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Final Fantasy Pixel Remaster surpasses 6 million sales

19 décembre 2025 à 18:00

Square Enix has confirmed that its Final Fantasy Pixel Remaster series has officially surpassed six million units sold worldwide. The collection, which revitalises the first six entries in the long-running RPG franchise, has proven a commercial success since its initial rollout in 2021, validating the publisher's strategy of preserving its back catalogue with uniform standards for modern platforms.

While Square Enix has often faced criticism for its handling of legacy ports, the Pixel Remaster initiative appears to have struck the right chord with gamers. The project involved a complete overhaul of Final Fantasy I through VI, unifying the visual style across the NES and SNES eras. The original pixel artist, Kazuko Shibuya, returned to redraw the 2D character sprites, ensuring the new assets remained faithful to the source material. On the audio front, legendary composer Nobuo Uematsu supervised and orchestrated arrangements of the soundtracks, replacing the synthesized tunes of the 8-bit and 16-bit hardware.

The sales figures shared by Square Enix reflect performance across a staggered release schedule spanning multiple years and ecosystems. The first wave hit Steam, iOS, and Android between July 2021 and February 2022. Following sustained demand from console players, the collection was released on PlayStation 4 and Nintendo Switch in April 2023. Most recently, the series landed on Xbox Series X|S and the Microsoft Store in 2024, making the collection playable natively on all major current-gen hardware.

Beyond the audiovisual facelift, the commercial longevity of the bundle is likely aided by the inclusion of modern convenience features that respect player time. Square Enix implemented toggle-based boosters, allowing users to adjust experience gain, automate combat, or disable random encounters entirely. These optional tools have made the notoriously grind-heavy 8-bit entries significantly more palatable for a contemporary audience accustomed to faster pacing.

KitGuru says: It took Square Enix a few tries to get these ports right, but the sales numbers don't lie. With six million copies sold, the Pixel Remaster series stands as one of the publisher's most successful attempts at leveraging its heritage.

The post Final Fantasy Pixel Remaster surpasses 6 million sales first appeared on KitGuru.

The Game Awards 2025 breaks records again with 171 million live views

19 décembre 2025 à 17:30

This year's Game Awards has once again proven its dominance in the gaming calendar, setting a new viewership record for its 2025 broadcast. According to data reported by the organization, The Game Awards secured an estimated 171 million global live views, marking an 11% increase over the 154 million figure recorded in 2024.

Note that this figure represents strictly live tune-ins for the main show. It excludes the long tail of trailer views, social media clips, and viewership from premium partners like Prime Video. The data is aggregated across major open platforms, including YouTube, Twitch, TikTok Live, Steam, X, and Facebook, as well as major regional players such as JioHotstar in India and various Chinese streaming services.

Platform-specific metrics paint a picture of steady growth rather than explosive spikes. On YouTube, the official 4K stream saw an 8% rise in concurrent viewers, contributing to a total platform peak of over 2.4 million when co-streams are factored in. Twitch performance remained good as well, with peak concurrents climbing 5% to settle just above 1.8 million.

This trajectory continues a decade-long trend for the event, which has grown from a modest 1.9 million viewers in 2014 to the juggernaut it is today. The most significant historical leaps occurred in 2018, when it jumped to 26.2 million, and in 2020, when it hit 83 million. The 2025 numbers suggest that while the growth curve is flattening, the ceiling has not yet been reached.

KitGuru says: Did you watch the show? What platform were you watching it on?

The post The Game Awards 2025 breaks records again with 171 million live views first appeared on KitGuru.

One Piece Pirate Warriors series officially passes 10 million copies sold

19 décembre 2025 à 17:00

Started all the way back in 1997, One Piece is one of the longest-running and most popular anime of all time – going stronger than ever after a quarter of a century. As with many successful anime franchises, One Piece has gotten plenty of video game adaptations over the years. One of its most popular series is the Pirate Warriors sub-franchise, with Bandai Namco now confirming that it has sold over 10 million copies.

