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Coming to XBOX Game Pass: Final Fantasy VII Remake Intergrade, The Séance of Blake Manor, and More
Ghosts to question and a planet to save. Sounds like a perfectly reasonable few weeks to me! We have another batch of games coming soon to Game Pass, so clear a little room in that “Play Next List” and let’s get to it!
Ys VIII: Lacrimosa of DANA coming to Switch 2 on February 25, 2027
Publisher NIS America and developer Falcom will release a Switch 2 version of action RPG Ys VIII: Lacrimosa of DANA on February 25, 2027, the companies announced. It will feature Spanish-language s…
Today’s Top Deals From IGN: Final Fantasy VII Rebirth, 512GB Switch 2 Memory Card, Sony Noise Canceling Earbuds
Plus, save on more Square Enix games, a LG OLED C6 TV, LEGO Succulents, and Audible.
Director Naoki Hamaguchi Confirms Hard Mode in FFVII Revelation, Gives Us the Details!
Director Naoki Hamaguchi sits down with Hardcore Gamer to talk everything from Hard Mode and FITS to his thoughts here at the journey's end.
Texas health agency proposes eliminating children's autism program
KVII serves the Amarillo, Texas and Panhandle region with local news, sports and weather for the city and surrounding towns, including Canyon, Hereford, Borger, Pampa, Dalhart, Dumas, Childress, Perryton, Clarendon, Texas; Guymon, Oklahoma; and Clovis, Portales, Tucumcari, New Mexico.
These are the voters who will decide the midterm elections
Move aside, “soccer moms.” Control of Congress might come down to voters like these.
These lawmakers want to head off a potential post-election crisis
A bipartisan effort is underway in Congress to avert a constitutional crisis, where Republicans don't seat Democrats, if they win the chamber.
Ducks test positive for bird flu in St. Louis County, Health Dept. urges caution
Residents in St. Louis County are being encouraged to avoid birds following two ducks testing positive for avian influenza, also known as bird flu, on Friday.
Sonic Racing: CrossWorlds Year Two DLC includes Hello Kitty, Persona, Final Fantasy VII, and more
SEGA hosted a special showcase revealing the next two DLC packs for Year Two of Sonic Racing: CrossWorlds, following Godzilla and Evangelion.
Another Critical Role Actor Joins The Final Fantasy VII Revelation Cast As Shiva (But Not The Shiva You Think)
Hmm, wonder where all this chemistry with Vincent is coming from?
Ellison expects Skydance to stay in business with NFL for ‘foreseeable future’
Skydance Chair & CEO David Ellison said the new media conglomerate anticipates 'being in business with the NFL for the foreseeable future.'
New SCSKiller Tool Targets PC Shader Compilation Stutter; Our FINAL FANTASY VII REBIRTH Test Shows Impressive Results
SCSKiller reduces shader compilation stutters in games like FINAL FANTASY VII Rebirth, improving performance from 19 stalls to 0. Available on GitHub.
Senate GOP smashing political spending records in TX with ad-buying binge for Paxton
KVII serves the Amarillo, Texas and Panhandle region with local news, sports and weather for the city and surrounding towns, including Canyon, Hereford, Borger, Pampa, Dalhart, Dumas, Childress, Perryton, Clarendon, Texas; Guymon, Oklahoma; and Clovis, Portales, Tucumcari, New Mexico.
8 Things Final Fantasy VII Revelation Is Changing From The Original On PS1
The finale of the ambitious FF7 remake project arrives just in time for the game's 30th anniversary
Pete Davidson details his daily drug use before checking into rehab: ‘It got scary because I didn’t feel high’
Pete Davidson says he was doing acid, whippets, and ketamine while eating pills ‘every day’ at the height of his addiction, before checking into rehab after an emotional confrontation with his mother.
Amarillo Public Health investigating tuberculosis exposure at West Texas A&M
KVII serves the Amarillo, Texas and Panhandle region with local news, sports and weather for the city and surrounding towns, including Canyon, Hereford, Borger, Pampa, Dalhart, Dumas, Childress, Perryton, Clarendon, Texas; Guymon, Oklahoma; and Clovis, Portales, Tucumcari, New Mexico.
iOS 27.2 beta arrives. How to try the new iPhone Health app.
The new Health app isn't launching on iOS 27.2, but you can still try it early.
Final Fantasy VII Revelation Could Have One Of The Biggest Download Sizes In Xbox History
Just to warn you
Final Fantasy 7 Revelation Director Warns of 200GB Install Size for Remake Trilogy's Final Chapter
Final Fantasy 7 Revelation will require around 200GB of storage when it launches next year, director Naoki Hamaguchi has warned.
Get Final Fantasy VII Remake Intergrade Nintendo Switch 2 Edition for Under $9 By Following This One Easy Step
We're getting close to wrapping up this trilogy.
Faith-based film productions are thriving in Sacramento. It’s part of a trend
The Sacramento region has long sought to attract film productions. One genre that is thriving in the region: Faith-based films.
Final Fantasy 7 Revelation's Director Says He Wanted To Show 'That Final Fantasy Doesn't Have To Be A Traditional-Style JRPG'
Naoki Hamaguchi talks about pushing past franchise limits
How Final Fantasy 7 Revelation Is Going All Out For The Big Finale: Having Less Content Was 'Never Part Of The Conversation'
Final Fantasy 7 Revelation isn’t backing down from the smorgasbord open-world design of Rebirth, and its developers feel confident in the vision built for the finale to the trilogy
'Final Fantasy VII Revelation' Game Director Interview
Square Enix game director Naoki Hamaguchi talks about the expansive world of the Final Fantasy 7 Revelation, character risks and TV show potential
Final Fantasy VII Revelation Director Explains Why the Physical Disc Version Requires a Download to Play
Final Fantasy VII Revelation director Naoki Hamaguchi has offered an explanation for why the physical disc version of the game on PlayStation 5 and Xbox requires a download to play.
Preview: Playing Final Fantasy VII: Revelation On PS5 Has Me Worried For The Switch 2 Port
Took something perfect and painted it Red XIII
Sid Meier's Civilization VII adds Arc of Tomorrow update and Earthrise expansion
At PAX West, in celebration of the franchise’s 35th anniversary, 2K and Firaxis Games announced new updates for Sid Meier's Civilization VII.
