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Grand Theft Auto 6 Festival Lands in Miami on Nov. 21, With a Ticket Lottery Closing Tuesday

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The Grand Theft Auto 6 festival is real, and fans have less than a day to enter the lottery for a chance at tickets. Rockstar Games and PlayStation announced a one-night event at Mana Wynwood in Miami on November 21, two days after the long-awaited game arrives on November 19, roughly 13 years after its predecessor.

Who is playing the Grand Theft Auto 6 festival

The festival will run across two stages and draws on the artists tied to the game and its official soundtrack. Travis Scott, Cardi B, Justice and Metro Boomin top the bill. Scott is leading a Cactus Jack showing alongside Don Toliver, Kodak Black and SoFaygo. Rauw Alejandro will front a guest-filled set billed as “Rauw & Friends.”

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The Latin contingent includes Ca7riel & Paco Amoroso, Tainy and Suero. French duo Justice, who composed the game’s score and contributed several songs to the soundtrack, will also anchor a run of DJ sets.

The decks lean heavily on electronic music, a nod to the game’s Florida-inspired setting of Leonida and Miami’s dance scene. Billed pairings include Nick León with DJ Python, Prospa with Skream, and The Dare with Fcukers. León is from South Florida, while Kodak Black is another local name on the lineup.

How to get tickets before the lottery closes

Access is by lottery. Fans must register through DICE by 4 p.m. ET on Tuesday, November 10. Those selected can buy tickets on Wednesday, November 11, with Rolling Stone reporting a limit of two per person. Further details are on the event’s official website.

Because entry is a draw rather than first-come, first-served, registering matters more than being quick on the day. No capacity or ticket price was given in the coverage reviewed, so it is unclear how many people will get in.

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A launch built around music

The event fits a rollout in which music has been central. NME reports that the game will be available to pre-load from Tuesday ahead of its November 19 release on PlayStation 5 and Xbox Series X|S. A companion soundtrack arrives the same day, featuring PinkPantheress, Future, Yung Lean, King Gizzard and the Lizard Wizard, Tame Impala, Fuerza Regida and others. Rolling Stone adds that Justice’s score is due separately on December 11.

Rockstar has also promised what it calls “the biggest and widest-ranging” selection of in-game radio music. Six stations have been announced so far, including Bad Bunny’s Cocoteo FM, Burna Boy’s AfroBank FM, Robyn’s Flash FM and a Back Country Radio hosted by Lana Del Rey and her husband Jeremy Dufrene. Slayer’s Kerry King and Tom Araya host The Chamber 106.6.

For Rockstar, the Grand Theft Auto 6 festival works as a live extension of that strategy. It turns a soundtrack that has mostly been discussed as a track list into a single night in a real city that mirrors the game’s world. Whether the lottery demand matches the hype around the game itself will become clearer once the draw closes.

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Master Quest DLC Found in Ocarina of Time Remake Files, and a Mystery Mask Has Fans Eyeing Majora’s Mask

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Less than a week after Nintendo’s Ocarina of Time remake arrived on Switch 2, dataminers say they have found what looks like Master Quest DLC buried in its code, along with an unexplained mask that has fans speculating about Majora’s Mask. Neither discovery is confirmed by Nintendo, but the two finds are very different in how solid they appear.

What the files suggest about Master Quest

The stronger of the two findings comes from dataminer MrCheeze, who located what appear to be Master Quest files in the game. Fellow dataminer OatmealDome says he has confirmed them. Master Quest is the remixed, tougher version of Ocarina of Time that first appeared on the 2003 GameCube release and returned in the 2011 3DS remake. Its absence from the Switch 2 version disappointed many fans.

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According to OatmealDome, the mode is set to be unlocked by owning DLC, not delivered as a patch to every player. The data is incomplete, but he says the world is mirrored and dungeons are altered. One example he gave was cows appearing in Jabu-Jabu’s Belly. He also noted that the current patch checks for only one DLC, labeled “MQ,” so the files say nothing about any other add-ons.