Releasing a trailer thanking fans, publisher Bandai Namco confirmed that the One Piece Pirate Warriors series has sold a total of 10 million copies.

Beginning in 2012, One Piece Pirate Warriors is a musou-styled game similar in vein to the likes of Hyrule Warriors, Persona 5 Strikers and of course Dynasty Warriors. Since the first entry’s release, we’ve gotten 4 Pirate Warriors games in total with the most recent being Warriors 4 – arriving in 2020.

Despite being arguably the biggest anime/manga series of all time, One Piece has not had the best track record when it comes to video games, with a majority of their releases receiving relatively mixed reviews from critics (though fans are more lenient).

Still, with Pirate Warriors 4 alone selling 4 million copies – and the series as a whole having now exceeded 10 million – there is clearly plenty of demand for more video games set in the world of One Piece.

KitGuru says: What do you think of One Piece as a manga/anime? Are any of the games worth checking out? In your opinion, what’s the best video game of all time based on an anime? Let us know down below.

The post One Piece Pirate Warriors series officially passes 10 million copies sold first appeared on KitGuru.

Marathon art director leaves Bungie

19 décembre 2025 à 16:42

Recently, we learned that Sony and Bungie had resolved a plagiarism dispute over Marathon with an artist. Coincidentally, the game's original art director has now left the company. 

Joseph Cross, who had a long career at Bungie spanning work across Destiny and Marathon, has left the company. Most recently, Cross had served as the art director on Marathon. As spotted by The Game Post, Cross has updated their LinkedIn profile to confirm that they are no longer working at Bungie.

Marathon Bungie

Kotaku spoke with Cross after the news began spreading and learned that they left Bungie of their own accord, so there was no firing. Cross is leaving Bungie just after the company solidified the release plan for Marathon, which will now be launching in March 2026, with a $40 price tag. As plans for the final game have been locked in, the lack of art director during these final months of development should have no impact on the release.

Marathon was originally supposed to release this year but had to be delayed while the team generated new assets to avoid plagiarism issues. With this extra time, Bungie was also able to address some crucial feedback from the game's closed alpha test, adding more PvE events into the maps and adding features like proximity voice chat for better in-game communication.

KitGuru Says: Are you looking forward to Marathon? I'm still hoping for an open beta early next year so I can give it a try myself. 

The post Marathon art director leaves Bungie first appeared on KitGuru.

PC gaming growth outpaces console as global market hits $197 billion

19 décembre 2025 à 16:30

Global analytics firm Newzoo has provided an optimistic year-in-review for 2025 in gaming. The broader global picture shows an industry on the rise, driven heavily by a resurgence in PC gaming and the arrival of the Nintendo Switch 2.

Newzoo (via VGC) projects that the global video game market will close 2025 with a total value of $197 billion, representing a healthy 7.5% increase over 2024. Although steeper than in recent years, analysts warn that looming economic factors like tariffs, the rising cost of living, and emerging memory shortages could dampen this momentum as we head into 2026.

The breakdown of this growth offers an interesting insight into current player habits. Mobile gaming remains the dominant revenue generator, expected to reach $108 billion, up 7.7% year on year. However, the PC sector has emerged as the growth leader, rising 10.4% to reach $43 billion. This expansion outpaces the console market, which is forecast to grow modestly by 4.2% to $45 billion.

Image credit: Newzoo

According to Michiel Buijsman, Newzoo’s Chief Market Analyst, the surge in PC revenue isn't necessarily due to a sudden influx of new players, but rather existing enthusiasts spending more deeply within the ecosystems they already inhabit. The top 10 PC games by revenue in 2025 were all released in 2025, and notably, none were free-to-play titles. This list included a mix of established brands and three completely new IPs, highlighting the platform's openness to system-driven design and varied experiences.