Civilization VII Unveils First Expansion "Earthrise" And Major Free Update
Prepare for liftoff in 2027
Video: Final Fantasy VII Remake Trilogy Series Recap Trailer
Featured at Revelation's PAX West panel
Sid Meier’s Civilization VII major update ‘Arc of Tomorrow’ and paid expansion ‘Earthrise’ announced
Publisher 2K and developer Firaxis Games have announced the major update “Arc of Tomorrow,” paid expansion “Earthrise” and version 1.5.0 update for Sid Meier’s Civiliz…
15 discouraging hours with Onimusha: Way of the Sword, and 10 brilliant ones with He Who Watches
In the last few weeks, while playing some video games that I might review, I emailed two cries for help. I sent the first to a rep for Capcom, confessing that the company’s samurai game Onimusha Way of the Sword (out today for PC and console) was crushing me. “Feels like I’m playing ‘hard’ mode, not ‘normal,’” I wrote. “And I don’t want to have to knock it down to “story”. I’m exploring, trying to level my gear, but these two-phase boss fights with no mid-fight checkpoints are brutal.” I wagered I was only about halfway through the game, if that. I wasn’t sure I could keep up with the steepening difficulty curve. Was I missing something? Then, on Monday, I took some photos of some puzzles that were baffling me in the mind-bending He Who Watches (out now on PC), wrote out lengthy descriptions of how I’d been trying to solve them and asked Bobby Vanden, the game’s solo developer, for a nudge in the right direction. I told Vanden I’d spent hours on these puzzles. “I’m stuck in triplicate,” I told him. Could he tell me if the solutions I was attempting were even on the right track? I didn’t mention that the puzzles—coupled with major time pressures from other work—were stressing me out so much that playing the game was giving me headaches. This double dose of panic was unusual. I’m used to managing a workload full of reporting and reviewing, used to a crowded schedule and the need to stay calm amid the bustle. But I was stressed about these games. No one was forcing me to review them, nor even play them. I’d simply found them interesting enough to start, hoped they’d be interesting enough to write about and I’d sunk hours into them assuming I’d made the right call. Suddenly, however, I felt trapped. I was emailing for a way out. Above: This guy took me about an hour to beat. The feedback I got from Capcom confirmed my fears. They didn’t say it, but I will: Onimusha Way of the Sword is not for me. It’s a brutally hard game in need of a normal difficulty level. It’s a game that spikes so severely during its abundant boss fights—yet offers such flawed ways to improve when outside of them—that it feels like a bait-and-switch. In the new Onimusha, you play as famed samurai Musashi Miyamoto, aided by a magical soul-absorbing gauntlet that is possessed by a lady who offers advice. (Way of the Sword is a continuation of Capcom’s long-dormant Onimusha series, but that set-up had me wondering if the company was cribbing from their ill-fated Bionic Commando reboot; read about “wife-arm” when you get a chance). Way of the Sword is partially set in 17th century Kyoto, an explorable city where Miyamoto can fight demons, help civilians and eventually rescue ghostly dogs. The city evolves over time, with new mini adventures and obtainable loot on offer, all feeding into systems that promise to upgrade your gear and sword-fighting skills. Upgrades, however, are so incremental as to be imperceptible, causing the exploration of Kyoto to feel like inconsequential busywork. From that hub, players can go on linear missions into forests and old temples, where they will encounter many of the game’s tough bosses. Combat in Way of the Sword is akin to many modern melee games. Players are asked to mix attacks with dodges and parries. They’re encouraged to deplete an enemy’s stamina bar in order to do greater damage to its health bar. The old Onimusha games’ signature move was the issen, a counter-attack so sudden it’s all but pre-emptive. You strike just as they begin to strike toward you, beating them to the cut. By definition, the issen is a high risk move, leaving you wide open to pain. It feels risky in the game, especially against bosses, who can maul you in just a few blows. A game might train you to perform an issen well by offering a variety of lesser enemies who are not as tough as the boss but get close. Or it might offer a toehold against bosses by saving or checkpointing the player’s progress when a boss’ first health bar has been destroyed and before the second health bar appears. It might offer the less skilled player a chance to over-level their character, should the player simply commit to playing through its optional sidequests. Way of the Sword does none of this. Fighting its trivially easy grunt enemies and then its ferociously adept bosses is like playing a game of chess where I’ve got a rook, while the opposing side is all pawns and five queens. Bosses simply don’t checkpoint. You may be able to clear a boss’ first phase without taking much damage. Good for you. Do it again, every time you fail the second phase. As for the the central Kyoto hub, I kept pace with all of its added side activities and never felt like I was overpowered. Bosses could still easily buckle me. The new Onimusha, I concluded, is just too discouraging to keep playing. The advice I got from Capcom had been well-intentioned. They reminded me of the game’s various systems. They alerted me to an optional assist that flashes recommended button inputs (basically: counter this move; dodge that move). It was a little helpful. So was dropping down to “story mode,” which I tried last night. Story mode turns on those button prompts by default. It makes countering and dodging way too easy, nearly automatic. I don’t consider myself a master of action games like these, but I’ve cleared the likes of God of War, Stellar Blade, Star Wars Jedi and others of sub-Sekiro difficulty and had a fun time doing so. Not here. Not yet. Unless they patch Onimusha: Way of the Sword and add a middle difficulty or just checkpoint the damn bosses when they’re between health bars, my streak of loving Capcom games released in 2026 will likely end at two. It’s a shame, because I was having a good time finding those ghostly dogs. And then there’s He Who Watches, a phenomenal first person puzzle game with Portal vibes, except instead of a portal gun you’ve got a magical bow that shoots one arrow that can activate switches or be used to drag blocks. The twist is an actual twist: you can also walk on walls and the ceiling, reorienting gravity as you do, thereby placing blocks onto those other surfaces. Walking on walls and ceilings to solve problems is really the best thing. Would that I could in reality. He Who Watches consists of locked-room challenges, each brief enough to only require about a minute to actually solving, though it will take five, 10, eventually 30 minutes to figure out said solutions. They are not obvious! It’s a game of layered mechanics and shocking solutions. For example, see if you can follow this: You can drag a block to a wall. Then you can walk on the wall, which now feels like the floor, and drag that block across the wall. Later, back on the floor, you might realize you can look up. The block is still on the wall, stuck to it. You can shoot your magic arrow to its underside. Doing so creates a tether, so that you can yank the block off the wall and carry it, as if it were a balloon, into the spot where you need it to be to solve the puzzle. Here, watch Vanden explain some of the game’s basics in this launch trailer: As with any great puzzle game, the solutions to He Who Watches’ puzzles elicit relief and amazement. Oh my god, that worked! I didn’t even think that could be possible! Learning to solve the game’s puzzles feels like learning magic. But, oh, does the game get hard. Its Steam reviews, mostly glowing, are full of players remarking how quickly He Who Watches made them sweat. Wrote one: “loving this one already although my brain is hurting!” Wrote another: “As you get further in the game it feels like you need an IQ level of at least 120+.” Vanden has shown some mercy. Each locked room puzzle includes an optional junior version of the puzzle, meant to teach you. Difficulty nevertheless ramps severely. By the time I was emailing Vanden for help, I was struggling to even clear one of the hint puzzles. When I messaged him, my stress was exacerbated by strange things I’d found in the game’s various hubs: suspicious passageways, odd blocks and some intriguing locked doors. These were hints of secrets, I realized, yet I sensed I needed to play further into the game to understand them. I was stuck, but I wanted to see the rest. Vanden offered to give me the exact solutions, to solve those three puzzles for me, but first he gave four nudges. Three were for the specific puzzles, but his best hint was for all and ultimately proved to be a terrific life lesson: go back a bit, he suggested. Do the puzzles right before those. They were teaching you something. Focus on what their lesson was. Don’t rush, in other words. Recognize what you’ve accomplished. Build off of that. I did so. I absorbed the lessons. I saw those three tough puzzles in a new light. I solved one the night after he wrote back, another the morning after. I left a third for another time. I didn’t need it and I wanted to plunge deeper into the game, closer to the moment when I was sure I could start unlocking those secret doors. My head stopped hurting, too. He Who Watches feels special. It’s got more challenges, and I’m undeterred. It’s also nice that its puzzles don’t have a surprise second health bar. Game File is a reader-supported publication. To receive new posts and support my work, consider becoming a free or paid subscriber. Subscribe Item 2: In brief… 🎮 Ilari Kuittinen, co-founder of Helsinki-based Housemarque (Super Stardust HD, Resogun, Returnal) has stepped down from his studio, after a 31-year run, saying he’s “ taking a rare and well-deserved breather.” Sony purchased Housemarque in 2021, and the studio released its newest game, Saros, earlier this year. Trend-watch: Sony-owned Insomniac saw its founder Ted Price retire in early 2025, after a 30-year run. Sony-owned Sucker Punch saw its co-founder Brian Fleming step down in late 2025, after a 28-year run. 