Pricing is the open question. Nintendo could release the Master Quest DLC for free, perhaps as a perk for Nintendo Switch Online subscribers, or it could charge for it. OatmealDome questioned why Nintendo would build a DLC unlock if it planned to give the mode away through a normal update.

The mystery mask and the Majora’s Mask theory

The Majora’s Mask speculation is far more tentative. It stems from a video by YouTuber Austin John Plays, who tested how amiibo work in the remake. Two figures, Young Link and Young Zelda, are due in 2027 and unlock wearable masks. By editing NFC tags, the creator got both masks working early and saw how NPCs around Hyrule react to each one.

He also found dialogue for a third mask that no known figure accounts for. Characters describe it as “rare,” “strange” and “otherworldly,” and Dampé says, “What’s with that mask? Lookin’ at it makes me feel weird.” The text sounds to many like reactions to Majora’s Mask itself, though the data never names it or says what the item looks like.

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Austin John Plays suggests the dialogue could belong to an unannounced Skull Kid amiibo tied to a Majora’s Mask remake. He goes so far as to speculate that such a remake might already be largely finished, helped by work done for Ocarina of Time. Kotaku called it the most convincing hint fans have found so far, pointing also to the remake’s Happy Mask Shopkeeper, a figure central to Majora’s Mask, who appears modeled on his sequel design.

How much weight to give the finds

The sources agree that caution is warranted. Unused dialogue can point to a standalone amiibo, a different unique mask, or nothing at all. The Master Quest DLC evidence looks firmer because the files exist and a second dataminer has verified them, but the data is unfinished and its release terms are unknown.

For now, Nintendo has said nothing about either. What the files do show is that the company appears to have planned for more content than the launch version offers, and fans will be watching for an announcement.

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Assassin’s Creed Hexe Reportedly Slips to 2028 as Two Unannounced Games Leak

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Assassin’s Creed Hexe, Ubisoft’s long-teased witchcraft-flavored entry in the franchise, has reportedly been pushed from a planned 2027 release to 2028. The claim arrives alongside leaks about two other unannounced games in the series. None of it has been confirmed by Ubisoft, so all of it should be read as unverified.

What the reports say about Assassin’s Creed Hexe

According to Insider Gaming, the internal target for Assassin’s Creed Hexe has moved back a full year. The outlet says the project’s development “had issues,” including the departure of several high-level developers from Ubisoft while the game was in production. Hexe was first teased in 2022 and is meant to have a more magical tone, set in the Holy Roman Empire during the 17th century. Ubisoft has said it will share more next year, but the public has yet to see the game in action.

That long silence helps explain why a delay report feels plausible to many fans, though the sources give no official explanation and no new date from the publisher.

Two new Assassin’s Creed leaks

The delay story landed just after Ubisoft insider j0nathan posted a YouTube video on Nov. 6 teasing two more games. The first, codenamed Mars, is described as a traditional Assassin’s Creed adventure set in Ancient Rome. That is the same era as the franchise’s upcoming Netflix adaptation. The second, Assassin’s Creed Pocket, is a mobile game inspired by the Mastery Challenges in Valhalla and set in Jerusalem.

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Insider Gaming said the next day that it had heard of projects with similar codenames. It said it could not verify them well enough to report on them first. What it did verify was the Hexe schedule change, and it added a longer-range estimate: Mars likely wouldn’t be released, or even revealed, until 2029 or 2030 at the earliest.

What it means for the series

If the reports are accurate, the rest of the decade looks busy but back-loaded. A mobile spin-off and a return to Rome would sit alongside a Hexe launch that arrives later than expected. Players would then have a long wait for the next mainline-style release. For now, the current release on the calendar is Assassin’s Creed Black Flag Resynced, which is already out.