In contrast, the console market remains heavily reliant on established familiarity. The top 10 revenue generators on console were exclusively existing franchises, with half of the list comprised of annual releases. Electronic Arts appears to be the primary beneficiary of this trend, publishing nearly half of the top-performing titles. However, the standout success on the console front is undoubtedly Pokémon Legends Z-A, which managed to crack the top rankings despite being exclusive to a single platform.

Perhaps the biggest surprise taken from the engagement data is the reversal of fortunes between the industry's two biggest shooters. While Call of Duty: Black Ops 7 ranked only in the top 10 console titles by monthly active users (MAUs), Battlefield 6 has demonstrated remarkable staying power. EA's shooter appeared across all revenue and engagement lists for both PC and console, suggesting that 2025 will go down as the year Battlefield finally reclaimed the crown from its rival.

Significant structural changes and indie success also defined the year. Sandfall Interactive’s Clair Obscur: Expedition 33 capped off a stellar year for independent developers by sweeping The Game Awards, proving that non-AAA titles can still dominate the discourse. Meanwhile, on the corporate side, the industry is grappling with consolidation, exemplified by EA's move to take the company private.

KitGuru says: If PC growth momentum continues over the coming years, the platform has a pretty good chance of catching up to consoles. If someone said this 20 years ago, it would probably be called crazy, but today, it's closer to reality than ever.

The post PC gaming growth outpaces console as global market hits $197 billion first appeared on KitGuru.

Xbox reportedly not doing a player wrap-up for 2025 due to marketing budget reallocation

19 décembre 2025 à 16:00

Popularised by the likes of Spotify, most services nowadays offer their users a year-in-review of sorts, in which you can learn about your consumption habits from the past 12 months. While Xbox has offered wrap-ups for previous years, an insider is claiming that budget reallocations have led to Microsoft cancelling 2025’s Xbox year-in-review.

As reported by known insider Jez Corden, Microsoft is not planning to have their own year-in-review for 2025. While this decision is rather odd as it is unlikely to be too costly to temporarily host a site featuring stats which the console manufacturer already tracks on a daily basis, according to Corden:

“A lot of the ‘marketing budget’ that would've typically been allocated to something like an ‘Xbox Wrapped’ is being poured into efforts to celebrate [upcoming] major milestones for Xbox, its brands, and some of its games” (such as Xbox’s 25th anniversary, Blizzard’s 35th and Bethesda’s 40th).

Xbox Microsoft

While there is no denying that 2026 could be a big year for Microsoft, the optics of being unwilling to spend a bit of money on a community-focused wrap-up using pre-existing stats and some basic graphics is concerning to say the least.

In case you missed it, PlayStation’s 2025 wrap-up went live a couple days ago, the details of which can be found HERE.

KitGuru says: Do you enjoy checking out your wrap-ups each year? Is budget reallocation a good enough excuse? Let us know down below.

The post Xbox reportedly not doing a player wrap-up for 2025 due to marketing budget reallocation first appeared on KitGuru.

Lian Li expands Vector line with V100 mini and V100R mini

19 décembre 2025 à 15:52

Ahead of CES next month, Lian Li has introduced the Vector V100 MINI, a compact Micro-ATX case based on the original V100 design. The smaller form factor retains broad cooling support, with room for up to three 120mm side fans, three 120mm or two 140mm top fans, and one 120mm rear fan.

The case supports both standard and back-connect Micro-ATX motherboards. Front and side tempered glass panels provide a 270° view of the interior, while an integrated ARGB strip along the PSU shroud offers lighting control through motherboard software. Despite its reduced size, the V100 MINI accommodates high-end hardware. GPUs up to 415mm can be installed, supported by an adjustable anti-sag bracket. A cable opening in the PSU shroud helps maintain clean routing. Storage options include support for two 2.5″ SSDs or one 3.5″ HDD plus one 2.5″ SSD at the bottom, and an additional 2.5″ SSD behind the motherboard tray.