👀 Savvy Games Group chief Brian Ward is stepping down from the Saudi-government-backed games conglomerate, Bloomberg reports. No word on a long-term successor yet, nor if this augurs any closer integration between Savvy and Electronic Arts. EA was purchased by a consortium led by Saudi’s sovereign wealth fund, in early August. 💿 Square Enix has denied a Japanese media report that the company was planning to go private. In very different Square Enix news, the company revealed that the physical version of Final Fantasy VII: Revelation, the April 2027 finale of its radical remakes of FFVII, will include just one disc in its case, requiring a download for the rest. The first two FFVII remakes in the trilogy shipped on two discs apiece. While Square hasn’t commented on the reason why, a feature here in Game File last month broke down the processes and costs for physical games. The expense of a second disc comes out of the game publisher’s cut of each copy. Square could be saving in excess of a dollar a copy with this move. 🟥 Grand Theft Auto IV’s 26-minute ’‘extended look” gameplay showcase that premiered on Netflix last week—and was exclusive to the platform for six hours—drew 31.1 million views in its first four days, the streamer announced. (Netflix calculates views as total viewed hours divided by runtime; excludes replays). Compared to YouTube: The version that later premiered on Rockstar Games’ YouTube channel is sitting at 22.6 million views after seven days (YouTube’s more liberal counting system tallies anyone who viewed even just the first few second.) Compared to other Netflix mega-events: Last year, Stranger Things season 5’s first four episodes, which debuted together, drew a record 59.6 million views in their first few days on Netflix. For more of a live event type of comparison, in 2024, the Jake Paul vs. Mike Tyson boxing match drew 65 million concurrent streams as it happened; Netflix didn’t release live numbers for the GTA premiere. ☁️ Microsoft is changing the way it charges for cloud gaming, from an all-you-can-play offer for Xbox Game Pass subscribers, to caps for the subscription’s tiers (15 hours per month at the Ultimate tier), with the option to buy more hours in bulk beyond that. The company also said it will sell batches of cloud gaming time to non-Game Pass subscribers, details TBA. Microsoft does not release figures for cloud game usage, but said its changes would impact 4% of Game Pass subscribers. That implies a small portion of its subscribers exceed the 15-hour monthly mark. Cloud gaming offers the promise of playing games without the need for console or PC hardware, as the graphics, sound and controls are all transmitted via a streaming connection. Microsoft notes that its cloud gaming service can be used for a range of things, including Xbox One players using it to play newer-gen Xbox Series games via streaming; and people playing games via streaming, sans any console, “in markets where consoles are less available or affordable.” (That latter use case could even be relevant in Xbox’s home market soon, as console prices keep rising.) Take Two Interactive chairman Strauss Zelnick recently told investors he expects game-streaming tech, which has been only lightly adopted by gamers for over a decade, to be widely used within three years. 🇺🇸 The Trump administration has published multiple agenda-driven web video games to the White House’s website. One called Build The Wall partially clones Tetris as it asks players to build a wall to stop a “zombie border siege.” While actual Tetris involves clearing lines and basically not building a wall, the Trump-backed game omits the line-clearing aspect (and omits the fun as well). On Instagram, Tetris’ official license holders reacted by stating: “At Tetris we believe in the power of connection and bringing people together, not dividing them. To our fans everywhere: we love you, we see you, and we’re grateful to have you in our community. P.S. The Tetris Company was not involved in the creation of ‘Build the Wall.’ P.P.S.: We take copyright infringement very seriously.” Item 3: The week ahead: Tuesday, September 8 Game releases: Mewgenics (consoles; already out on PC) is an engrossing tactical combat game (with cats). It is getting its console port right after the release of a Star Wars tactics game and ahead of the late September launch of a Fire Emblem–a bumper crop for the genre. Wanderburg (PC) is an auto-shooting game like Vampire Survivors, but you’re a castle on wheels Event: Nintendo airs a 30-minute Nintendo Direct (10am ET) focused on The Legend of Zelda’s 40th Anniversary. A full unveiling of the upcoming remake of The Legend of Zelda Ocarina of Time is expected. Will they also show footage from next year’s live action movie? Tease the next big 3D Zelda? Add Link to Mario Kart World? Shadow-drop a new Tingle game? Wednesday, September 9 Event: Nintendo again! On this day, they’re planning to air a 45-minute Nintendo Direct (10am ET) focused on games heading to Switch 2 this winter. Followed by about an hour of gameplay demoed by the company’s Treehouse team. The September Nintendo Directs are always some of the year’s biggest. The 2025 edition included announcements of several major 2026 Switch/Switch 2 games: Pokémon Pokopia, Mario Tennis Fever, Yoshi and the Mysterious Book, Fire Emblem Fortune’s Weave. Plus the return of the Virtual Boy. Friday, September 11 Game release: EA Sports NHL 27 (PlayStation, Xbox) is a hockey game. There are so few that an indie studio that had been making wacky sci-fi first-person shooters just announced that, hey, we’re going to fill a void and make a hockey game for PC.
Here's all the Xbox-related game news and trailers revealed at PlayStation's September 2026 State of Play livestream
Monster Hunter Wilds: Ascendance, Metro 2039, Final Fantasy VII: Revelation, and more Xbox-adjacent titles were given new info and reveals at the Sony State of Play livestream for September 2026
Final Fantasy VII Revelation Release Date For Switch 2 Revealed
The end is nigh
Wikipedia, Digital Literacy, and Science Communication among High School Students in Brazil: Introducing NEMkipédiA
Capacity Exchange, Wiki Movimento Brasil; CC BY-SA 4.0 On November 30, 2024, Wikimedia Brasil (WMB) participated in the VII Encontro Anual da Rede Nacional de Ciência para Educação (Rede CpE) (7th …
Final Fantasy 7 Revelation Gets New Trailer at Gamescom 2026 Showing off Submarine Combat, Weapons, and More
Fans were treated to a new Final Fantasy 7 Revelation trailer at Gamescom’s Opening Night Live showcase, where we saw more of The Weapons, submarine combat, and more.
Final Fantasy VII Revelation ‘The Planet’s Crisis’ trailer, screenshots
Square Enix has released the second official trailer and new screenshots for Final Fantasy VII Revelation, the third and final game in the Final Fantasy VII Remake trilogy, dubbed “The Planet…
Sony just announced it’s launching a new smartphone next week
We are probably going to see the Xperia 10 VIII in only a few days.
Pixel 11 series, Honor Robot Phone, Redmi 17 official, Week 33 in review
Sony says that Xperia 1 VIII sales are strong, praises microSD slot and 3.5mm jack as integral features. Tech news started picking up a bit, especially in...
Top Stories: iOS 27 Beta 5, iPhone 18 Pro Rumors, and More
Apple is likely winding down work on the initial release of iOS 27 as it prepares to install the operating system on new iPhone models coming next month, but some changes are still being made as we saw with the fifth round of betas this week.
Jon Gruden "fired up" to broadcast Bucs preseason game
Jon Gruden, who won Super Bowl XXXVII as Tampa Bay's head coach, will be in the broadcast booth as the play-by-play announcer for the Bucs' second preseason game against the Chiefs on Aug. 22.
Behind the Curtain: The 6 stages of political surrender
Watch how the language shifts, stage by stage, for signs of whether recent socialist wins are an anomaly, or the start of something bigger and broader.
Yoshi-P Warns Final Fantasy VI, VIII and IX Remakes Would Need 5 Installments, As Square Enix Teases Final Fantasy XVII
Yoshi-P warns Final Fantasy VI, VIII, and IX remakes would need up to 5 parts, while teasing Naoki Hamaguchi for Final Fantasy XVII
Chris Evans explains how filming ‘Doomsday’ was like making the first ‘Avengers’ in 2011 (exclusive)
‘Avengers: Doomsday’ star Chris Evans sits down with EW for an exclusive Comic-Con interview, where he explains why making the movie gave him the same feels as filming ‘The Avengers’ in 2011.
Bethesda Officially Confirms Brand-New Detail About The Elder Scrolls 6
In a recent statement, Bethesda's Todd Howard confirms a new feature fans can look forward to in The Elder Scrolls 6.