Ubisoft has not publicly addressed the leaked codenames or the Hexe timing in the material reviewed here. Until the company says more, the safest reading is that Assassin’s Creed Hexe is still in development, the 2028 window comes from sources rather than an announcement, and the Rome and Jerusalem projects remain rumors.

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Ocarina of Time Remake Broken Within Days as Speedrunners Launch Link Skyward

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It took speedrunners only a few days to start taking apart the Ocarina of Time remake. Nintendo’s Switch 2 release launched November 5, and players were already finding glitches that launch Link into the air, bypass sections of the game and warp his character model into something unsettling.

The new jump button is behind most of it. The 1998 original and its 3DS remake never let Link jump on command. Now he can, much as in Breath of the Wild, and the community is testing how far that freedom can be pushed. Reporting from IGN, Kotaku and Polygon shows a scene moving fast, even by speedrunning standards.

Actor jumping and the chest trampoline

The most widely discussed discovery is a trick known as actor jumping. Polygon describes it as a glitched super jump that works with certain aimable items. A player stands on a movable object, or “actor,” such as a chest or a movable tombstone. They fire the item, press the lock-on button before the animation finishes, then jump the moment it ends. The result is a leap far higher than the game intends.

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Used in the right spots, the jump can skip large portions of a level. Polygon notes it is easiest with the hookshot, and that it looks easy to repeat. Runner Vespher showed a Nocturne skip using a buffered actor jump, which he jokingly labeled “ez mode.”

Related chest tricks have also spread. Stand in an open chest, make a few sudden movements or drop a bomb nearby, and Link shoots upward like a firework. Kotaku compared the effect to a trampoline. Some classics from the original game, including the building-bounding Hookshot Jump, also appear to work.

Floating, texture horrors and a child-adult mix-up

Other finds are stranger. Kotaku reports that rapidly flipping through inventory items in midair can make Link drift down like a leaf. One player, ORCinfo, said that once you get used to it you can keep jumping in midair and that “this is gonna break speedruns.”

Runner Zfg1 has been documenting what happens when the game is pushed into mismatched states, such as triggering adult Link cutscenes while playing as child Link, or the reverse. The effect is temporary but visually grotesque, with Link’s textures collapsing into something misshapen. Zfg1 also reported beating the Shadow Temple as child Link, which automatically turns the character into an adult. One roadblock remained before it could be used in a run, but he called it a potentially huge find.

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Even the sprint button has a challenger

Nintendo added a sprint to the Ocarina of Time remake, apparently hoping to make slow travel a thing of the past. Speedrunners have mostly shrugged. IGN reports that early testing suggests rolling, long a staple of Hyrule traversal, may still be the fastest way to reach Ganondorf. YouTuber KnightPohtaytoe showed a method that target-hops forward into a roll and appears marginally quicker than sprinting. Reddit user Pomps8a showed a similar roll-based option without the hop.

What comes next

None of this guarantees fast times. As Kotaku points out, a glitch that doesn’t shorten a run is just a party trick, and the real prizes are sequence breaks that skip items, temples or story beats. Because the game switches between child and adult eras, there is plenty of room for them.

Polygon notes that Nintendo has not patched actor jumping out so far, leaving the community free to exploit it. Whether the company will respond is an open question. Given the game’s long history of strange speedrunning tech, which IGN counts across 28 years, the remake’s first weekend suggests there is much more to come.

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Pulse Elevate Delay: Sony Pulls $219.99 PlayStation Speakers Six Days Before Launch

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The Pulse Elevate delay is now official: Sony has postponed its first PlayStation wireless desktop speakers indefinitely, just six days before they were due to go on sale worldwide on 12 November.

The news arrived quietly, as a 6 November update to the original announcement on the PlayStation Blog. Sony says ongoing quality testing “identified a production issue with the product,” and that it chose to delay the launch so the speakers deliver “the experience we intended for our players.” No new date was given. The company said only that it looks forward to bringing the speakers to players “soon.”

