The library of Nintendo 64 games on Switch and Switch 2 boasts some of the system’s heaviest hitters – a great selection of quality 64-bit games easily accessible to anyone subscribed to the ‘Expansion Pack’ tier of the Nintendo Switch Online service
The Commodore 64 Ultimate is the most astonishing retro product I have ever reviewed. I was expecting it to be a straightforward, modern take on the all-time best-selling personal computer. I imagined it would be a newer version of the C64 Mini or C64 “Maxi,” with a selection of games and software built in and accessible through a bespoke menu system. Seriously, I would have been totally fine with a modern C64 that hooks to modern 4K displays and televisions and let me experience the C64 ecosystem on the big screen. And it does that, extremely well.
But it also does so much more, more than I could have ever imagined it would. Better still, it does all those things amazingly well. From the spot-on design of the packaging down to the perfection of the keyboard in every way, the Commodore 64 Ultimate is the kind of modern take on retro hardware that all future endeavors in the space should aspire to. They won’t. But they should.
What’s In the Box
The Commodore 64 Ultimate packaging looks the part of its predecessor, although dimensionally they differ. The original C64 box is a little taller and a little less wide, but otherwise the modern take evokes the exact same feeling as the original right from the packaging. It’s an excellent combination of both old and new, listing the modern capabilities of the device while using old-school images of people using the original on CRT displays.
The Commodore 64 Ultimate is what all future retro endeavors in should aspire to.
Right on the copy printed on the box, the Commodore 64 Ultimate positions itself as an antidote to the modern computing experience, which I’m completely into. As someone who’s been using the Internet since before Netscape was even a thing, I often think back wistfully to how much simpler it was when a computer was a tool you used to create things, not a device that serves you ads. The tagline on the back says “Classic Form. Ultimate Function. Distraction Free.”
For those of you who weren’t born before 1980, the original Commodore 64 was not only the most successful 8-bit computer of the 1980s, it’s the best-selling personal computer of all time. So many Gen-Xers grew up with a Commodore 64 as their first home computer, and if they didn’t have one (like me), they knew someone who did. It debuted at $595 in 1982, but within a year, competition had cut the price in half. In the 1984 Sears Holiday Wishbook catalog it’s listed at $229.99, while the Coleco Adam just a few pages later is $700.
The C64 was affordable, well supported, handled business and productivity applications while also having a huge library of games. You could load software from 5.25″ floppies, cassette tapes, or cartridges. It was versatile, compact, extremely affordable and available everywhere. It also had a custom sound chip that let the C64 sing, literally, giving it a huge edge. The C64 produced an iconic sound modern chiptune artists like 8-bit Weapon still use.
Inside the box is the Commodore 64 Ultimate itself, which is actually available in three different versions. There’s the classic beige, a fully transparent and LED-lit model, and a special edition gold translucent version only available for those who backed the device early on. I’m going to get into the design later, but as soon as I opened the box I was struck by just how perfect this is in terms of replicating the look of the original.
There’s also not one, but two, small, double-sided sheets of Commodore-branded vinyl stickers. The stickers are great. They’re high-quality, not garbage paper ones like I would have expected, and it’s just another delightful part of the experience. There are a few for the logo, one for the classic “READY” prompt, a tiny tape drive and floppy drive sticker, and more. It’s great. I’m going to stick these things everywhere (except for the C64 Ultimate itself, of course).
There’s a transparent plastic AC adapter with different interchangeable plug styles for your region, and a generous 2.5 meter HDMI cable in a Commodore branded bag. The cable itself is not branded, however, which is maybe the only thing I can point to with the C64 Ultimate and say “I wish this were different.” The cable itself supports Ethernet over HDMI, for reasons I don’t understand, as well as 4K resolution.
Underneath it all, nestled in a protective cocoon of bubble wrap, is probably my favorite addition to the C64 Ultimate box: an honest-to-goodness spiral-bound instruction manual just like the original. And it’s an ACTUAL instruction manual, too. It’s not just a 4-page quick start guide translated into 16 different languages to pad it out. This is an almost 250-page tome of goodness we just don’t see anymore. It’s more than just a passing resemblance between the new and the old. Yes, there’s a quick start guide, but beyond that, the manual teaches you how to use the Commodore 64 Ultimate in the same way the original manual taught you to use the C64. There’s a section on BASIC, the computer programming language so many oldheads like me first learned, as well as Advanced BASIC.
