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EA / Battlefield
The installment of EA’s first-person shooter franchise, Battlefield, is coming next year.
During a recent earnings call, EA revealed that the next Battlefield game will be released in March 2026. EA CEO Andrew Wilson shared details on the next installment, calling it a “pivotal step in delivering on our next generation of blockbuster entertainment.”
EA also revealed that Skate will be dropping sometime next year.
The news about Battlefield follows the report that Respawn, one of the studios owned by EA, canceled a new entry in the Titanfall franchise and laid off more than 300 employees.
Despite that bad news, the video game publisher beat both analysts’ expectations and its own projections in earnings, revenue, and net bookings, despite its most popular title, Apex Legends, growing stale.
Strong performances from co-op Split Fiction, which has sold more than 4 million units since its release, and franchises EA Sports FC, EA Sports College Football 25, and The Sims.
“The incredible success of ‘College Football’ and the enduring strength of ‘FC’ drove another record year for EA Sports, while ‘The Sims’ capped FY25 with a historic Q4,” Wilson said in a statement accompanying the financial results. “As we look to the future, we’re confident in our ability to execute across a deep pipeline — beginning this summer with the highly anticipated reveal of ‘Battlefield,’ a pivotal step in delivering on our next generation of blockbuster entertainment.”
The news about Battlefield also follows recent massive Battlefield 6 playtests that EA and DICE held to gather tons of data and player feedback in hopes of avoiding the mistake that was the launch of Battlefield 2042.
The game was a disaster when it arrived, but eventually rounded out to form after numerous updates and bug fixes.
Based on what we hear and see, the new Battlefield looks like a massive step in the right direction.

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Source: The Coalition / Xbox Game Studios / Gears of War: Reloaded
Gears of War has been long-rumored to be one of many Xbox exclusive video game franchises to make its way onto the PlayStation, and that day has finally come.
Just like how Emergence Day took citizens of Sera by surprise, Xbox hit us with the shocking announcement out of nowhere that its popular video game franchise from The Coalition, Gears of War, will land on the PS5 this summer.
According to the announcement on Xbox News Wire, Gears of War: Reloaded will be a “faithful remaster” of the first game in the franchise that will be “optimized for more platforms than ever before.”
When it arrives on August 26, Gears of War: Reloaded will feature 4K resolution, 120 FPS support, and a new multiplayer experience that will introduce cross-progression and cross-play across all platforms, making this the definitive way to play the game.
Other features include
High Dynamic Range (HDR)
Dolby Vision & 7.1.4 Dolby Atmos
7.1.4 3D Spatial Audio
Variable Refresh Rate (VRR)
4K assets and remastered textures
Enhanced post-processing visual effects
Improved shadows and reflections
Super resolution with improved anti-aliasing
Zero loading screens during Campaign
“As we approach the 20th anniversary of Gears of War in 2026, we’re reflecting on what this franchise means. It’s about the stories we’ve told, the friendships we’ve built, and the unforgettable moments we’ve shared together. With Gears of War: Reloaded, we’re opening that door to more players than ever,” the post on Xbox News Wire read.
Gears of War: Reloaded Will Be A Free Upgrade For Ultimate Edition Owners
The game’s announcement of the remaster of the game that first blew our minds back in 2006 on the Xbox 360 console comes as The Coalition is set to celebrate the 20th anniversary of the Gears of War franchise.
The Coalition is developing Gears of War: Reloaded in partnership with Sumo Interactive and Disbelief. It will cost $39.99 when it arrives on Xbox Series X|S, Xbox PC, Xbox Cloud Gaming, PlayStation 5, and Steam.
GOW: Reloaded will be a free upgrade for players who purchased the digital version of Gears of War: Ultimate Edition.
It will feature “the most complete version of the game,” including all post-launch downloadable content at no additional cost, like the bonus Campaign act, all multiplayer maps and modes, and a full roster of classic characters and cosmetics unlockable through progression.
2. Yes indeed

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Source: Rockstar Games / GTA 6
Welp, many predicted this day was coming. GTA 6 was once poised to be the biggest video game release of 2025, but will now be the biggest release of 2026.
Rockstar Games confirmed many analysts’ and gaming journalists’ predictions when it officially announced today that it would be delaying GTA 6 by six months.
The video game studio confirmed the news in a statement shared on its social media profiles, telling disappointed fans that the game needs more time to cook and will not arrive on May 26, 2026.
“We are very sorry that this is later than you expected,” Rockstar announced on X, formerly Twitter. “The interest and excitement surrounding a new Grand Theft Auto has been truly humbling for our entire team. We want to thank you for your support and your patience as we work to finish the game.”