Shaky political "science": breakdown of the peer review process
[This article is the latest in our “Shaky Political Science” series. In our 38 page report, “Shaky political ‘science’ misses mark on ranked choice voting,” released in December 2025, we examined over 40 studies focused on ranked choice voting (RCV). Many of these studies suffered from puzzling research methodologies, poorly constructed surveys, unrealistic simulated elections, cherry picked data and faulty analyses that often were contradicted by results from real-world elections (a link to our full paper is here). Here are links to the first four articles in our series: the first one summarizing the overall results of our report; the second one analyzed a study co-authored by University of Minnesota academic Larry Jacobs, which was one of the most error-prone of all the research we reviewed in our report; a third article showing an admirable example of two political scientists holding two other political scientists accountable for their flawed, sloppy research; and a fourth article that analyzed seven studies sponsored by New America’s political reform program that deployed flawed methodology based on “simulated” elections instead of real-world elections, which when combined with some basic misunderstandings of RCV, produced odd and misleading results]. In this fifth article in our “Shaky Political Science” series, we examine two flawed studies on the impact of RCV on voter turnout authored by San Francisco State University professor Jason McDaniel. McDaniel’s research in these two papers stands out for its puzzling methodology, inadequate and cherry-picked data, and faulty analyses that not only misunderstands ranked choice voting but reflects a basic misunderstanding of politics in general. The first of the McDaniel studies actually passed through a peer review process and then was subsequently published by the Journal of Urban Affairs, despite its obvious errors. It is perplexing that a jury of peer political scientists did not catch the errors and send it back to McDaniel for a rewrite or outright rejection. This calls into question the credibility of the peer review process itself. The peer review process is supposed to represent the intellectual pinnacle of the profession – a way for academics to certify the quality of each other’s work, and to act as a check against sloppy research. In the case of the McDaniel study, the peer review process failed. Yet his flawed study has been cited dozens of times by other political scientists in their own flawed works — an unvirtuous circle of academic research. Here is the first Jason McDaniel study that we analyzed: “Writing the Rules to Rank the Candidates: Examining the Impact of Instant-Runoff Voting on Racial Group Turnout in San Francisco Mayoral Elections,” by Jason McDaniel, 2016, Journal of Urban Affairs. This study covered San Francisco’s use of ranked choice voting (RCV) in mayoral elections, purporting to show that RCV reduces voter turnout overall, increases voter errors, and has a negative impact on “marginal populations,” i.e. racial minorities, mainly as the result of the alleged complexity of RCV asking voters to rank candidates and having to be familiar with multiple candidates and related dynamics. McDaniel reached these conclusions by examining five San Francisco mayoral elections taking place in odd years (i.e. where there are no federal or state races on the ballot) from 1995 to 2011, comparing three earlier non-RCV races (in 1995, 1999 and 2003) with the later two RCV races (in 2007 and 2011). Only two RCV races were studied, and as McDaniel acknowledged, only the contest in 2011 was “competitive” (that contest in 2007 was the first mayoral election using RCV, and incumbent mayor Gavin Newsom won easily in the first round of counting, earning 74% of first choices and far ahead of the second place candidate who had just 6.3% of first choices). Yet even the allegedly competitive contest in 2011was won by an incumbent with a landslide margin of nearly 20 points. No other elections were studied by McDaniel, even though San Francisco elects 17 other offices besides mayor with RCV, including the 11 seats on the Board of Supervisors (the name for the city council) in even years, and six other citywide offices in odd years. Previous academic research has found that competitive elections can stimulate greater voter involvement and higher turnout. For unexplained reasons, this study ignored at least 34 other RCV races between the years 2004 to 2011, many of which were very competitive and had high voter turnout. Instead, McDaniel’s analysis based its conclusions on data from only a single, marginally-competitive mayor’s race using RCV. These 2007 and 2011 mayoral elections were the only two RCV elections that McDaniel used as the sole basis for his small data set to determine the impact of RCV on voter turnout. Despite having no meaningful data to inform his study, McDaniel nonetheless concluded that RCV lowered turnout when compared to the previous three mayoral non-RCV elections using two-round runoffs. Then, using the same inadequate database of San Francisco elections, McDaniel also found that “Instant-runoff voting is associated with a significant decline in Black voter turnout and White voter turnout…On average, Black voter turnout decreases by 18 points and White voter turnout decreases by 16 points …” But how could he credibly arrive at that conclusion when his study was based on voter turnout in two RCV contests that were not even remotely competitive? Beyond that, McDaniel tacitly admits that the key determining factor driving Black voter turnout was not RCV vs non-RCV elections, but the presence of a viable Black candidate. McDaniel wrote, “Black voter turnout was about 17 percentage points higher for the two elections that featured an African American candidate compared to the three elections that did not” — but one of those three elections did not use RCV. The same dynamic was present for White voter turnout, in which higher turnout was not correlated with RCV vs non-RCV elections, but the presence of a viable White candidate. Beyond that, McDaniel’s voter turnout results, whether correlated with the race of the candidates or RCV vs non-RCV elections, showed no clear patterns. In his Figure 1, he shows low Asian voter turnout in the non-RCV elections in 1999 and 2003 when there was no viable Asian candidate running, but in the 2007 mayoral election using RCV, there is still no viable Asian candidate, yet Asian turnout increases dramatically. For Latinos, voter turnout is virtually the same in 1999 (no viable Latino candidate, non-RCV elections), 2003 (leading Latino candidate, non-RCV elections), 2007 (no viable Latino candidate, RCV elections) and 2011 (leading Latino candidate, RCV elections). Meanwhile White voter turnout increased dramatically from a low in the 2007 mayoral election, in which the leading candidate was a white incumbent, to the 2011 election in which there were no leading white candidates that finished any higher than sixth place with 5.6% of the vote. Clearly other factors were determining voter turnout than either the race of the candidates or RCV vs non-RCV elections. Despite these inconsistent findings, McDaniel boldly marches forth to render conclusions about the impact of RCV on different groups of racial voters, even though his conclusions are not remotely supported by his data. This looks like the worst kind of “data cherry picking” to cover up a puzzling conclusion based on a poor data set involving only two RCV elections, neither of which were remotely competitive. McDaniel’s cherry picking didn’t stop there. In calculating voter turnout for the three non-RCV mayoral elections in 1995, 1999 and 2003, he failed to mention that in each of these years there was a two-round runoff election, with a first round election in November in which no candidate garnered a winning majority of the vote, followed by the decisive runoff in December. So there were two non-RCV elections in each election year. But McDaniel only decided to include one of the two elections in his data set, apparently the December runoff in each year (which had higher turnout in two out of the three mayor’s races, and lower turnout in the third). So he ignored the November 1995 election, the November 1999 election when turnout was only 45 percent, and the November 2003 election when turnout was only 45.7 percent. This is flawed methodology based on blatant cherry picking, since McDaniel simply omitted three elections worth of data that did not fit within his frame. His study should never have made it through a peer review process, and it is an embarrassment to political science that not only was it approved for publication, but it has been uncritically cited by dozens of other political scientists. Share A “study” without wider context or credible data Lacking a data set that included even a single competitive RCV mayoral race, McDaniel declared that RCV lowered voter turnout in 2011, when turnout was 42.5 percent. But he also ignored -- or did not realize -- that voter turnout in mayoral elections during 2011 had sharply declined in all big cities, including far more steeply in nearby Los Angeles and other cities. In fact, San Francisco’s election in 2011 had the second highest turnout of any mayoral election in the nation’s 22 largest cities from 2008-2011. Was 2011 just a particularly low turnout year all across the country, perhaps because the country was still reeling from the aftermath of the housing market collapse in 2008-2010? McDaniel ignored this factor and did not search for alternative explanations beyond his flawed thesis. Furthermore, while