The C64 Ultimate comes with an honest-to-goodness spiral-bound instruction manual.
This is probably my favorite thing about the C64 Ultimate: the fact it’s a modern version of the old hardware on which I love writing BASIC programs. If you’re not familiar with the language, its primary purpose was to make computer programming easier for beginners. In fact, the name BASIC is an acronym for “Beginner’s All-purpose Symbolic Instruction Code.” No one uses it anymore, not for anything serious. Ask anyone now and they’ll tell you to start with Python.
Well I’m here to say those people are wrong, and BASIC is the perfect place to start. One of the greatest things about having a hardware-indentical version of the original Commodore 64 is all those old magazines and books with page upon page of BASIC code will still work exactly as they were intended. You’ve probably seen engagement-farming social media accounts talking about how “back in the day” people would copy programs from magazines, by hand, into their computers line by line. Can confirm, we really did. And with the C64 Ultimate we can use those same programs, or just copy and paste them and load them in via USB. I think that’s cheating but I’m also not above it.
I haven’t delved deeply into the world of programming the C64 Ultimate, at least not yet, so I can’t speak authoritatively on whether or not there’s some string of code somewhere that won’t work on the Ultimate. Knowing what little I know about FPGA, I don’t think that will ever be a problem I’ll come across. The beauty of FPGA versus software emulation is the hardware works exactly like the original. Sure, someone out there writing in assembly might find some peculiarity with the system that wasn’t present in the original, but for me? Hell nah, let’s get some BASIC code going baby!
Back in the day people would copy programs from magazines, by hand.
The fact you’re taught BASIC in the manual, and then taught advanced BASIC, as well as sprite and sound manipulation, makes the manual even more of a valuable resource. This is exactly the kind of thing I love, and exactly the way computers used to be. You didn’t just buy a computer to passively entertain yourself, you bought one to do rudimentary spreadsheets, play some games, and create your own experiences. I love it. The best thing about learning any computer language is the fundamentals are all pretty much the same. Once you understand if-then statements, or “for” loops in BASIC, you’ll understand them in JavaScript, or C#, or pretty much any other language.
Peripherals, Modern and Classic
What was maybe the most surprising revelation to me about the Commodore 64 Ultimate was its support for the original Commodore peripherals. Things like the cassette deck and iconic 1501 floppy disc drive will work with the C64. I don’t have the cassette deck, unfortunately, and while I have the floppy drive I don’t actually have any floppies with which to test it. The big batch of floppies I picked up earlier this year were all unreadable, so sadly I can’t speak to that, at least until I luck my way into another cache, one that hopefully works.
What I can say is the C64 Ultimate will work with a classic CRT monitor, and that just makes me all kinds of delighted. Is it more convenient to use it on a modern display? Yes, a thousand percent. Is it more fun? Not even close. Thankfully I have several CRT monitors compatible with the Commodore, including an original Commodore CM-141 monitor I drove two hours into the wilderness of Maine’s coast to acquire. Weirdly, the default settings were in PAL and so I had to go in to change them, but once I did, I was absolutely delighted by the CRT-goodness. I don’t have the correct cable to use the CM-141, but I do have one that let me hook it to an old Magnavox monitor that has a setting to output in a faux phosphor-green. Can’t complain about that!
I wish more retro-revival hardware had the option for analog video. I’m sure the people who want such a thing make up a very tiny percentage of the population, but for something as specialized as the Commodore 64 Ultimate, it is a perfect fit. The modern Commodore company sells the proper cables on its website, so I’m probably going to buy some just so I can plink away at my next BASIC program in front of the warm glow of a humming, 13″ color CRT TV.
Another odd peripheral I have is a Commodore 1670 modem, though the Commodore 64 Ultimate lacks the User Port from the original where it hooks up. Instead, the Ultimate has modern connectivity like Wi-Fi and an Ethernet jack. It’s probably for the best anyway – I’ve messed around with slow, retro modems on old hardware before and it’s fun, but 1200 baud makes even BBSes slow to use. And besides, if I do want that old-school experience, there’s modem emulation built into the system anyway.