What the Pulse Elevate delay leaves unanswered

Sony’s statement is short on detail. It doesn’t say what the production issue is, whether it affects every unit or only some, or how many speakers had already been made. IGN noted that it isn’t clear how the problem might affect units that already exist.

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The biggest open question is for people who pre-ordered. Pre-orders opened in September, and Eurogamer said it was unclear what happens to them. Kotaku reported that no refund policy or new timeline has been announced either. Buyers are, for now, left waiting for retailers or Sony to say more.

What the speakers are

Sony revealed the speakers in September 2025 as the latest addition to its Pulse audio line, alongside the Pulse Elite headset and Pulse Explore earbuds. They are priced at £199.99 in the UK and $219.99 in the US. They connect to PS5, PC, Mac and PlayStation Portal through PlayStation Link, and can also pair with a phone over Bluetooth at the same time. A microphone in the right speaker uses what Sony calls “AI-enhanced noise rejection.”

Midnight Black was planned for all markets, while the White version was limited to a handful of countries, the UK among them. IGN, which tried the hardware in June, called the noise rejection “seriously impressive stuff,” so the concern here is manufacturing rather than the design itself.

A pattern for PlayStation accessories?

Kotaku framed the delay as part of a wider run of trouble for Sony hardware. It pointed to the FlexStrike wireless fight stick, which was delayed in July and has yet to ship or receive a new date. It also cited component shortages, rising costs, trade tensions and memory demand driven by AI as pressures on supply. The outlet added that Sony recently launched a trade-in program for used consoles, which it read as an attempt to keep hardware circulating. Those links are Kotaku’s interpretation. Sony’s statement blames only a production issue found in quality testing, and nothing in it ties the Pulse Elevate delay to supply problems.

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The timing is awkward either way. Kotaku noted that the holiday season, with Grand Theft Auto VI approaching, should be a strong one for PlayStation. It also reported that some hardware influencers appeared to have received units before the delay.

What to watch next

For now, the practical advice is simple: don’t expect the speakers on 12 November. Anyone who pre-ordered should watch for updates from their retailer and the PlayStation Blog post, where Sony made the announcement. Until Sony shares a revised date or explains the fault, the Pulse Elevate delay is open-ended, and the company has not said when it will provide more information.

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Bit Reactor layoffs hit Star Wars Zero Company team a month after rehiring, despite 1 million sales

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The latest round of Bit Reactor layoffs has landed on the studio behind Star Wars: Zero Company just a month after it began calling furloughed developers back to work. The number of people affected has not been disclosed.

What we know about the Bit Reactor layoffs

News of the cuts surfaced on Friday, 6 November, when several developers posted on LinkedIn that they had been let go. Star Wars outlet Bespin Bulletin was first to report it. As of the reports from Eurogamer and Rock Paper Shotgun, the studio had not commented publicly, and neither outlet could say how many staff were involved.

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Those who have spoken up include senior environment artist Ryan Lopez, who spent roughly three and a half years on the game from pre-production through launch. He said he was laid off “after a three-month furlough” and added, “while it stings, I’m really proud of what we built together.” UI engineer Tyler Eichten, who worked on much of the interface for the tactical missions, said his time at the studio had ended “due to a layoff.” Senior QA analyst Ryan Mosher and producer Michael Blackard also reported being let go.

A rocky run from furlough to launch and back

The cuts are the latest turn in a turbulent few months. Bit Reactor furloughed most of its staff in the weeks before Zero Company launched on 27 August. One source put the figure at around 80 percent, and the studio appeared to have run out of money just short of release.

The game did well anyway. It is thought to have sold more than a million copies within a month, and Eurogamer gave it four out of five stars. On 7 October, CEO Greg Foertsch said on Bluesky that the studio had “started the process of returning more of our team back to work.” He called the furloughs “an incredibly difficult decision” but said it was necessary to help bring “as many people back as possible.” A separate report suggested more than half the studio returned, though not everyone went back on full pay.

