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Ars Technica’s top 20 video games of 2024


A relatively light year still had its fair share of interactive standouts.

Credit: Aurich Lawson | Getty Images

When we introduced last year’s annual list of the best games in this space, we focused on how COVID delays led to a 2023 packed with excellent big-name blockbusters and intriguing indies that seemed to come out of nowhere. The resulting flood of great titles made it difficult to winnow the year’s best down to our traditional list of 20 titles.

In 2024 we had something close to the opposite problem. While there were definitely a few standout titles that were easy to include on this year’s list (Balatro, UFO 50, and Astro Bot likely chief among them), rounding out the list to a full 20 proved more challenging than it has in perhaps any other year during my tenure at Ars Technica (way back in 2012!). The games that ended up on this year’s list are all strong recommendations, for sure. But many of them might have had more trouble making a Top 20 list in a packed year like 2023.

We’ll have to wait to see if the release calendar seesaws back to a quality-packed one in 2025, but the forecast for big games like Civilization 7, Avowed, Doom: The Dark Ages, Grand Theft Auto 6, and many, many more has us thinking that it might. In the meantime, here are our picks for the 20 best games that came out in 2024, in alphabetical order.

Animal Well

Billy Basso; Windows, PS5, Xbox X/S, Switch

The Metroidvania genre has started to feel a little played out of late. Go down this corridor, collect that item, go back to the wall that can only be destroyed by said item, explore a new corridor for the next item, etc. Repeat until you’ve seen the entire map or get too bored to continue.

Animal Well eschews this paint-by-numbers design and brings back the sense of mystery inherent to the best games in the genre. This is done in part by some masterful pixel-art graphics, which incorporate some wild 2D lighting effects and detailed, painterly sprite world. The animations—from subtle movements of the lowliest flower to terrifying, screen-filling actions from the game’s titular giant animals—are handled with equal aplomb.

But Animal Well really shines in its often inscrutable map and item design. Many key items in the game have multiple uses that aren’t fully explained in the game itself, requiring a good deal of guessing, checking, and observation to figure out how to exploit fully. Uncovering the arcane secrets of the game’s multiple environmental blocks is often far from obvious and rewards players who like to experiment and explore.

Those arcane secrets can sometimes seem too obtuse for their own good—don’t be surprised if you have to consult an outside walkthrough or work with someone to bust past some of the most inscrutable barriers put in your way. If you soldier through, though, you’ll have been on one of the most memorable journeys of its type.

-Kyle Orland

Astro Bot

Team Asobi; PS5

Astro Bot is an unlikely success story. The team that made it, Studio Asobi, was for years dedicated to making small-scale projects that were essentially glorified tech demos for Sony’s latest hardware. First there was The Playroom, which was just a collection of small experiences made to show off the features of the PlayStation 4’s camera peripheral. Then there was Astro Bot Rescue Mission, which acted as a showcase for the first PlayStation VR headset.

But momentum really picked up with Astro’s Playroom, the bite-size 2020 3D platformer that was bundled with every PlayStation 5—again to show off the hardware features. When I played it, my main thought was, “I really wish this team would make a full-blown game.”

That’s exactly what Astro Bot is: a 15-hourlong 3D platformer with AAA production values, with no goal other than just being an excellent game. Like its predecessors, it fully leverages all the hardware features of the PlayStation 5, and it’s loaded with Easter eggs and fan service for players who’ve been playing PlayStation consoles for three decades.

Like many 3D platformers, it’s a collect-a-thon. In this case, you’re gathering more than 300 little robot friends. All of them are modeled after characters from other games that defined the PlayStation platform, from Resident Evil to Ico to The Last of Us, from the obscure to the well-known.

Between those Easter eggs, the tightly designed gameplay, and the upbeat music, there’s an ever-present air of joy and celebration in Astro Bot—especially for players who get the references. But even if you’ve never played any of the games it draws on, it’s an excellent 3D platformer—perhaps the best released on any platform in the seven years since 2017’s Super Mario Odyssey.