While having Wi-Fi rules, at first I couldn’t get the Wi-Fi to work. I entered in my Wi-Fi password and waited for a while, tried it again, rebooted and tried one more time and it never showed the “Link Up” message on the Wi-Fi configuration page. It wasn’t until after I hooked it to a wired connection that it decided to come to life, after which I was able to disconnect from the Ethernet cable and have it maintain its wireless connection. Not sure if that was just a coincidence or a weird bug, but it gave me a brief jolt of disappointment.
I’m also sadly lacking in C64 game cartridges, which is a bummer since the Commodore 64 Ultimate can play those, natively, through the expansion port in the back of the computer. But since it can run those carts, it can easily run ROM files, ones that you of course own legally or are provided from reputable, legal sources.
Spot-On Design
The Commodore 64 Ultimate is indistinguishable from the original at first glance. Everything about it looks and feels exactly the same as the original. The beige case and brown keyboard is fantastically reproduced from the original, for better or for worse. It’s not until you take a closer look do you start to notice the differences, with the modern ports, a transparent window on the side and a much smaller port for the AC adapter.
The Commodore 64 logo badge on the top? Perfect. The red LED power light? Flawless. The keyboard? OK, like I said before, absolute perfection – for better or for worse. Let me explain myself.
Typing on the Commodore 64 Ultimate gives you the exact same tactile feel of the original. The key travel is perfect, the “clunk” of the switches, even the subtle texture of the plastic feels exactly like the original. It’s just fantastic. I think my love of modern mechanical keyboards can be directly traced back to this era of computing, and the feel is wonderful.
Keeping with the original in every possible way, however, is going to require you to unlearn some of the modern keyboard placements you’ve been using since things settled down to a standard layout. This isn’t a fault with the design, it’s unfortunately a byproduct of keeping things so perfectly retro. I find myself struggling with some of the key placement, like where the double-quotes are (they’re over the 2-key, by the way).
If the C64 is the computer you grew up on, your muscle memory might come back to you easily. But otherwise, there’s a little more hunting-and-pecking here than I’ve done in years. It’s not a fault of the design at all, and it can’t be avoided, but it’s just something that you’ll definitely experience when you shift from the modern keyboard layout burned into your brain. And I wouldn’t want it any other way.
One major, positive design change is the power supply. The original C64 power supply was a brick almost literally, and pretty much every original C64 power supply is waiting to someday blast the original hardware with an overvoltage that will run it. The new one is cased in transparent plastic and doesn’t take up half your desk like the original monster.
It plugs in right next to the multifunction button, a rocker-style switch that turns the Commodore 64 Ultimate on and off and lets you switch to the special configuration menu. It took a little more effort than I was expecting, and it’s just a touch too small for my large hands. Turning off the Commodore 64 Ultimate requires you to push down and hold for 4 seconds, and I don’t like that. More than once, I thought I’d activated the button, but was instead standing there like an idiot with the button 90% pressed for 10 seconds. Given the change of configuration of slots and peripherals, I would have liked a two-position switch for power and a momentary switch to go between C64 and configuration modes.
Software
In keeping with the retro-modernity of the Commodore 64 Ultimate, there’s a USB stick in the shape of a cassette tape, complete with cassette case, included in each box. You plug it into a very modern USB port in the back and then access it via the configuration menu in a very old school, hierarchical file system type of way.
The software on the drive is generous, to say the least. There is so much here, it’s overwhelming. Rather than go through every single included piece of software (which I wouldn’t mind doing, honestly), I’m going to touch on some of the more notable programs.
But before I do that, I’m going to shout out a feature they didn’t need to include, but they did anyway: when you start up a program from the file browser, the Commodore 64 Ultimate starts whirring and clicking, with the occasional buzz for good measure. It’s making the sounds you would expect from a program loading from a floppy disc and it’s absolutely wonderful. When I was a kid using computers, I loved the feedback of those mechanical drives. I always felt like I was listening to the computer “think.” This little feature adds so much to the experience, in a way I didn’t expect at all.
Back to the software, there are dozens of demos on the USB drive, and not the ones we’re all used to. The demo scene, while still around, is a pale reflection of its former self. Basically, programmers and hackers would flex their skills by creating demonstrations of their programming prowess. They would push machines to do things that didn’t seem possible with custom animations and music, and you can see some of them here. One of the most notable and well-known demos is Bad Apple, presented here as Bad Apple 64. The Commodore 64 Christmas Demo is also on the USB, which is delightful. I’m nothing if not full of holiday cheer.