Unanswered questions

The sources leave real gaps. It is unclear whether any of those laid off this week had been among the staff recalled in October. Lopez’s description of a three-month furlough followed by a layoff suggests at least some of those affected may never have returned. That is an inference from his post, not something the studio has confirmed.

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Nor is there any explanation from the studio of why further cuts were needed when the game had sold so well. Without a statement from Bit Reactor, it is also unknown how large the remaining team is.

For now, the Bit Reactor layoffs underline how precarious development can be even for a critically praised, commercially successful release. Eichten’s post voiced the hope that, “in this tumultuous industry,” he and his colleagues will find new work.

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100 Tokens, 6 Rewards: What Ocarina of Time’s Gold Skulltula Locations Unlock

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Hunting down every one of the Gold Skulltula locations in The Legend of Zelda: Ocarina of Time is one of the game’s longest side quests. According to Polygon’s guide to the remake, there are 100 tokens scattered across Hyrule, and the payoffs are spread unevenly, with several early rewards and one very long wait for the last.

Why the Gold Skulltula hunt matters

The tokens double as collectibles and as the key to a story thread in Kakariko Village. A family there has been cursed and turned into Skulltulas, and the only way to lift the curse is to find the golden spiders and hand over their tokens. The guide warns that the job is easier said than done, since the spiders are described as extremely difficult to find.

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The reward ladder, from 10 to 100

The rewards are front-loaded. Turning in 10 tokens gets you the Adult’s Wallet, which holds up to 500 rupees. At 30 you receive the Giant’s Wallet, which doubles that to 1,000. At 40 you get 20 Bombchus, the wall-climbing explosives that run off on their own before detonating. At 50 you receive a Piece of Heart, and the guide reminds players that four of them add up to a full heart.

After that, the guide says, nothing comes until you hand in all 100. The final prize is unlimited gold rupees. Each time you speak to the Restored Rich Man, he gives you one. It’s a long gap between the 50th and 100th token, so completionists should plan for it.

The Echo Gem is the reward to prioritize

The guide singles out the 20-token reward. The Echo Gem, when equipped, helps you detect nearby Gold Skulltulas through a combination of light and sound. Polygon calls it extremely helpful for finding the rest, so claiming it as soon as you reach 20 is the smartest move in the hunt. Players who skip the turn-in and keep collecting without it are making the remaining search harder than it has to be.

How the guide organizes Gold Skulltula locations

Polygon sorts the Gold Skulltula locations by region, with each section listed in chronological order. The regions are Kokiri Forest, Hyrule Field, Hyrule Castle, Kakariko Village, Goron, Zora, Lake Hylia, Gerudo and Ganondorf’s Castle. Each entry notes whether you need to be young or adult Link, what time of day it is and what items you need, along with the map and a description.

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The guide’s first section covers 16 tokens across the Great Deku Tree, Kokiri Forest, the Lost Woods, the Sacred Grove and the Forest Temple. Several of the early entries show the kinds of tricks the hunt demands:

  • Inside the Great Deku Tree, one token sits along the southern wall of the compass room, and another crawls on vines right after you land in the water below the giant web.
  • One spider in the Deku Tree sits on metal bars by the water. You shoot it with the Fairy Slingshot and then jump at the token to grab it.
  • In Kokiri Forest, a bug placed on soft soil east of the Kokiri Shop forces a spider out of the ground.
  • Another spider appears on the west side of the Know-It-All Brothers’ house, but only at night.
  • In the Lost Woods, two more tokens require placing a bug on soft soil. One is reached by taking the left path twice from the forest entrance. The other is reached by going right, left, right, left and left.

What to keep in mind

The excerpt of Polygon’s guide available here cuts off partway through the Lost Woods entries. It confirms the structure, the total of 100 tokens and the full reward list, but not the exact positions of the later spiders. Players tracking every one of the Gold Skulltula locations will want the complete guide, which also carries a spoiler warning for the remake.