Games of this magnitude needing more time isn’t unusual, but with GTA 6 being YEARS in development, it’s not crazy for some eyebrows to raise and people to overreact. Take-Two Interactive, Rockstar Games parent company, saw its shares take a hit with the announcement of the delay, losing over nine percent in the market.
“With every game we have released,” the statement continues, “the goal has always been to try and exceed your expectations, and Grand Theft Auto VI is no exception. We hope you understand that we need this extra time to deliver at the level of quality you expect and deserve.”
Bummer.
Take-Two Still Has Some Heat On The Horizon
While this news stings, Take-Two still has some big realeses to look forward to this year like Mafia: The Old Country and Borderlands 4 which just recently pushed up its release date due, and, of course, NBA 2K26.
But, we can’t front, GTA 6 was high on everyone’s list and now that we have to wait even longer to experience what could be the greatest game ever made not named GTA V, stinks.
Oh well, if these means we will only be getting a more perfect game, then Rockstar take as much time as you need to deliver us the game we have all come to expect from you.
You can see more reactions to the news in the gallery below.
1. Parris knew
2. Pretty much all of our reactions
4. Tears, also why does this account exist?

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Source: CHARLY TRIBALLEAU / Getty / / Microsoft / Xbox
Welp, it’s going to cost you more if you’re still in the market for an actual Xbox Series X or Series S console.
Xbox announced today that it is raising the prices of the Xbox Series S and Series X consoles globally, except for accessories, which will see their prices increase in the US and Canada. First-party titles are expected to reach the $80 threshold by the holiday season.
The price hike will take effect beginning May 1. You can peep them below:
Xbox Series S 512 – $379.99 (up from $299.99)
Xbox Series S 1TB – $429.99 (up from $349.99)
Xbox Series X Digital – $549.99 (up from $449.99)
Xbox Series X – $599.99 (up from $499.99)
Xbox Series X 2TB Galaxy Special Edition $729.99 (up from $599.99)
Xbox Wireless Controller (Core) – $64.99
Xbox Wireless Controller (Color) – $69.99
Xbox Wireless Controller – Special Edition – $79.99
Xbox Wireless Controller – Limited Edition – $89.99 (up from $79.99)
Xbox Elite Wireless Controller Series 2 (Core) – $149.99 (up from $139.99)
Xbox Elite Wireless Controller Series 2 (Full) – $199.99 (up from $179.99)
Xbox Stereo Headset -$64.99
Xbox Wireless Headset – $119.99 (up from $109.99)
Here’s what Xbox had to say about the price hikes in an official statement:
We understand that these changes are challenging, and they were made with careful consideration given market conditions and the rising cost of development. Looking ahead, we continue to focus on offering more ways to play more games across any screen and ensuring value for Xbox players.
A History of Price Hikes
This marks the first time the Series S has seen a price hike since its 2020 release. Xbox committed to the console’s current prices in 2022, following PlayStation’s price increase for the PS5 due to inflation.
The Xbox Series X experienced a price increase in 2023 in most countries, except the US, and Xbox Game Pass underwent multiple price hikes globally.
These new Xbox price increases should not come as a surprise, as PlayStation announced price hikes for the PS5 in the UK, Europe, Australia, and New Zealand three weeks ago.
Nintendo recently faced criticism after revealing that the Nintendo Switch 2 would cost $450, one $80 game (Mario Kart World), and price hikes for Switch 2 accessories following Donald Trump’s misuse of tariffs.
Somehow This Is Nintendo’s Fault
Speaking of Nintendo, gamers, of course, are BIG MAD about the price hikes and already pointing fingers at someone. Gamers should blame Donald Trump and his misguided trade policies, as well as his misuse of tariffs. Still, somehow, Nintendo is being blamed for what Xbox’s decision, with “Thanks, Nintendo” immediately trending after the news broke.
While we understand that Nintendo is not at fault for Microsoft’s or even a potential decision from PlayStation, we acknowledge gamers’ frustration with having to spend more money at a time when prices are increasing. There doesn’t seem to be enough money to cover these expenses.
You can see more reactions in the gallery below.
5. Lol, this is crazy
7. A thread
This analysis is part of Billboard’s music technology newsletter Machine Learnings. Sign up for Machine Learnings, and other Billboard newsletters for free here.
Last week, I had a drink with a source who works in music marketing. They showed me their latest handiwork: a TikTok page where every post features their client’s song paired with an AI-generated video of a scenic landscape. I promised them anonymity, so I can’t share these videos, but rest assured — all of them were convincingly realistic.