McDaniel suggested that RCV leads to more “overvotes” – which is an invalidated ballot in which a voter, in either a non-RCV or RCV race, makes a mistake and selects two candidates for a single choice – he failed to address that in the June 2012 US Senate primary contest, which used the typical “one-choice” plurality method and did not use RCV, there was more than five times as many overvotes in San Francisco and Oakland than in the RCV mayoral elections in those cities. Additionally, turnout had been significantly higher and more representative in RCV elections for the San Francisco Board of Supervisors races -- that McDaniel didn’t even bother to study -- as compared to previous “delayed two-round runoffs” for those offices, often higher by as much as 40% in the RCV races. Perhaps the most surprising irony was that an earlier study co-authored by McDaniel (Overvoting and the Equality of Voice under Instant-Runoff Voting in San Francisco by Francis Neely and Jason McDaniel, 2015, California Journal of Politics and Policy) found that overvotes are often more common in lower-income precincts, but that the pattern of overvoting is similar in both RCV and non-RCV contests. Wrote Neely and McDaniel: “[Overvote] errors appear to be a function of complexity in general and not IRV per se…. the pattern of overvoting is similar in both IRV and non-IRV contests…Even among votes cast in a top-of-the-ticket race like U.S. Senate, overvoting occurs in an uneven fashion” (IRV, or ‘instant runoff voting,’ is another name for ranked choice voting in single-winner contests). So McDaniel not only contradicted his own conclusion in his earlier study with Neely, but the earlier study had been an important corrective for one of the most frequently made mistakes made by anti-RCV political scientists – a continual failure to provide crucial context by pairing a comparative analysis of real world RCV elections with an analysis of real world plurality or other electoral methods. Unfortunately McDaniel’s earlier study does not get cited much by other researchers, and McDaniel did not even cite it in his own flawed study analyzed above. Incredibly, McDaniel cherrypicked McDaniel, even as his flawed study has been cited dozens of times. Despite being a textbook example of poor political “science,” featuring both inadequate as well as cherrypicked data, the shelf life of McDaniel’s study has been extended endlessly by other political scientists and media outlets who have cited it uncritically. Equally troubling, the Journal of Urban Affairs put this paper through its peer review process and published it despite its numerous flaws. McDaniel gets it wrong, Part II Not content with producing one shoddy, confused paper, McDaniel produced another one a few years later, here is the link: Electoral Rules and Voter Turnout in Mayoral Elections: An Analysis of Ranked-Choice Voting by Jason McDaniel. San Francisco State Univ. (McDaniel, 2019). In this paper, McDaniel extended his previous flawed research focused on San Francisco, about voter turnout and voter impact, to multiple RCV cities through the 2018 elections. In his data set he included San Francisco, Minneapolis, St Paul, Oakland, Berkeley, San Leandro and Santa Fe. He then compared their turnout in mayoral elections to non-RCV cities, and to mayoral elections in those cities held before first RCV usage, and concluded “a significant decrease in voter turnout of approximately 3–5 percentage points in RCV cities after the implementation of RCV.” But he replicated many of the same mistakes as his first study presented above. While in this study McDaniel attempted to distinguish between various factors, such as odd year vs. even year elections, competitive races vs. noncompetitive, contests with open seats and other factors, the analysis is superficial and inadequate. He attempts to incorporate so many often-conflicting variables that his conclusions are once again unsupported by the actual data, and ultimately unconvincing (this second study never underwent a peer review process). For example, McDaniel declared that for RCV cities “in elections that are more competitive than average (margin of victory less than 20%), there is no significant RCV effect on voter turnout.” Yet McDaniel is a professor in a city, San Francisco, in which the 2018 special election using RCV to fill a mayoral vacancy was exceedingly close, decided by a margin of only one percentage point, and resulted in the second highest turnout in San Francisco history for a mayoral election. Illustrating the complexity involved in assessing the critical factors in turnout, that special election was held on the same election day as federal and state offices, which tends to boost turnout. Yet more voters participated in that RCV mayoral election than voted on the same day in the non-RCV primary for governor in which former San Francisco mayor Gavin Newsom was running. Even more puzzling, in this study McDaniel inaccurately cited his own previous study from 2015 with Neely. McDaniel wrote, “Neely and McDaniel (2015) examine individual ballot image files within a natural experiment, and find higher rates of ballot errors in RCV elections compared to non-RCV elections” (emphasis added). However, we quoted from that 2015 study several paragraphs above, and in actual fact Neely and McDaniel actually concluded the opposite -- that the pattern of overvoting – which is the most common form of ballot error – is similar in both RCV and non-RCV contests. McDaniel also ignored the fact that in Bay Area RCV elections held in even years – at the same time as federal and state elections, when turnout is highest -- the “undervote” (that is, the dropoff in ballots cast for governor or mayor) has declined, which contradicts his thesis that the act of ranking ballots in RCV elections is too complex and presents a barrier for certain demographics of voters. To his credit, McDaniel actually acknowledged another contradiction in his own paper, which found a negative RCV turnout effect in some odd-year elections but not others, admitting that “may present a challenge to the theory that increased complexity [from RCV] will have a marginal negative effect on voter turnout.” But he tried to wallpaper over that contradiction by blaming it on an unlikely source -- bad election administration. McDaniels wrote, “This would suggest that the negative impact of RCV on voter participation may be alleviated by high quality election administration,” without presenting any data or even anecdotes to support such an unfounded theory. While competent election administration of any election, whether RCV or non-RCV, is crucially important, there is no credible research that supports the far-fetched notion that the quality of election administration has much of an impact on voter turnout in US elections, whether using RCV or otherwise. Upgrade to a $5 subscription The unvirtuous circle of academic research It is puzzling how McDaniel’s first study could have survived the peer review process for the Journal of Urban Affairs. The mistakes in McDaniel’s first study above should have been obvious to anyone with a basic understanding of ranked choice voting as well as elections in general, and elections in San Francisco specifically. It undermines faith in the credibility of the peer review process to think that a jury of peer political scientists did not catch the egregious errors and reject McDaniel’s sloppy research and paper. And it remains a black mark on political science that this thoroughly discredited study has been cited dozens of times by other researchers. Indeed, in our research paper it became apparent that many political scientists cite each other’s flawed research to pad their list of citations and to legitimize their own flawed research, creating an unvirtuous circle of political science. More broadly, McDaniel’s voter turnout studies, like other studies evaluating RCV’s impact on turnout, lacked a recognition that no credible opinion or research can claim that RCV increases voter turnout merely because so many voters are excited to vote for their favorite candidates instead of “lesser evil” candidates without worrying about spoilers. Instead, with respect to turnout, the advantage of RCV has always been that, in most places where it has been used, it has eliminated a pre-November primary or post-November runoff, which usually saw about half the turnout of the November general election. This is especially true during even years when there are state and federal elections on the ballot which substantially drive turnout more than local contests. Any study that does not adequately account for this non-November primary/runoff vs November general election dynamic, or odd year vs even year election factors, is simply not credible. Both of McDaniel’s studies largely failed on those grounds. Steven Hill and Paul Haughey Share Upgrade to a $5 subscription Thanks for reading DemocracySOS…your digital portal for the pro-democracy movement. Subscribe for only $5 per month to receive full benefits and to support our work. Subscribe
Takeaways from the AP-NORC poll of more than 1,000 Jewish Americans
The Associated Press has surveyed more than 1,000 Jewish adults in the U.S. to better understand their views on Israel’s military actions in Gaza, their opinions of the political parties and their experiences with prejudice
Another Final Fantasy 7 Mobile Game Bites The Dust
Final Fantasy VII: Ever Crisis will shut down this October
Final Fantasy VII: Ever Crisis to end service on October 7
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Final Fantasy VII Revelation Store Page Lists Multiple DLC And 'Story Expansion'
Placeholders or something more?