The overall shape of the hunt is clear. Bugs, soft soil, time of day, ranged weapons and a careful search of every room all come into play. The earliest rewards, especially the Echo Gem at 20, make the quest worth starting even for players who don’t plan to hit 100.

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Ranger Rumble Shutdown: Ratchet & Clank Mobile Game Goes Dark May 1, 2027

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The Ranger Rumble shutdown is now official: Sony Interactive Entertainment and developer Oh BiBi have confirmed that the mobile spin-off Ratchet & Clank: Ranger Rumble will lose its servers on May 1, 2027, less than a year after the game was first revealed.

Key dates in the Ranger Rumble shutdown

The timeline is short. The final update arrived on November 6, 2026. The game will be removed from the App Store and Google Play on November 21, 2026. Anyone who already has it installed can keep playing until the servers are switched off permanently on May 1, 2027, after which the game will be unplayable.

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In-app purchases have already been removed. The announcement advises players to spend any remaining in-game currency and rewards before the cutoff. Players hoping for money back are directed to Apple or Google customer support rather than to Sony. The game’s website carries a longer FAQ covering how season passes and other items are affected.

A game that never fully launched

Ranger Rumble was revealed on November 12, 2025, as a multiplayer arena shooter for iOS and Android featuring characters from the long-running PlayStation series. Oh BiBi built it in collaboration with Insomniac Games and PlayStation Studios. Polygon describes its reception as mixed at best.

It never reached a worldwide release. Sony soft-launched it in several regions, most recently the United Kingdom in August. As recently as July, the PlayStation blog said the game was “gearing up for global launch” after a testing phase “shaped by player feedback.” The reversal came only a few months after that message.

Some outlets have called the project “canceled,” while others stress that it is being shut down. Both are partly accurate. The game was playable in test regions, but the global launch it was heading toward will not happen, and development has ceased. The studios’ statement thanks players who “helped shape Ranger Rumble throughout its development” and gives no reason for the decision.

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What it means for the franchise

Despite some headlines, this is not the loss of a mainline console game. The last major Ratchet & Clank release was 2021’s Ratchet & Clank: Rift Apart. Insomniac has not formally announced a new entry. Polygon notes that the 2023 hack of the studio and the leaks that followed pointed to a Rift Apart sequel in development, but nothing has been confirmed. Insomniac has meanwhile been busy with Marvel projects, including Marvel’s Wolverine in September.

For fans, the Ranger Rumble shutdown leaves the series without an announced next chapter. The sources offer no official word on what comes next for Ratchet and Clank. What they do establish is that a mobile experiment backed by one of PlayStation’s best-known mascots is ending quickly, and that players have about six months to enjoy what is left of it.

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All 7 Kakariko Cucco Locations in Ocarina of Time, and the Empty Bottle Reward

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Tracking down all seven Kakariko Cucco locations in the Ocarina of Time remake is a side errand that sounds like a distraction from saving Hyrule. It pays off with one of the game’s most useful items, an empty bottle. According to a Polygon guide published Nov. 5, 2026, the whole job can be finished on your first visit to the village, before you head into Dodongo Cavern.

The Job: Seven Escaped Chickens and a Worried Farmer

The quest starts with a farmer who has lost her seven chickens. She wants them back in their small fenced-off pen. Only a few are easy to spot, and a couple of the others sit in places that look unreachable at first glance. The guide says all seven can be collected in any order, and its numbering simply follows the sequence in which the writer happened to find them. It also notes that some of the birds wander, so a Cucco may not be exactly where the screenshots show it, though it stays in the same general area.

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The guide stresses the reward. An empty bottle is described as among the most important items in the game, which is why it recommends doing the chore early instead of skipping it.

Where to Find Each Cucco

The first four are the simplest of the Kakariko Cucco locations:

  • Cucco #1: On a ledge near a house in the northern part of the village. It wanders, so check both the front and back of the home.
  • Cucco #2: Trapped in a wooden box just south of the first bird, against the side of a house. Break the box with your sword or by rolling into it.
  • Cucco #3: Roaming the path in the western part of the village that leads back toward Hyrule Field.
  • Cucco #4: Resting under the wooden scaffolding at the construction site. A Gold Skulltula sits on the platform above it, so grab that after you take the bird home.