My source has started paying a fan to post hundreds of these AI videos — generated in seconds using OpenAI’s video tool, Sora — to TikTok to promote their artist’s new single, with the hope that at least one of the videos will go viral. And they’re not the only ones experimenting with AI to automate digital marketing. I also recently met with RHEI, a company that claims its proprietary AI agents — AI systems that can make decisions and take actions — can generate lyric videos and populate fan pages for artists without anyone lifting a finger. Already, music companies like Symphonic, Lyrical Lemonade and MNRK use RHEI’s products. Though this technology is still in its infancy, using AI agents or video generators is clearly the super-charged next step for what’s known as “fan page marketing,” which is the promotional method du jour in 2025.
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Music marketers have complained for the last few years that social media, especially TikTok, is oversaturated with content and music, and that breaking through the noise is becoming harder. Their response to this, almost universally, has been to combat the noise by turning up the metaphorical volume even louder. Nowadays, asking artists to post “did I just make the song of the summer?” videos isn’t enough. Now, marketers are promoting artists by circulating thousands of repurposed interview and livestream clips, user-generated content remixes, memes, live videos and — increasingly — AI-generated videos on “fan pages” run or paid for by the artists’ team. Typically, this is all still coupled with classic influencer campaigns where various content creators are paid to make videos to a song, often without disclosing that these are paid advertisements.
More is also more in the world of streaming. In 2018, Luminate reported that about 45,000 songs were uploaded to Spotify daily. Five years later, in 2023, Luminate said that number had grown to 120,000. In some ways, it’s a beautiful thing — it’s easier to release a song than ever before, allowing countless DIY artists chances at success they never would have had otherwise. But it’s also led to what Lucian Grainge, chairman/CEO of Universal Music Group, has called a “content oversupply,” of which he said, “AI has already been a major contributor.”
Major-label artists have some part in this too. Taking advantage of streaming’s infinite shelf, top artists have started to release longer and longer albums. Migos’ 24-track Culture II (2018), Rae Sremmurd’s 27-track SR3MM (2018) and Drake’s 25-track Scorpion (2018), are all popular, early examples of this phenomenon which is now common to see across all genres. More recently, Morgan Wallen, Zach Bryan, The Kid LAROI and Taylor Swift have all released projects that span more than 30 tracks — something which rarely happened in the days of CDs and cassettes, given those formats’ physical limitations.
Major artists are also trying to capture attention in the age of “content oversupply” by releasing alternate versions of albums and songs, and more remixes than ever. Take Republic Records signee Ariana Grande. She released 12 versions and remixes of her single “yes, and?’ last year (including sped up, slowed down, a capella, extended, and instrumental variations), five versions of “we can’t be friends (wait for your love),” five versions of “the boy is mine” and six versions of the album those songs are on, eternal sunshine.
This strategy has bled over to vinyl, too. Over the last year, Swift, for example, released 36 different vinyl editions of varying colors and contents of The Tortured Poets Department to continue to engage fans and to further its monetary (and chart) success.
In the end, for artists and their teams, there’s no strong downside to any of these marketing strategies on social media, streaming services or physical products, and thus, they’re likely to persist and keep growing. The more songs on an album, the higher the likelihood that fans will stream them — and generate the significant royalties that come with it. And if a single’s a capella version doesn’t do well, that’s not a problem: it’s virtually free to silence the instrumentals on a track and put that result on streaming services. Why not try? Even a few curiosity listens from major fans make it worth it. On social media, the main result of a big fan page and creator campaign push is the appearance of a groundswell of support for the artist. The only danger is that this appearance is a facade.
It’s true that constant promotion can wear out fans. I’ve seen it from time to time, especially with excessive vinyl variants, but really, with fans’ attention being pulled in so many directions at every moment, how many of them will notice just how big all the promotion has become? And how many of them are even aware that some of the fan pages and influencer co-signs they see are part of that campaign anyway?
Streaming services have started to take the effects of saturation seriously — Spotify is now curbing mass uploads and SoundCloud is de-monetizing AI tracks — but that’s not enough to stop the flood, especially not as AI music and content creation surges. Deezer reported last week that 18% of its daily uploaded songs are now fully AI-generated, nearly double the count it reported in January. Sora, meanwhile, became so popular after its release in December that, a few days later, it had to pause users’ ability to make new accounts, citing extremely high demand.
Surely, there’s some limit to how hard the music business can push these pro-saturation tactics. But I also believe this might just be the new state of the internet, where the rise of AI tools are making it easier to flood online platforms with various forms of content. Will the “dead internet theory” — the idea that there’s so much AI slop and even human-made saturation that nothing can be found or trusted — come to pass, or will music marketers continue to break through the exponentially growing noise by fighting back with even more noise?