You can see the full spec sheet in the table below:

Specification Vector V100 MINI Vector V100R MINI
Dimensions (D) 436 x (W) 221.5 x (H) 443.9mm
Color Black
Material Steel, Plastic, 4.0mm tempered glass
Motherboard Support Micro-ATX / Mini-ITX
Back Connect Motherboard Micro-ATX
Expansion Slot 5
Storage Behind MB Tray: 1 x 2.5” SSD
Hard Drive Cage: 2 x 2.5” SSD, or 1 x 3.5″ HDD & 1 x 2.5″ SSD
(If PSU over 150mm, only support 2.5” SSD x 1 or 3.5” HDD x 1)
GPU Length Clearance 415mm (Max)
CPU Cooler Height Clearance 163.5mm (Max)
PSU ATX (Under 200mm)
Fan Support Top: 120mm x 3 or 140mm x 2
Side: 120mm x 3
Bottom: 120mm x 2
Rear: 120mm x 1
Radiator Support Top: 360 / 240
Included Fans N/A Side: 120mm ARGB/PWM Fan x 3
Rear: 120mm ARGB/PWM Fan x 1
I/O Ports Power Button x 1
Reset Button x 1
USB 3.0 x 2
USB 3.1 Gen.2 Type C x 1
Audio x 1
Dust Filters Bottom x 1
Warranty 1-Year

The Vector V100R MINI variant ships with four pre-installed 120mm ARGB PWM fans: three reverse side intakes and one rear exhaust. Both versions of the Vector 100 Mini are available starting today, priced at $49.99/€49.90 for the standard version and $64.99/€64.90 for the Vector V100R Mini.

KitGuru Says: For builders on a budget, this case checks a lot of the right boxes, with plenty of pre-installed fans and the aesthetics to match higher-end options. 

The post Lian Li expands Vector line with V100 mini and V100R mini first appeared on KitGuru.

De Zerbi calme le jeu avec Balerdi, Thiago Silva plaît à un ancien club, 3 courtisans anglais pour Dumfries, un crack de Toulouse suivi en Premier League… Les 4 rumeurs de transfert de la journée

19 décembre 2025 à 19:40
Roberto De Zerbi a répondu à la rumeur d’une relation tendue avec Leonardo Balerdi, alors que Thiago Silva est envoyé en Europe dans un ancien club. Denzel Dumfries est très suivi pour le mercato estival de 2026, alors qu’un jeune joueur du TFC plaît à un club anglais jouant la Ligue des Champions… Voici les […]

Don't Want to Upgrade to iOS 26? Here's How to Stay on iOS 18 (For Now)

19 décembre 2025 à 19:37
Since the beginning of December, Apple has been pushing iPhone users who opted to stay on iOS 18 to install iOS 26 instead. Apple started by making the iOS 18 upgrades less visible, and has now transitioned to making new iOS 18 updates unavailable on any device capable of running ‌iOS 26‌.


If you have an ‌iPhone‌ 11 or later, Apple is no longer offering new versions of iOS 18, even though there was a security update that came out alongside iOS 26.2. Apple stopped showing new iOS 18 updates when iOS 26.2 launched, forcing iOS 18 users to upgrade to iOS 26.2 if they want to keep their devices secure.

For now, there's a way to stay on iOS 18 and continue to get security updates. On a device running iOS 18, you can turn on iOS 18 public beta updates to force new versions of iOS 18 to show up. This may not remain an option for long, but it works at the current time.

Apple's move to push users to ‌iOS 26‌ is timed with a long list of security updates introduced in iOS 26.2 and iOS 18.7.3, including a WebKit vulnerability known to be actively exploited. Both updates addressed the problem, so there is no technical need for the iOS 26.2 requirement.

Jason Snell wrote an article yesterday on Apple's decision not to offer iOS 18 users further iOS 18 upgrades and speculated that it might be a bug or an error, but the reality is that Apple does this every year.