The Tricky Ones: Slingshots and Chicken Gliding

The last three need a little more thought. Cucco #5 is perched on a pile of bricks in the south-central part of the village. Hit it with a single slingshot seed and it flutters down, and then you can chase it and carry it back. The guide says one shot won’t set off the usual angry Cucco swarm. Repeated hits would.

Cucco #6 is behind a tall wooden fence. To reach it, climb the steps in front of the windmill while carrying another Cucco, then jump. The flapping bird slows your fall and carries you over the fence. Once you’re across, toss the helper Cucco back over, pick up the sixth bird, and send it the same way.

Before you leave that fenced area, climb the ladder up the stone wall. Cucco #7 is wandering around the windmill up there. With all seven in the pen, talk to the farmer again and she hands over the bottle.

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Why It’s Worth Doing Early

The quest is short, and the route is simple once you know the fence trick. The guide’s advice amounts to doing it now: the reward is valuable, and the Kakariko Cucco locations are all open to you on the first visit to the village. Keep an eye out for that Gold Skulltula at the construction site while you’re there.

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No Second Switch 2 Price Hike Planned, Nintendo Says, as Sales Fall 37.4%

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Nintendo says it is not planning another Switch 2 price hike, a rare piece of reassuring news in a console market that has been getting more expensive. The company’s president, Shuntaro Furukawa, made the comments during Nintendo’s latest earnings call, according to Reuters reporting relayed by both Polygon and The Verge.

What Nintendo actually said about the Switch 2 price hike

Furukawa said Nintendo is “not considering additional changes” to the Switch 2’s price. On the memory shortage behind the industry’s price increases, he said there has been “no major change to the memory situation and Nintendo is in a position to secure sufficient quantities.” The statement is a commitment about current intentions, not a permanent price guarantee. It does suggest Nintendo believes it can get enough RAM to avoid passing new costs on to buyers.

The reassurance follows a $50 increase on Sept. 1, 2026. The two sources disagree on the resulting price. The Verge puts the Switch 2’s starting price at $499, while Polygon refers to a $449.99 price point. The sources don’t explain the gap, so shoppers should check current retail listings.

Sales and profit are under pressure

The earnings figures explain why investors are nervous. The Verge reports that Switch 2 sales are down 37.4 percent year over year. Reuters, via Polygon, says operating profit fell 16% to 73.9 billion yen (roughly $468 million) last quarter, below analyst estimates. Investors are reportedly worried about both the memory crunch and a thin lineup of big Switch 2 releases.

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Nintendo did not change its full-year profit forecast or its target of selling 16.5 million Switch 2 units. The company is betting that its holiday lineup will carry it. That includes the newly launched Legend of Zelda: Ocarina of Time remake, which Polygon says arrived to strong reviews. Analyst Serkan Toto expects Zelda to give Nintendo a solid quarter. He also noted that the company won’t release blockbuster titles until the next fiscal year.

Polygon also reports that Nintendo could try to make up revenue by raising Switch Online subscription prices. That is speculation, not an announcement.

A supply scare and a broader market squeeze

The memory picture is not entirely calm. The Verge notes that one of Nintendo’s Switch 2 cartridge suppliers said this week it will stop making ROM memory and focus on memory for data centers. Demand from AI data centers is the main driver of the ongoing RAM shortage and the wave of tech price increases. Furukawa’s comments suggest Nintendo isn’t worried about its own supply, but the supplier’s exit shows how far the shortage is reaching.

Rivals have been hit harder. Per The Verge, Microsoft has raised Xbox Series X and S prices several times, taking the Series S from $299 to $499. Polygon says the Series X now costs $799.99, which is $300 more than before. The PlayStation 5 starts at $649 according to The Verge, and Polygon puts it $150 above its 2020 launch price. Industry-wide console sales fell 29% in July from a year earlier, a decline Polygon partly attributes to higher prices.