After Sleepy Hallow‘s “2055” went triple platinum four years ago, Sony Music’s gaming-and-music team noticed something about the Jamaican-American rapper’s fans: They were gamers. And not just gamers, but Fortnite players.
According to the label’s internal research, Sleepy Hallow fans are 2.5 times more likely to play Fortnite than the national average and twice as likely to play games overall. “It stuck out,” says Alex Ciccimarro, vp of marketing for Sony-owned RCA Records. “Since then, every campaign we’ve worked on with Sleepy, we’ve tried to incorporate gamers.”
The latest project on this front is “The Hallow Heist,” an April 18 virtual-concert event on Fortnite in which a world designed by Sleepy Hallow with his team, employing Epic Games’ user tools known as Unreal Engine for Fortnite, led players to a new music video for “Girls Like Girls.” Hallow, 25, is a longtime Fortnite player who “came in with a bunch of ideas,” Ciccimarro says. The rapper built “The Hallow Heist” with help from his Winner’s Circle Entertainment managers, plus RCA and Sony Immersive Music Studios.
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Since the pandemic, a hit Fortnite experience can help an artist build a massive audience. Travis Scott‘s performance drew more than 12 million players in 2020, and 14.3 million experienced last December’s Remix: The Finale event starring Snoop Dogg, Juice WRLD, Eminem and Ice Spice. The user bases of Fortnite, Roblox and other gaming platforms are so potent for artists that one content producer told Billboard last year: “Just the way every artist has an Instagram account and a TikTok, eventually everyone’s going to have a Roblox presence.” Sony’s team has been especially aggressive in this space, including by arranging a virtual concert last October for British singer-songwriter Myles Smith.
“That intersection of gaming and music is a young-consumer-led trend — which obviously is super-important for us, because they’re so influential in breaking new artists,” says Dennis Kooker, Sony Music’s president of global digital business. “We’ve had a lot of young artists that have grown up playing games and know the space really well and have great creative ideas.”
Brad Spahr, senior vp/general manager of Sony Immersive Music Studios, says the Hallow world-creation team focused on a singular question: “What would Sleepy’s brain look like?” Very purple, as it turns out. In “The Hallow Heist,” the rapper’s avatar wears a puffy purple coat as evil robots armed with lasers put him to sleep, while the rest of the game involves players floating, jumping, zip-lining and racing cars through a futuristic purple cityscape. When they finally succeed, Hallow declares, “What a trip. I’ve got this song stuck in my head. Yep, studio time.” The game ends with a trip to a recording studio, where Hallow debuted his new single “Girls Like Girls.” A music video for the track subsequently came out on April 24 and landed 108,000 YouTube views in the first five days of its release. The track has streamed 1.2 million times overall, according to Luminate.
“He was involved the whole way,” says Spahr, whose Culver City, Calif.-based Sony Music team initially emphasized virtual reality when it started nearly 10 years ago, but now emphasizes Fortnite and Roblox in addition to other projects. “He gave us a lot of reference material — things we could work with to build the framework of a creative concept.”
As with all of the Sony team’s projects, Hallow’s Fortnite activation entailed a complex technology design but a simple idea: Reach gamers where they are. “It’s an ‘If you build it, they will come’ situation,” RCA’s Ciccimarro says. “The community wants to be there, and we just gave them something to do.”
Skaters who have dreamed of nosebone kickflipping the curb in front of the El Rey Theater or landing a 360 Varial McTwist under the venue’s iconic marquee can now live out that dream on Tony Hawk‘s Pro Skater 3 + 4. Both games are set to drop on July 11, according to game maker Activision Publishing, Inc. […]
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Getty Images / Elon Musk / Diablo IV
Elon Musk has once again been trolled for video gaming skills, or lack thereof.
Musk, who recently claimed he was cutting back his time with DOGE (Department of Government Efficiency) because his company, Tesla, is flopping due to his involvement in ruining people’s lives, decided to share another video of himself playing Diablo IV.
The billionaire is still desperate to prove that he is the ultimate gamer, but in the process, he only invited trolls to clown him once again. Musk’s skills came under scrutiny when he was accused by gamers, including the popular problematic streamer Asmongold, of paying someone to play Path of Exile 2 for him or “fraudmaxing.”
Being the petulant manchild he is, Musk unfollowed Asmongold, stripped him of his verified status, and shared the DMs they exchanged with each other.