The PlayStation 5 will arguably be best remembered for beefy open-world games, serious narrative titles, and multiplayer shooters. Amid all that, I don’t think anybody expected one of the best games ever released for the console to be a platformer that in some ways would feel more at home on the PlayStation 2—but that’s what happened, and I’m grateful for the time I spent with it.

The only negative thing I have to say about it is that because of how it leverages the specific features of the DualSense controller, it’s hard to imagine it’ll ever be playable for anyone who doesn’t own that device.

Is it worth buying a PS5 just to play Astro Bot? Probably not—as beefy as it is compared to Astro’s Playroom, there’s not enough here to justify that. But if you have one and you haven’t played it yet, get on it, because you’re missing out.

-Samuel Axon

Balatro

LocalThunk; Windows, PS4/5, Xbox One/Series, Switch, MacOS, iOS, Android

At first glance, video poker probably seems a bit too random to serve as the basis of yet another rogue-like deck-builder experience. As anyone who’s been to Atlantic City can tell you, video poker’s hold-and-draw hand-building involves only the barest hint of strategy and is designed so the house always wins.

The genius of Balatro, then, is in the layers of strategy it adds to this simple, easy-to-grasp poker hand base. The wide variety of score or hand-modifying jokers that you purchase in between hands can be arranged in literally millions of combinations, each of which can change the way a particular run goes in ways both large and small. Even the most powerful jokers can become nearly useless if you run into the wrong debuffing Boss Blind, forcing you to modify your strategy mid-run to keep the high-scoring poker hands coming.

Then you add in a complex in-game economy, powerful deck-altering arcana cards, dozens of Deck and Stake difficulty options, and a Challenge Mode whose hardest options have continued to thwart me even after well over 100 hours of play. The result is a game that’s instantly compelling and as addictive as a heater at a casino, only without the potential to lose your mortgage payment to a series of bad bets.

-Kyle Orland

The Crimson Diamond

Julia Minamata; Windows, Mac

Would you like to spend some time in a rural vacation town in Ontario, Canada, doing mineralogy fieldwork in the off-season? A better question, then: Would you like to go there in 16-color EGA, wandering through a classic adventure game, text parser and all?

The Crimson Diamond is one of the most intriguing gaming trips I took this year. It’s an achievement in creative constraints, a cozy mystery, and an ear-catching soundtrack. It was made by a solo Canadian developer, inside Adventure Game Studio, with some real work put into upgrading the text parser and (optional) mouse experience with reasonable quality-of-life concessions. The charming but mysterious plot gently pulls you along from one wonderfully realized 1980s-era IBM backdrop to the next. It feels like playing a game you forgot to unbox, except this one actually plays without a dozen compatibility tricks.

We are awash in game remasters and light remakes that toy with our memories of old systems and forgotten genres (and having a lot more time to play games). The Crimson Diamond does something much more interesting, finding just the right new story and distinct style to port backward to a bygone era. It’s worth the clicks for any fan of pointing, clicking, and investigating.

-Kevin Purdy

Elden Ring: Shadow of the Erdtree

From Software; Windows, PS4/5, Xbox One/Series

Credit: Bandai Namco

You can tell downloadable content has come a long way when we deign to put a piece of DLC on our best-games-of-the-year list in 2024.

Released two years after the megaton zeitgeist hit that was the original Elden Ring, Shadow of the Erdtree bucks just as many modern gaming conventions as its base game did. Yes, it’s DLC because it’s digitally distributed add-on content, but while most AAA games get DLC that adds about 5–10 hours of stuff to do, Shadow of the Erdtree‘s scope actually fell somewhere between a full sequel and the expansions you’d buy in separate retail boxes for PC games in the 1990s and 2000s. It adds a large new landmass to explore, with multiple additional “legacy dungeons” and tentpole bosses, plus new mechanics and weapons aplenty.

Additionally, the game’s designers cleverly mapped a whole new system on top of the base game’s player levels and equipment, ensuring that you could still get the same satisfying sense of power progression, regardless of how deeply you’d gotten into the Elden Ring base game previously. Shadow of the Erdtree attracted some criticism for its sharp difficulty—even more so than the base game—but the same satisfying progression from hopelessness to triumph through perseverance as we enjoyed in 2022 is in play here.