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What comes next for Switch 2 owners

Nintendo’s next major first-party release is Metroid Ravenous on Jan. 28, 2027. Other Switch 2 exclusives planned for 2027 include Xenoblade Genesis, The Duskbloods, Pokémon Waves and Winds, Onyx: The Dark Grip and Kirby and the World Beyond. DLC is also planned for Pokémon Pokopia and Fire Emblem: Fortune’s Weave.

For now, the message is that the Switch 2 price hike that took effect in September should be the last, at least while memory supply holds. The harder question is whether a more expensive console and a quiet release calendar can keep Nintendo on track for its 16.5 million unit target.

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File photo: Nintendo Switch 2-Konsole IL 20250606.png by PantheraLeo1359531, CC BY 4.0, via Wikimedia Commons.

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Gaming

Razer’s $349.99 Raiju V3 Pro Is Limited to 1,337 Units and Lands November 10

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Header image: AI-generated illustration by WordUp News.

Razer is betting that some players will pay far more than the price of a console game for a gamepad, and that scarcity will help. The Raiju V3 Pro Signature Edition, an officially licensed PlayStation 5 controller, goes on sale November 10 for $349.99 (€368.99), with production capped at 1,337 serialized units.

What the Raiju V3 Pro Signature Edition looks like

The design is the main draw. Razer has used an open-shell look that lets you see into the controller. The top and back plates are polygonal with chamfered edges, and a nano coating protects the exposed internals from debris. The touchpad is covered by a semi-transparent, tinted glass panel with a laser-etched Razer logo, giving a hint of the structure underneath. Engadget called it “absolutely gorgeous” and noted that see-through hardware is currently fashionable.

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The materials are meant to back up the styling. The jet-black exoskeleton is magnesium alloy, and the handles are wrapped in matte black textured TPU grip that Razer says resists oils and abrasion. Engadget reports a weight of 260 grams, which it says is lighter than a standard DualSense.

Pro-level features inside the shell

Beneath the styling, the Raiju V3 Pro follows the usual playbook for premium controllers. It has contactless TMR thumbsticks, which should help with aiming precision. There are six mappable inputs: two claw-grip bumpers and four mouse-click-style back buttons. The face buttons are made from PBT, a rigid, durable plastic.

Razer is also pitching the controller at PC players. It supports up to 2,000Hz HyperPolling over wireless, meaning data passes between controller and PC 2,000 times a second. Razer describes the pad as optimized for PC as well as PS5, promising “reliable precision, exceptional control, and blazing-fast speed.”

What comes in the box

The collector’s package adds a leatherette carrying case, alternate thumbstick caps, back button covers, a wireless dongle and tools for replacing parts. The repair tools suggest the pad is meant to be maintained, not just displayed.

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Price, availability and the leetspeak limit

The 1,337 cap is a nod to “leetspeak,” the old internet spelling for “elite.” Each controller is serialized, which adds a collectible angle. TechRadar reports the Raiju V3 Pro will be sold exclusively through Razer, so buyers can’t wait for it to turn up at other retailers. With so few units, a fast sell-out is plausible, though none of the sources say how quickly stock might go.

On pricing, the reports differ slightly. Engadget, writing at the announcement, said Razer had not yet released a price and guessed it would be expensive. TechRadar lists the $349.99 / €368.99 figure, which GamesRadar also uses in its headline. At that price, the controller costs several times as much as a standard DualSense.

Whether it justifies the money depends on what buyers value. The specifications are strong, but much of the cost appears to be for exclusivity, the glass-and-metal finish and the numbered edition. For players who want the hardware features without the premium, the sources don’t mention a cheaper variant, though TechRadar describes this as a new version of Razer’s licensed PS5 controller line, built on what the company calls a decade of experience.

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