Multiple Final Fantasy VII Revelation DLC packs have been listed on the Epic Games Store
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Sony will cease production of discs for new PlayStation games in 2028
New games sold for PlayStation consoles will only be available digitally and won’t be sold on discs effective January 2028, Sony has announced. The move applies to all PlayStation games released from that point on, including those made by Sony and those released by third parties. The PlayStation group calls the change “a natural direction for Sony Interactive Entertainment to adapt to consumer trends as the general preference for digital media significantly outpaces physical discs,” according to a PlayStation blog post reviewed by Game File in advance of its publication. As movies, TV and music have shifted from physical media to an age of downloads and streaming, Sony’s move could speed the demise of physical media in a gaming. The industry has offered consumers games via cartridges, cassettes, floppy discs, CDs, DVDs and Blu-Rays across a 50-year stretch. Sony has been reporting to investors in recent years that PlayStation games have been increasingly purchased as downloads, not as discs. The most recent figures show nearly four in five purchases of full games for PlayStation 4 and PlayStation 5 were purchased digitally in the past year. Stats like that may cause today’s news to carry an air of the inevitable. But Sony’s declaration for 2028 is still likely to produce a shock, as the biggest gaming platform on the planet that uses game discs leaves them behind. Discs going away, but the fate of game boxes is unknown Sony is committing to still selling games in physical retailers even after they drop discs in 2028. Just how those games will be sold—in boxes with codes inside, as cards marked with digital redemption codes—is unclear. Digital games will also continue to be sold in the online PlayStation Store. New games released for PlayStation consoles prior to January 2028 will be unaffected by the policy change, Sony says. That means the PS5 games of 2027, be they a new Madden, a new God of War, a new Call of Duty, a new Sly Cooper (one can dream?), would still potentially be offered on disc. PlayStation 6 implications Sony’s timeline for a transition to a no-disc era will also spin up more speculation about the timing and configuration of Sony’s next-generation console, the probable PlayStation 6. “This pretty much guarantees that PS6 won’t arrive until 2028 at the earliest,” Piers Harding-Rolls, senior games research analyst at Ampere Analysis tells Game File. Harding-Rolls also concludes from today’s news that “the base version of a PS6 will not include a physical media drive,” as Sony looks to keep costs down on the device. Sony itself is saying nothing about the PS6 today: not its timing, nor how it might or might not support internal or external disc drives in order to run disc-based PS4 and PS5 games, should the console be backwards compatible. The many signs this was coming Industry support for games being released on physical media has been waning. As has consumer interest in them. PC games effectively went all-digital years ago, thanks to the popularity of playing games through Steam and other digital storefronts. The Covid-19 pandemic and the lockdowns that kept much of the global population home helped shift shopping patterns toward downloads. Sony’s own data shows PlayStation game downloads being an uncommon consumer choice a decade ago and now becoming the norm. On consoles, physical media has been in such decline that Sony and Microsoft both launched their current gen Xbox Series and PS5 consoles in 2020 with cheaper versions that lacked disc drives. In early 2024, Phil Spencer, then head of Xbox, told me that ““[w]e ship games physically and digitally, and we’re really just following what the customers are doing.” He added that the game industry had become an outlier in still supporting disc-based entertainment, even as movies and TV have bailed on discs in favor of downloads and steaming: “Gaming consoles themselves have kind of become the last consumer electronic device that has a drive. And this is a real issue, just in terms of the number of manufacturers that are actually building drives and the cost associated with those. And when you think about cogs that we’re going to go put in a console—and as you have fewer suppliers and fewer buyers—the cost of the drive does have an impact.” Last year, the Nintendo’s Switch 2, which uses cartridges rather than discs, introduced the concept of game-key cards, which are physical media that contain no game, just a prompt for a download. Even disc-based games aren’t what they once were, now frequently containing just stubs of games rather than the whole thing. The website Does It Play has tested over 3000 games and found that, for example, that the disc version of this year’s hit 007: First Light, only contained the game’s first mission, with the rest needing to be downloaded. Beyond all that, last week brought the news that Grand Theft Auto VI, likely the biggest game launch this decade, will debut for PS5 and Xbox Series without a disc-based version. Today’s big news comes to you for free. Game File is a reader-supported publication. To receive new posts and ensure more of my work is possible, please consider becoming a free or paid subscriber. Subscribe Discs helped define PlayStation However the trends in entertainment may be going, it is still remarkable to see PlayStation ditch discs given their importance in PlayStation history: In the late 1990s, the first PlayStation’s support for games on relatively cheap CD-ROMs instead of traditional game cartridges allowed the upstart console to outmaneuver cartridge-based systems from Nintendo and Sega, as it drove down game prices down in the process. (The cheaper disc format even prompted Final Fantasy VII maker Square to taunt Nintendo in a magazine ad, saying that if the game was “available on cartridge, it’d retail for around $1200.”) PlayStation devices often doubled as machines for watching movies and TV on the latest disc-based formats. In the late 2000s, for example, Sony’s pricy PS3 gained traction as a go-to device for playing then-novel Blu-Ray discs. In 2013, Sony effectively roasted the digital game-sharing restrictions proposed by rival Microsoft for its upcoming Xbox One console by showing how games could be shared for the then-upcoming PS4. In a 21-second clip that has over 20 million views on YouTube, one PlayStation executive simply handed a game box—presumably with disc inside—to another, who said “thanks.” Sony’s possible motivations The PlayStation announcement today cites “consumer preferences” and a shift away from discs among “the broader entertainment industry,” but does not delve into the decision-making process that brought Sony to this point. Sony is not discussing the economics of this move (I asked!), but there are a number of potential factors: Abandoning discs will spare Sony the cost of manufacturing and shipping them, which analysts and industry veterans I spoke to said could account for $1 or so of a game’s retail price. For first-party games, that’s direct savings for Sony, though the amount is limited by the winnowing percentage of people who were even buying the disc-based versions. For third-party games, Sony could pass the savings on to partners or just retain the better profit margin for themselves. As the 2024 comments from Phil Spencer alluded to, leaving discs behind could mean leaving disc-drives behind, allowing Sony to produce consoles more cheaply. Switching to digital-only for games could diminish the risks of copies of new games leaking. It would also seemingly make second-hand sales of used games impossible, pushing more people to buy their own copies of games. These economic benefits for Sony could be boons for the games industry overall, Ampere analyst Piers Harding-Rolls tells Game File. Among other things, it could free publishers and retailers from having to worry about securing an inventory of game discs when trying to sell games, he noted. “If there is a way to streamline the business of games retail, I generally think it’s a good thing for the industry as it removes unnecessary costs,” Harding-Rolls said. “This will help offset pressure on margins from other directions – development and staffing costs for example.” Should the industry shift from game boxes that contain discs to smaller, cheaper game cards, Harding-Rolls said, that reduces pressure on publishers and retailers. “The advantage of everything going digital for the industry is that sales can be tracked much more easily and there is less commercial risk for publishers wanting to continue selling via retail,” he said. The shift to no discs will also likely impact game development timelines, as developers will no longer face the same urgency to have a build ready to submit to PlayStation for the production of a disc, as industry experts noted around GTA VI’s no-disc news last week. Instead, projects may gain weeks of development time, in the event delivery deadlines for platform approval move closer to release date. Preservationists’ likely worries While millions of gamers have shifted to digital, there are still people who associate game discs—and only game discs—with actual ownership of PlayStation games. That portion of the gaming community spoke up last week about wanting to buy a version of GTA VI that they could hold in their hands, could lend to a friend and could potentially pop into a well-preserved PS5 console three decades from now and still see it run. Such gamers didn’t want to worry that they’d merely purchased a digital copy that could lose access to the game if, say, the company behind the game someday turns of the servers that transmit downloadable copies. Digital copies of games are inherently less long-lasting, because consumers aren’t actually buying a game (on a disc), just buying access to the game. The fine print in online gaming shops notes this, as does a recent law that went on the books in California in 2025. That lasw requires game publishers doing business in the state to refrain from words like “sell” when offering digital copies of games, unless they explicitly tell consumers that what’s being sold isn’t the game itself but a potentially revocable license to access it. A Sony spokesperson noted to Game File that “[w]ith all digital content, including games, movies, and music, players are purchasing a personal license for non-commercial use.” Regarding the fears of PlayStation games being lost to time in an all-digital era, the rep also noted that Sony remains “committed to delivering experiences from past generations to the new platforms our players are using.” They noted that PlayStation has used emulation and remasters to keep offering its classic games to modern gamers. It’s true that many consumers have become accustomed to not having physical copies of new music albums or movies, but the relative precariousness of digital copies of games is in fact being highlighted today by…. Sony’s other big announcement: the upcoming closure of the PS3 and PS Vita online stores Sony said today that it will be closing the online marketplaces for its PlayStation 3 console and PS Vita handheld in most countries in July 2027 (sooner elsewhere: August 2026 for the PS3 store Mexico, Honduras and Nicaragua; late 2026 for PS3 in other Latin American countries and the Middle East). “We know this news may be disappointing to PS3 and PS Vita players who hold a special place in their hearts for this generation of gaming,” Sony said in its announcement, saying the move “was not an easy decision for us to make.” Sony said that PS3 and Vita marketplaces “are no longer able” to support modern commerce systems, prompting a “need” to close the shops and focus on more modern PlayStation platform stores. The news may spark some deja vu. Sony announced back in March 2021 that it planned to take the PS3, Vita and PlayStation Portable marketplaces offline that summer. The move would have caused some 2,000 digital-only games to become unavailable for new purchasers, according to a VGC analysis at the time. Fans complained loudly. By April 2021, Sony walked back the PS3 and Vita shop closures, with then PlayStation boss Jim Ryan saying “it’s clear that we made the wrong decision here.” This time around, Sony is giving a longer notice period in most regions. The closure of those stores is still likely to cut off access to new purchases of digital-only PS3 and Vita games. The current PlayStation 5 marketplace sells PS5 and PS4 games, as well as a selection of PS1 and PS2 games. It does not sell PS3 games, because games for that platform can’t run on the system (some are offered via a PlayStation Plus streaming option). Vita games also aren’t sold via PS5. Sony says digitally purchased PS3 and Vita games will be downloadable after the stores’ shutdowns “for the foreseeable future.” Sony’s move contrasts with Microsoft’s Xbox platform, which continues to sell and support games from all four Xbox console generations. But it puts it in line with Nintendo, which disabled purchases in the marketplace for its Wii console (a contemporary of the PS3) in 2019. Nintendo discontinued purchases in the online shop for its 3DS portable (a contemporary of the Vita) in 2023. The big questions about Sony’s 2028 post-disc era Will Microsoft follow suit, ending support for new disc-based games on Xbox platforms and therefore all game consoles, too? Whether Microsoft does or not, will third-parties that can no longer release games on discs for PlayStation, simply ditch the disc options across the board? Given the GTA VI no-disc experiment launching this November, will more game publishers decide to forgo disc-based offerings even in 2027? How will no-disc PS5/6 games be packaged and sold in brick-and-mortar retail stores? What becomes of game sharing in an all-digital era? Will Sony modify its current set-up, which currently allows some sharing of digital games across a pair of consoles, to allow more casual lending? (See for example, Nintendo’s year-old system of letting players lend a digital game to another player in a “family group” for up to 14 days.) Will there be a version of a PS6 with a disc drive? Or will a drive be offered as an add-on? And how will gamers who want to retain access to PS4/PS5 disc-based games react to whichever configurations Sony chooses to offer? What will the final disc-based PlayStation game be?
