to their emotions. The researchers asked the participants how they felt after each image was shown.

Social good as a potent strategy

The MIT team found that distancing and social good approaches helped diminish negative emotions. Participants reported feeling better when they used these strategies after viewing adverse content compared to when they did not, and stated that both strategies were easy to implement.

The results also revealed that, overall, distancing yielded a stronger effect. Importantly, however, Tsai and Gabrieli believe that this study offers compelling evidence for social good as a powerful method better-suited to situations when people cannot distance themselves, like rescuing someone from a car crash, “Which is more probable for people in the real world,” notes Tsai. Moreover, the team discovered that people who most successfully used the social good approach were more likely to view stress as enhancing rather than debilitating. Tsai says this link may point to psychological mechanisms that underlie both emotion regulation and how people respond to stress.

Additionally, the results showed that older adults used the cognitive strategies more effectively than younger adults. The team suspects that this is probably because, as prior research has shown, older adults are more adept at regulating their emotions, likely due to having greater life experiences. The authors note that successful emotion regulation also requires cognitive flexibility, or having a malleable mindset to adapt well to different situations.

“This is not to say that people, such as physicians, should reframe their emotions to the point where they fully detach themselves from negative situations,” says Gabrieli. “But our study shows that the social good approach may be a potent strategy to combat the immense emotional demands of certain professions.”

The MIT team says that future studies are needed to further validate this work, and that such research is promising in that it can uncover new cognitive tools to equip individuals to take care of themselves as they bravely assume the challenge of taking care of others.

Brandon Anderson, Chief Product Officer at Zingtree – Interview Series

Brandon Anderson is the Chief Product Officer at Zingtree responsible for product vision and strategy, user experience, and delivering superior solutions and value to our customers. Brandon has 20 years experience in Product across a number of companies.  Prior to Zingtree, Brandon led Product, User Experience…