Musk would eventually admit to cheating in both Diablo IV and Path of Exile 2, but his lame behavior hasn’t stopped. He shared another stream of himself playing Diablo IV on his X account, but this time he disabled his comments, only allowing his closest friends to reply to the post, because people were once again clowning his skills.
This latest moment also follows Musk’s “rage quitting” when trolls took over his comment section during a test of his Starling service on his private plane, which United Airlines allegedly wants to use on its fleet of commercial aircraft.
Elon Musk’s Gaming History
Musk takes his gaming very seriously; he is so into it that he had a gaming rig installed in his DOGE office to get in some gaming time between laying off hard-working Americans.
It doesn’t sound very efficient, if you ask us; in fact, that sounds like a complete waste of government time and money.
Well, we hope Musk continues to get trolled; he deserves every bit of it.
Udio, a generative AI music company backed by will.i.am, Common and a16z, has partnered with Audible Magic to fingerprint all tracks made using the platform at the moment they are created and to check the generated works, using Audible Magic’s “content control pipeline,” for any infringing copyrighted material.
By doing this, Udio and Audible Magic have created a way for streaming services and distributors to trace which songs submitted to their platforms are made with Udio’s AI. The company also aims to proactively detect and block use of copyrighted material that users don’t own or control.
“Working with Audible Magic allows us to create a transparent signal in the music supply chain. By fingerprinting at the point of generation, we’re helping establish a new benchmark for accountability and clarity in the age of generative music,” says Andrew Sanchez, co-founder of Udio. “We believe that this partnership will open the door for new licensing structures and monetization pathways that will benefit stakeholders across the industry from artists to rights holders to technology platforms.”
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Last summer, Udio, and its top competitor Suno, were both sued by the three major record companies for training their AI music models on the companies’ copyrighted master recordings. In the lawsuits, the majors argued this constituted copyright infringement “at an almost unimaginable scale.” Additionally, the lawsuits pointed out that the resulting AI-generated songs from Udio and Suno could “saturate the market with machine-generated content that will directly compete with, cheapen and ultimately drown out the genuine sound recordings on which [the services were] built.”
Udio’s new partnership with Audible Magic stops short of promising to eliminate copyright material from its training process, as the majors want, but it shows that Udio is trying out alternative solutions to appease the music establishment. Suno also has a partnership with Audible Magic, announced in October 2024, but the two partnerships believes these deals hold key differences. Suno’s integration focus more specifically on its “audio inputs” and “covers” features, which allow users to generate songs based on an audio file they upload. With Audible Magic’s technology, Suno prevents users from unauthorized uploads of copyrighted material.
“This partnership demonstrates Udio’s substantial commitment to rights holder transparency and content provenance,” says Kuni Takahashi, CEO of Audible Magic. “Registering files directly from the first-party source is a clean and robust way to identify the use of AI-generated music in the supply chain.”
BeatStars has partnered with Sureel, an AI music detection and attribution company, to provide its creators with the ability to express their desire to “opt out” of their works being used in AI training.
To date, AI music companies in the United States are not required to honor opt-outs, but through this partnership, Sureel and Beatstars, the world’s largest music marketplace, hope to create clarity for AI music companies that are wishing to avoid legal and reputational risks and create a digital ledger to keep track of beatmakers’ wishes regarding AI training.
Here’s how it works: Beatstars will send formal opt-out notices for every music asset and artist on its platform, and all of the creators’ choices will be documented on a portal that any AI company can access. By default, all tracks will be marked as shielded from AI training unless permission is granted. Companies can also access creators’ wishes using Sureel’s API. It will also automatically communicate the creators’ desires via a robots.txt file, which is a way to block AI companies that are crawling the web for new training data.
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As the U.S. — and countries around the world — continue to debate how to properly regulate issues related to AI, start-ups in the private sector, like Sureel, are trying to find faster solutions, including tools for opting in and out of AI training, detection technology to flag and verify AI generated works, and more.
“This partnership is an extension of our longstanding commitment to put creators first,” said Abe Batshon, CEO of BeatStars, in a statement. “We recognize that some AI companies might not respect intellectual property, so we are taking definitive action to ensure our community’s work remains protected and valued. Ethical AI is the future, and we’re leading the charge in making sure creators are not left behind.”
“BeatStars isn’t just a marketplace — it’s one of the most important creator communities in the world,” added Dr. Tamay Aykut, founder/CEO of Sureel. “They’ve built their platform around trust, transparency, and putting artists in control. That’s exactly the type of environment where our technology belongs. This partnership proves you can scale innovation and ethics together — and shows the rest of the industry what responsible AI collaboration looks like.”