Sony reportedly limiting PlayStation 5 availability at launch - Dexerto

Sony reportedly limiting PlayStation 5 availability at launch

Published: 16/Apr/2020 7:30

by Brad Norton


It might be difficult to get your hands on a PlayStation 5 at release as Sony is reportedly planning for a limited launch in its first year on the market.

Since the release of the first PlayStation in 1994, Sony has launched a new generation of console hardware every six to seven years. As the PlayStation 5 gears up for release at the tail end of 2020 however, it is reportedly set for a more limited launch than initially anticipated.


While Sony remains steadfast in its goal to release the console this calendar year and capitalize on the typical Christmas shopping period, it appears that the new launch will come with a few unique downsides.

The official PlayStation 5 DualSense controller was only just revealed on April 10

An April 15 report from Bloomberg outlined how Sony intends to “produce far fewer units of its upcoming PlayStation 5” in comparison to previous hardware releases.


While the PlayStation 4 sold 7.5 million units at launch, the PlayStation 5 will reportedly peter out at “five to six million units in the fiscal year ending March 2021.” 

Sony is allegedly approaching its new hardware launch with this strategy due to the “ambitious specs” of the new console ramping up its price tag. The hardware under the hood could lead to a lofty price point at release, forcing Sony to limit its mass production.

The report also outlined how Sony has no plans to delay the release of the console if the team at Microsoft isn’t delaying the release of the Xbox Series X.


Components are starting to be delivered to “PS5 assemblers” according to Bloomberg, with mass production set to commence by June. The company is also still aiming for a global launch as opposed to a staggered release around the world.

It is worth keeping in mind that plans could change as the ongoing global situation continues to unfold. 

Naughty Dog
The Last of Us Part II was recently put on indefinite hold.

Software has already seen a major hit as many game developers have been forced to delay their titles indefinitely. There’s no telling how big of an impact this could have on the PlayStation 5’s intended launch lineup of games.


If you’re looking forward to setting up a PlayStation 5 on day one, you may just have to get your pre-order in early.


Jeff Kaplan reveals his ideal competitive Overwatch meta

Published: 8/Oct/2020 3:13

by Theo Salaun


Blizzard Entertainment’s Vice President and Overwatch’s beloved Game Director Jeff Kaplan has revealed what he thinks is the ideal competitive meta for the expansive title.

Overwatch exists in many forms, from its highest ranks to its lowest, but the game’s competitive meta at the professional level has also varied greatly since the original release back in May 2016. 


In the olden days, teams prioritized dive compositions led by Winston’s jumps and Tracer’s blinks. Then, in 2019, fans around the world either groaned or cheered as the divisive GOATS meta took center-stage, featuring a hefty squad built entirely with tanks and supports. 

Now, Kaplan is explaining his perspective on the game’s ideal state, following criticisms he levied back in July against the game’s double-shield reliance. Examining the game’s departure from a static, Orisa and Sigma-dependent environment, he dissects his compository ideology. 

Brigitte stuns Junkrat on Volskaya
Blizzard Entertainment
Barriers have held an uncomfortably powerful role in Overwatch for a long time.

As discussed in an interview with the Loadout, Kaplan is both aware of the professional scene’s interests and the casual base’s tendencies. Coupling those factors, he believes the game is at its best when there is some blend of high skill caps and diverse team compositions.

“The most ideal, healthiest state of the game is when the meta is somewhat fluid, when the meta is more map dependent or team match up dependent than it is static. We’ve all seen those moments when the meta has been completely static and all six players will just play the same six heroes every time. I think that’s fun from a mastery standpoint, but I think it’s a lot more exciting for viewers when creativity and curiosity come into play,” he said.

When Kaplan refers to a “static” meta, the simplest example is 2019’s GOATS, where three healers (Brigitte, Lucio, and Moira) were coupled with three tanks (D.Va, Reinhardt, and Zarya) and would barrel into opponents.


It took tremendous teamwork to be pulled off successfully against other professional teams, but many fans considered it more tedious than entertaining after months of gameplay.

In its current state, Overwatch is not completely balanced, but there is a degree of variety to it. That diversity seen in the Overwatch League spans downward into the casual ranks. Kaplan indicates that this is in line with his department’s hopes.

“I think most of our players would say in the ideal meta, all our heroes would be viable in some way competitively. I think as a competitive goal from a game designing and game balancing perspective that is extremely challenging, but it’s obviously what we strive to achieve.”


While he assures that Overwatch would be completely balanced in an ideal world, in the meantime, his team would at least like to push toward a game that varies to some extent based on coaching, player preference, and map.

It remains to be seen if current and upcoming patches can accomplish that, but Kaplan’s emphasis on “fluidity” is a welcome driving force.