The iOS 14 to iOS 15 transition in 2021 was the first time that Apple allowed users to remain on an older version of iOS. At the time, Apple said that iOS offered "a choice between two software update versions." Users would be able to update to iOS 15 at release, or opt to continue on iOS 14 and "still get important security updates."

As promised, Apple did allow users to stay on iOS 14 and avoid the iOS 15 update, but only temporarily. Apple started pushing people to iOS 15 in January 2022 by making the iOS 15 software update option more prominent and no longer offering iOS 14 security updates for devices capable of running iOS 15.

In fact, iOS 14 updates stopped being available when Apple launched iOS 15.2, which might sound familiar because it is the exact same path that it followed with the iOS 18 to ‌iOS 26‌ transition. Apple did the same thing with the iOS 16 to iOS 17 transition, and the iOS 17 to iOS 18 transition.

For a clear answer why iOS 18 security updates are no longer available on devices capable of running ‌iOS 26‌, we can look to what Apple had to say in 2022 after people complained about being forced to upgrade to iOS 15. According to Apple, the option for users to stay on iOS 14 and avoid iOS 15 was always meant to be temporary. Apple provided a grace period for people to remain on iOS 14 while iOS 15 bugs were worked out, but Apple ultimately wanted users on the latest version of iOS.

In a support document published in 2021, Apple clarified that users would be able to stay on the old version of iOS "for a period of time," but not forever.
If you're using iOS or iPadOS 14.5 or later, you might now see the option to choose between two software update versions. This option allows you to choose between updating to the latest version of iOS or iPadOS 15 as soon as it's released, or continuing on iOS or iPadOS 14 while still getting important security updates for a period of time.

Apple has continued with the same update policy since iOS 15, but the company's move to wean users off of iOS 18 is more visible this year due to the design changes introduced with ‌iOS 26‌. Liquid Glass is a major user interface overhaul that's polarizing, and some users are unsurprisingly reluctant to update for that reason.
This article, "Don't Want to Upgrade to iOS 26? Here's How to Stay on iOS 18 (For Now)" first appeared on MacRumors.com

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Apple préfère la régulation japonaise et tacle ouvertement l'Europe

19 décembre 2025 à 19:30
Apple

Apple se conforme à la nouvelle loi japonaise MSCA, qui impose l'ouverture de l'iPhone. Surprise : la firme applaudit cette régulation. Elle l'oppose frontalement au DMA européen, jugé dangereux et mal conçu. Pour Apple, le Japon a su allier concurrence et sécurité, une leçon que Bruxelles ferait bien d'écouter.

Actualité : ChatGPT à 8 € par mois : l’abonnement le plus rentable d’OpenAI arrive en France

19 décembre 2025 à 19:30
ChatGPT fête Noël en avance avec un de ses abonnements les plus rentables qui débarque enfin en France. Pour seulement 8 euros par mois, le chatbot met à disposition des fonctionnalités plus avancées, mais surtout moins de limitations dans les requêtes.Détails, prix, enjeux…, on vous explique en détail comment profiter de cette nouvelle offre.ChatGPT...

« On s’est fait avoir » : comment iRobot a perdu la guerre des aspirateurs robots et pourquoi la Chine est son seul salut

19 décembre 2025 à 19:30

C'est rare. Très rare. Un CEO qui vous regarde dans les yeux et vous dit : "On s'est plantés." C'est pourtant ce que vient de faire Gary Cohen. Alors qu'iRobot passe sous pavillon chinois pour éviter la faillite, le patron de la marque emblématique ne cherche pas d'excuses. Retards technologiques, arrogance, prix déconnectés... iRobot nous explique tout.
 [Lire la suite]

Retrouvez un résumé du meilleur de l’actu tech tous les matins sur WhatsApp, c’est notre nouveau canal de discussion Frandroid que vous pouvez rejoindre dès maintenant !