There’s also a huge selection of games on the USB, but maybe my favorite addition here is GEOS, a graphical user interface designed specifically for the Commodore 64. While I don’t see myself switching from macOS to GEOS any time soon, it’s so cool to see this rudimentary GUI running on original hardware. Unfortunately I can’t locate my compatible Commodore 64 mouse, but there are still dedicated hobbyists out there making them in our modern times, and Commodore sells compatible devices on its own site.
It’s so cool to see a rudimentary GUI running on original hardware.
I’m a little surprised you can’t use a modern USB mouse, which would have been much easier for the end-user. I don’t think it would have taken anything away from the experience, either. In fact I’d argue it would enhance it, given most people own at least one USB mouse but very few people own compatible Commodore mice. I dug through the various menus and didn’t find any options, but if there’s a way, please let me know.
I’m mildly obsessed with different GUIs, and will take any opportunity to try them out, so I’ll probably scour eBay for a mouse, especially because it also has a whole suite of GEOS software. If I really wanted to (and I do), I have the option to hook up a Commodore printer and print off my own beautiful GEOSPaint creations, or I can use the Virtual Printer and save generated files to the USB as .pngs. From there I can just open it on a modern computer and print it from there. And friends, best believe I’m going to be doing that once I get a compatible mouse.
Launching on Switch on 27th March 2026, Mega Man Star Force: Legacy Collection brings together seven DS Mega Man RPGs in one package that includes an art gallery, music, and other quality-of-life features.
A few hours ago, reports surfaced that Larian are making use of generative AI during development of their new RPG Divinity – specifically, to come up with ideas, produce placeholder text, develop concept art, and create materials for PowerPoint presentations. In the same Bloomberg article, Larian CEO Swen Vincke sought to balance these revelations with the promise that Divinity won’t directly contain any AI-generated materials, commenting that “everything is human actors; we’re writing everything ourselves.”
As with generative AI in gamedev generally, the disclosure has sparked anger online – anger that is all the sharper for the love that has hitherto been directed at Larian, creators of amazing fantasy RPGs with sexy bears and demons. Inevitably, some of the outrage is from people who appear minimally familiar with game development, and in a few cases, haven’t read the report in full (unhelpfully, it’s behind Bloomberg’s paywall). Some of it, though, is from other game developers.
Sucker Punch co-founder Brian Fleming is stepping down n the new year after three decades at the studio behind Ghost of Tsushima, Sly Cooper, and Infamous.
According to a post from Sony, on January 1, Jason Connell and Adrian Bentley will step into Fleming’s former role as co-studio heads, with Nate Fox continuing his role as co-creative director alongside Connell and Adrian also serving as technical director.
Our deepest thanks and gratitude to Sucker Punch Productions Co-Founder Brian Fleming, who is handing over the leadership reins as the studio begins a new chapter. Starting Jan 1, longtime creative and technical leaders Jason Connell and Adrian Bentley will step into new roles… pic.twitter.com/RvPzJfWHGl
Fleming first founded the studio in 1997 alongside Bruce Oberg, Darrell Plank, Tom and Cathy Saxton, and Chris Zimmerman following a stint at Microsoft. The group went on to start the Sly Cooper franchise, which Sony published. The two companies continued their publishing relationship into the Infamous series in 2009, and after the sequel Infamous 2 in 2011, Sony acquired Sucker Punch. Under Sony, the studio created Ghost of Tsushima in 2020, and most recently followed up with a sequel, Ghost of Yōtei, this past October. With Fleming’s departure, only Oberg and Zimmerman of the co-founders remain with the studio.
Connell and Bentley are long-time Sucker Punch veterans. Connell joined the studio in 2010 as a lighting artist and worked his way up to lighting director and eventually creative and art director, and recently co-creative director on the Ghost franchise. Bentley came to Sucker Punch as a programmer in 2004 fresh out of DigiPen Institute of Technology, and has worked there his entire career, moving up to become an engine programmer and later technical director.