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Civilization VII Update Will Finally Let Players Stay as One Civ Through All Ages, as Take-Two Boss Admits: 'We Got It Wrong'
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BioShock, game prices, GTA, the disappearing NFL deal and more: An interview with Take Two CEO Strauss Zelnick
In 20 years of covering the video game beat, I’d probably not spoken more than 20 words with Take Two chairman Strauss Zelnick, who’s been running the company behind NBA 2K, Grand Theft Auto, BioShock and Red Dead Redemption for, you guessed it, nearly 20 years. Last week, though, ahead of a panel I was hosting at the iicon event in Las Vegas, I had about 20 minutes to interview Zelnick. I could ask one question for each year, I joked, as we settled into our seats on opposite sides of a conference table. Take Two’s longtime head of corporate communications, Alan Lewis, was seated at Zelnick’s side. I didn’t quite conduct our chat that way, but we wound up going through a lot, including… The state of BioShock The ramifications of the rising costs of game development The fate of Take Two’s recent multi-game deal with the NFL Some hints about Take Two’s mobile plans Whether Zelnick’s answer to me about Civ VII was a good one The do’s and don’t’s of NBA 2K microtransactions Take Two’s take on the Switch 2 Oh, and GTA VI (Spoiler: if Zelnick had spilled the beans on the price of the game or a release date for a PC version or whether there will be a polka radio station, that would have been this article’s headline). Before all of that, I would learn what it’s like to interview Strauss Zelnick, who is confident, calm and focused on delivering precise answers. To wit, I thought I’d start our chat with something fun, a bit insidery but maybe safe for him to share. The team at Take Two’s Rockstar label delays their games a lot, I noted. Of course, those delays, however painful, tend to be worth it. So, I was wondering how Zelnick finds out about them. Take the most recent postponement back in November 2025, when Rockstar said that GTA VI would not hit its May 26, 2026 release date (just 20 days from now!) and would instead come out on November 19, 2026. Was that news delivered via a call? An email? How does it work? “I work super closely with my team,” Zelnick said. “It's a very thin team at Take Two. The entire senior management team is six executives who sit in one hallway and share two assistants. And then, basically, there are two people who head up each of our labels.” They meet weekly to discuss their business, he said. So no one emails him about a delay? Nothing like that? Zelnick craned his neck to look at my left hand. He asked if I was married. I am, I said. “Does your partner email you to give you information?” he asked. Fair enough. I didn’t get the sense Zelnick was going to read me the minutes of the management meeting where the GTA VI delay was discussed. Slight pivot, maybe I could get some personality insights about one of the most successful gaming execs of the last 20 years, before getting to my big list of questions about specific Take Two games, franchises and policies. I asked: How do you deal with delay news like that? Go for a run? Meditate? “I tend to default to being very calm,” he said. “I’m not a person who freaks out easily.” He noted that he has a daughter with special needs due to an illness, and he shared that that situation had gotten him worked up. It was a personal, family emergency. “But, you know, business is not that,” he said. “I have no trouble distinguishing between, like, a business challenge and an emergency.” He turned to his left to ask Lewis, his colleague of 17 years, a question. “Have you ever seen me freak out?” “Never,” Lewis replied. “You’ve seen me upset,” Zelnick told Lewis. “Have you seen me raise my voice? Maybe how many times? Be honest, because we might as well be.”
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Shaky political science: using "simulated" elections over real-world elections
[Dear DSOS readers – this article is the latest in our “Shaky Political Science” series. In our 38 page report, “Shaky political ‘science’ misses mark on ranked choice voting,” released in early December, we examined over 40 studies focused on ranked choice voting. We found that many of these studies suffered from puzzling research methodologies, poorly constructed surveys, unrealistic simulated elections, cherry picked data, and faulty analyses that often were contradicted by results from real-world elections (a link to our full paper is here). Here are links to the first three articles in our series: the first one summarizing the overall results of our report, the second one analyzing a study co-authored by University of Minnesota academic Larry Jacobs, which was one of the most error-prone of all the research we reviewed in our report, and a third article showing an admirable example of two political scientists holding two other political scientists accountable for their flawed, sloppy research]. In this fourth article in our “Shaky Political Science” series, we shine a spotlight on seven studies that were web-hosted and funded by New America’s Political Reform Program and its Electoral Reform Research Group (the ERRG is an ad hoc committee headed by New America’s Political Reform Program and joined by the American Enterprise Institute, the Unite America Institute and Stanford University’s Center on Democracy, Development, and the Rule of Law). This research consortium has been led by Lee Drutman, senior fellow with New America’s Political Reform Program. These seven studies are simply not credible from any objective standard about how political “science” is supposed to illuminate our understanding of either ranked choice voting or politics in general. The feature that six of these seven studies have in common is that they all used surveys – artificial, simulated elections -- to attempt to say something cogent or interesting about ranked choice voting (RCV) elections. None of them used real world data from actual RCV elections – either the 1000+ elections in the US or the many thousands of elections from places like Australia, Ireland and elsewhere where RCV has been used for 100 years. While a few of these studies conclude with some mixed positives about RCV, our analysis here is content neutral. The idea that, with a political reform like RCV, you can ask respondents in a mock, artificial election to vote with that method, with only the barest of explanation about how RCV works or its likely impacts (i.e. no spoiler candidates, majority winners, voters liberated to pick their favorite candidates, coalition-building), and then ask them their thoughts/reactions about voting in that system, with fake candidates and no real campaigning, no real exposure to an actual election or actual candidates, rests on some very puzzling assumptions. The findings of these seven studies actually are contradicted by the findings from many other studies based on real-world RCV elections. These New America studies also failed to list the real-world RCV studies in their own citations, instead including those studies that reinforced their conclusions. The seven studies featured in this article were chosen because they form a cohesive cohort which precisely illustrates one of the main points of our research paper, namely that using surveys, i.e. artificial elections, or mathematical/theoretical models, instead of real-world data, is in fact “shaky political science.” Below are summaries of our analysis of five of the seven New America studies. You can read our complete analysis of all seven studies at our paper, “Shaky political ‘science’ misses mark on ranked choice voting.” Choosing to “Vote As Usual” by Andre Blais, Carolina Plescia, and Semra Sevi. New America. (Blais et al., 2021). This study, web-hosted and funded by New America’s Political Reform Program and its Electoral Reform Research Group, used two surveys in which respondents completed ballots for simulated elections using plurality, approval, RCV and point (Score) voting. In both cases the authors provided the respondents with only minimal explanation of each method. For example, the entire explanation for RCV was “For this vote, rank the candidates from your first to your last choice (you do not need to rank them all). This is called the ranked vote.” That’s it. The study did not provide any context or explanation to survey respondents about why she/he might want to rank multiple candidates. Participants were not even told that ballots would be tabulated using an “instant” runoff, not to mention any description of RCVs ability to eliminate the spoiler effect or liberate voters to rank their favorite candidates without fear of helping the “greater evil” candidate to win. That’s like taking an iPhone back in time to 1970 and asking someone if they like it better than their rotary phone without explaining how it works. Their first survey targeted states that held 2020 Super Tuesday Democratic primaries and used the real candidates’ names in the survey; the second survey used fictitious candidates. In other words, they surveyed respondents who had only ever participated in plurality elections, had no history or background with using RCV or any of the other methods, had no clue about its likely impacts, and did not communicate how the alternative methods would be counted, and then asked them: “How satisfied are you with using each system?” Predictably, the winner was plurality elections, the system used for president, Congress, gubernatorial and state legislative elections – in other words, the method they have been using, year after year, all their voting lives. With so little explanation of RCV and its impacts, this