Jimmy Gressier décrypte sa course de champion du monde du 10 000 m : « Dans ma tête, je me dis "Pincez-moi ! Je suis dans un rêve !" »

19 décembre 2025 à 19:15
Jimmy Gressier (S.Boue/L'Equipe)Dans le mini-documentaire de L'Équipe explore « Le 400 fou de Jimmy Gressier », en ligne sur notre site, le champion du monde du 10 000 m revient sur les coulisses de son exploit et décrypte comment il a réussi une des plus grosses performances de l'athlétisme français.

SHM : des métriques d’usage pour applications self-hosted… sans espionner les utilisateurs

19 décembre 2025 à 19:09

Quand on développe et distribue des applications open-source auto-hébergées, il y a une question très simple à laquelle il est presque impossible de répondre :

Combien d’instances actives de mon application sont réellement utilisées ?

SHM

C’est exactement le problème que j’ai rencontré avec Ackify, une application open-source de preuve de lecture de documents (politiques internes, procédures, formations, etc.), déployée en self-hosted par ses utilisateurs - sans que j'ai le moindre contrôle dessus.

Pas de SaaS, pas de compte centralisé, pas de tracking utilisateur.
Résultat : zéro visibilité.

👉 Combien d’instances Ackify tournent vraiment ?
👉 Quelles versions sont encore actives ?
👉 Quelles fonctionnalités sont utilisées (ou pas) ?

C’est pour répondre à ce besoin très concret que j’ai créé SHM – Self-Hosted Metrics.

SHM, c’est quoi ?

SHM est un serveur de télémétrie privacy-first, conçu spécifiquement pour les applications self-hosted open-source.

L’idée est simple :

  • chaque instance auto-hébergée envoie périodiquement un snapshot de métriques agrégées
  • aucune donnée utilisateur
  • aucun événement individuel
  • aucun tracking comportemental

Juste ce qu’il faut pour comprendre l’usage réel d’un logiciel déployé “dans la nature”.


Un point important : SHM est agnostique

Contrairement à beaucoup d’outils existants, SHM n’impose aucun schéma.

Tu envoies :

{
  "documents_created": 123,
  "active_users": 42,
  "webhooks_sent": 9
}

➡️ le dashboard s’adapte automatiquement :

  • nouvelles cartes KPI
  • nouvelles colonnes
  • graphiques générés dynamiquement

Aucun frontend à recompiler, aucune migration à écrire.

Dashboard Graph
Dashboard Détail


Un petit mot sur Ackify

Ackify est l’application qui a déclenché tout ça :

  • open-source
  • self-hosted
  • preuve de lecture avec signature cryptographique
  • alternative légère à DocuSign pour des usages internes

SHM est désormais utilisé pour répondre à des questions très simples :

  • combien d’instances actives ?
  • combien de documents créés ?
  • combien de signatures générées ?

Projet open-source

Le projet est encore très jeune (MVP), mais fonctionnel et déjà utilisé en conditions réelles.

Les retours, critiques et idées sont évidemment bienvenus 🙂


Stack technique (sobre et assumée)

  • Backend : Go (binaire unique, léger)
  • Stockage : PostgreSQL (JSONB)
  • Déploiement : Docker
  • Licence : AGPLv3 (SDK en MIT)
  • Auth des instances : Ed25519 (clé générée localement, signature des snapshots)

Chaque instance :

  • génère une identité cryptographique locale
  • s’enregistre une seule fois
  • signe chaque envoi de métriques ➡️ impossible de spoof une instance existante.

Et côté vie privée ?

C’était non négociable.

SHM :

  • ne collecte aucune donnée personnelle
  • ne collecte pas les IP (hors reverse-proxy)
  • ne collecte ni hostname, ni username
  • fonctionne sur des compteurs agrégés uniquement

C’est au mainteneur du logiciel de décider quelles métriques exposer, et à l’utilisateur final de pouvoir désactiver la télémétrie.

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