Fleming hands off Sucker Punch in what seems from the outside to be a pretty positive state. The studio’s had multiple successful games both critically and commercially, with Ghost of Yōtei recently reviewing well (including our own 8/10 score) and selling 3.3 million copies as of November 2. An added New Game Plus mode just released a few weeks ago. It’s unclear what Sucker Punch will work on next under Connell and Bentley, or if the Ghost franchise will continue or something new is on the horizon for the studio.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
This morning, the news broke that Larian Studios, developer of Baldur’s Gate 3 and the upcoming, just-announced Divinity, is apparently using generative AI behind the scenes for things like concept art and placeholder text. The backlash has been swift and loud from the gaming community, and now Larian founder and game director Swen Vincke is responding to clarify his remarks, affirming that Larian is “neither releasing a game with any AI components, nor are we looking at trimming down teams to replace them with AI,” and that AI is “something we are constantly discussing internally through the lens of making everyone’s working day better, not worse.”
The original news comes from a Bloomberg interview with Vincke. In it, Vincke admits that Larian is “pushing hard” [Bloomberg’s phrasing] on generative AI, even though it hasn’t led to big gains in efficiency. Specifically, the studio is using the technology to “explore ideas, flesh out PowerPoint presentations, develop concept art and write placeholder text.” [Bloomberg’s phrasing].
Vincke reassures that there won’t be any AI-generated content in the final version of Divinity. “Everything is human actors; we’re writing everything ourselves.” But it sounds like this approach isn’t going over smoothly with everyone. Bloomberg’s piece acknowledges that some internally at Larian have pushed back, though Vincke says, “I think at this point everyone at the company is more or less OK with the way we’re using it.”
This news hasn’t gone over super well with the community, though. On Bluesky, Larian is being lambasted by a number of individuals across the game development community, including some former Larian employees. “consider my feedback: i loved working at @larianstudios.com until AI,” writes Selena Tobin, an environment artist and former Larian employees. “reconsider and change your direction, like, yesterday. show your employees some respect. they are world-class & do not need AI assistance to come up with amazing ideas.”
The Divinity and Baldur’s Gate 3 communities have a somewhat more divided reaction, with some defending its use for concepting, though there’s still a significant amount of backlash. A few commenters have pointed out that games such as The Alters suffered from significant fan anger over discovered generative AI use, but are willing to forgive Larian for the same offense.
In response to this backlash, Vincke has issued IGN a lengthy follow-up response, which we’ve published here in full:
We’ve been continuously increasing our pool of concept artists , writers and story-tellers, are actively putting together writer rooms, casting and recording performances from actors and hiring translators.
Since concept art is being called out explicitly – we have 23 concept artists and have job openings for more. These artists are creating concept art day in day out for ideation and production use.
Everything we do is incremental and aimed at having people spend more time creating.
Any ML tool used well is additive to a creative team or individual’s workflow, not a replacement for their skill or craft.
We are researching and understanding the cutting edge of ML as a toolset for creatives to use and see how it can make their day-to-day lives easier, which will let us make better games.
We are neither releasing a game with any AI components, nor are we looking at trimming down teams to replace them with AI.
While I understand it’s a subject that invokes a lot of emotion, it’s something we are constantly discussing internally through the lens of making everyone’s working day better, not worse.
Friends, it is time to break into Jeff Bezos’s bunker and steal his porn. Jeff Bezos – so sorry! I mean J### B#### – doesn’t need his porn anymore because he’s dead.
Unfortunately, the bunker is now full of “RICH MAN DEATH RADIATION”, making it unsafe for humans. Fortunately, the people’s pervert committee have supplied us with some remote-operated drones that are capable of firing clones of themselves in the direction of the camera. To secure the B#### smut, you must accordingly point and click-hurl yourself around the bunker’s surprisingly soft and hazy confines.
Metroid Prime 4: Beyond has received mostly positive reception, but it’s safe to say that not everybody is keen on the dialogue from Samus’ Federation Trooper pals. Now, thanks to a video from Bearborg (cheers, VGC), even more unused dialogue has been showcased (from approx 7:38 in the above video).
Accessed by simply listening in to the conversations between the Galactic Federation Troopers at Base Camp in Fury Green, some of the additional dialogue includes musings from VUE-995 about how much it can bench, a new breach technique from Nora Armstrong, and a recollection from Ezra Duke about an unpaid debt back on the planet Tanamaar.