study is simply not credible in discovering anything useful about real-world RCV elections. It merely shows that a basic voter education campaign is needed when adopting a new election system. Additionally, the result contradicts many other post-election surveys following real RCV elections, asking opinions from voters who had just participated in a RCV election, that showed a great deal of satisfaction with RCV (see details on that in Studies 22-25 in our paper, as well as the four studies cited in the review for Study 28). Share Other studies on “satisfaction” and “understanding” make similar mistakes, in terms of basing their surveys on inadequate explanation to respondents and lack of education about context. How could any survey ever hope to measure accurately, in essence simulate a real-world election, without actual campaigning candidates, the media writing about those candidates, organizations endorsing candidates and voters being inundated with crucial information? More than anything, what these “studies” based on surveys show is that if you ask voters about something they don’t know very much about, and fail to adequately educate them, their responses will unsurprisingly reflect their confusion. Equally puzzling is that New America’s Electoral Reform Research Group, headed by political scientist Lee Drutman, found this to be a credible enough study that they not only published it but highlighted it in Drutman’s own discussion of research related to ranked choice voting. This pattern was repeated in study after study featured by New America’s Electoral Reform Research Group. For example in Ranked-Choice Voting and Political Expression: Voter Guides Narrow the Gap between Informed and Uninformed Citizens by Cheryl Boudreau, Jonathan Colner, and Scott MacKenzie, the researchers based their analysis on a survey which found that respondents who were asked to vote in a simulated RCV election, with minimal explanation of RCV or how it works, displayed less evidence of being informed about how to use RCV effectively, with the least informed voters ranking fewer candidates. As pointed out under the study above, in a real election voters are informed by a wide variety of methods, including public education by the election administration, by interested political groups, the media, and the candidates themselves who benefit from voters being aware of how to vote in the new system. In Support for Ranked-Choice Voting across Race and Partisanship by Joseph Anthony, David C. Kimball, Jack Santucci and Jamil Scott, the researchers used respondents from different parties and races voting in simulated plurality and RCV elections, who indicated their satisfaction with each voting method. Instead of using real world election results, the authors fell back on the easy, armchair and less reliable academic research methodology of making up mock elections. As with the other studies, little explanation was given of how RCV works or what its implications might be (electing majority winners or eliminating spoilers, for example). Unsurprisingly, this study found that respondents were not very satisfied with RCV. However, when the authors added an explanation that RCV has a tendency to elect more women and people of color, they found that this greater explanation increased the preference for RCV. The more voters were familiar with it, and the more they understood potential positive impacts – surprise! -- the more they were open to switching away from the status quo. Of note, the results from this study are thoroughly contradicted by a number of other studies whose data was obtained from real RCV elections with real voters. Those studies show a great deal of satisfaction with RCV. More “fake election” research An interesting wrinkle on this “research by fake elections” approach, which only served to illustrate how unreliable such “research” can become, was taken in Ranked-Choice Voting, Runoff, and Democracy: Insights from Maine and Other U.S. States by Joseph Cerrone and Cynthia McClintock_,_ also web-hosted and funded by New America’s ERRG. It gets high marks for creativity, but an eye-roll for thinking this could possibly add anything meaningful to our understanding of real world RCV elections. This study tried to determine whether RCV, plurality or two-round runoff elections provided greater voter satisfaction and acceptance of election results. To determine that, the authors conducted a survey asking if voters were satisfied with a fictional newspaper report of an election, with three different versions given to respondents – plurality, runoff and RCV, with variations of Republican/Democrat winners and variations of “come-from-behind” winners,” i.e. candidates not initially in first place but who win the “runoff.” Again, a minimal explanation of RCV or how it works was given, and the survey showed that respondents had the greatest unfamiliarity with RCV than the other methods. The unsurprising result? Respondents were much more satisfied with “come-from-behind” victories in a traditional two-round runoff election than in RCV, even though RCV is also a runoff system but with a single round of counting. Interestingly, the dissatisfaction with RCV disappeared for those who were more familiar with RCV. In fact, among those respondents who were “very familiar” with RCV, they were equally satisfied with RCV, runoff and plurality. Surprise, surprise. Again, what this study revealed, more than anything, is not only the inadequacy of the explanation for RCV given by the authors of this study, but the failure of the research format itself, thinking that such an artificial mock election could somehow simulate what actually happens in the real world in a real RCV election. Those four studies reviewed above are fitting examples of inadequate and shaky political “science.” Other studies reviewed in our paper from the New America/Electoral Reform Research Group cohort which also used mock elections included: Ranked-Choice Voting is an Acquired Taste by Joseph Anthony and David C. Kimball. New America. (Anthony et al., 2021). Ranked-Choice Voting is No Refuge for Extreme Candidates by Melissa Baker. New America. (Baker, 2021). Also included in this New America cohort is Does Ranked-Choice Voting Reduce Racial Polarization? by Yuki Atsusaka and Theodore Landsman, which actually did use real-world election results data but applied an odd and unconventional methodology to the data which relied on shaky assumptions and non-real-world scenarios that were too divorced from reality. To determine levels of “racially polarized voting,” the researchers imagined “ethnic parties,” by which they mean political parties for each ethnic group, which was especially odd since the election data they were using came from nonpartisan RCV races. But then they made an even odder assumption, namely that since race and ethnic characteristics of studied voters were not available, the authors tried to infer that information based on who voters selected and the racial make-up of voters in each district. This amounted to little more than vague and ambiguous guesswork dressed up with a bunch of mathematical equations used to give it a veneer of scientific appearance. Indeed, it seemed to assume racial polarization in order to prove racial polarization. Based on this questionable methodology, the authors concluded that RCV doesn’t reduce racial polarization. But the premise of this study missed an obvious reality: since RCV incentivizes more candidates to run and can result in more diverse fields of candidates, one would expect more racially-polarized voting in voters’ top rankings, not less, because more voters would have someone on that ballot who represents their racial or ethnic identity and more freedom to vote for their real first choice. By encouraging more diverse candidates and eliminating the spoiler effect, RCV facilitates voting for a favorite candidate of your own race and then selecting a second choice with the best likelihood of winning. The real measure is what voters do with their additional rankings – do they consider other candidates and vote “for the best of the rest”? This study didn’t tell us anything useful about that. But readily available data shows this is common in real RCV elections, and candidates act on this knowledge by engaging with voters outside their racial group. So the authors of this study failed to consider or account for what actually happens in real-world elections, and their conclusions are tainted by this failure. New America has contributed a great deal over the past 2.5 decades to our understanding of many policy areas, including politics and political reform (full disclosure: Steven Hill, one of the authors of this article and of the “Shaky Political Science” research paper and series, is a former senior fellow and former director of New America’s political reform program, 2005-2010). So it was especially disappointing that New America funded and published such a large batch of dubious studies about ranked choice voting. The stated praiseworthy goal of its Electoral Reform Research Group was to inspire new academic research about ranked choice voting that would shed light and help the public better understand the impacts of RCV. Instead, the ERRG research did just the opposite. It produced dubious research that created more confusion and misinformation. In so doing, New America’s political reform program contributed to “shaky political science.” Steven Hill and Paul Haughey Share Upgrade to $5 subscription Thanks for reading DemocracySOS, a reader-supported digital portal for the pro-democracy movement. Subscribe for only $5 per month to receive full benefits and to support our work. Subscribe
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