As such, everything that was great about Elden Ring is also great about Shadow of the Erdtree. You could cynically call it more of the same, but when what we’re getting more of is so delicious, it’s hard to complain—especially given that this expansion includes some of the most compelling and original bosses in From Software history.

It didn’t convert anyone who didn’t dig the original, but fortunately that still left it with an audience of millions of people who were excited for a new challenge. Its impressive polish and scope land it on this list.

-Samuel Axon

Frostpunk 2

11 bit studios; Windows, Mac (ARM-based); PlayStation, Xbox (coming in 2025)

Credit: 11 Bit Studios

The first Frostpunk asked if you could make the terrible decisions necessary for survival in a never-ending blizzard. Frostpunk 2 asks you to manage something different, but no less dire: helping these people who managed to hold on keep their nascent civilization together. You can go deep with the fascists, the mystics, the hard-nosed realists, or the science nerds or try to play them all off one another to keep the furnace going.

It’s stressful, and it’s not at all easy, and the developers may have done too good a job of recreating the insane demands and interplay of human factions. The interface and navigation, sore spots on launch, have received a lot of attention, and the roadmap for the game into 2025 looks intriguing. I’d probably recommend starting with the first game before diving into this, but Frostpunk 2 is an accomplished, confident game in its own right. Human failings amidst an unfeeling snowpocalypse make for some engaging scenes.

-Kevin Purdy

Halls of Torment

Chasing Carrots; Windows, Linux, iOS, Android

Credit: Chasing Carrots

The isometric demon-killing of the old-school Diablo games has endured over the decades, especially among those who remember playing in their youth. But the whole concept has been in need of a bit of an update now that we’re in the age of Vampire Survivors and its “Bullet Heaven” auto-shooter ilk.

Enter Halls of Torment, a game that is probably as close as it comes to aping old-school Diablo‘s visual style without being legally actionable. Here, though, all the lore and story and exploration of the Diablo games has been replaced by a lot more enemies, all streaming toward your protagonist at the rate of up to 50,000 per hour. Much like Vampire Survivors, the name of the game here is dodging through those small holes in those swarms of enemies while your character automatically fills the screen with devastating attacks (that slowly level up as you play).

The wide variety of different playable classes—each with their own distinct strengths, weaknesses, and unique attack patterns—help each run feel distinct, even after you’ve smashed through the game’s limited set of six environments. But there’s plenty of cathartic replay value here for anyone who just wants to cause as much on-screen carnage as possible in a very short period of time.

-Kyle Orland

Helldivers 2

Arrowhead Game Studios; Windows, PS5

Helldivers 2 player aiming a laser reticule into a massive explosion.

Credit: PlayStation/Arrowhead

Every so often, a multiplayer game releases to almost universal praise, and for a few months, seemingly everyone is talking about it. This year, that game was Helldivers 2. The game converted the 2015 original’s top-down shoot-em-up gameplay into third-person shooter action, and the switch-up was enough to bring in tons of players. Taking more than a few cues from Starship Troopers, the game asks you to “spread democracy” throughout the galaxy by mowing down hordes of alien bugs or robots during short-ish missions on various planets. Work together with your team, and the rest of the player base, to slowly liberate the galaxy.

I played Helldivers 2 mostly as a “hang out game,” something to do with my hands and eyes as I chatted with friends. You can play the game “seriously,” I guess, but that would be missing the point for me. My favorite part of Helldivers 2 is just blowing stuff up—bugs, buildings, and, yes, even teammates. Friendly fire is a core part of the experience, and whether by accident or on purpose, you will inevitably end up turning your munitions on your friends. My bad!

Some controversial balance patches put the game into a bit of an identity crisis for a while, but things seem to be back on track. I’ll admit the game didn’t have the staying power for me that it seemed to for others, but it was undeniably a highlight of the year.

-Aaron Zimmerman

Indiana Jones and the Great Circle

MachineGames; Windows, PS5, Xbox Series X/S

Credit: Bethesda / MachineGames

A new game based on the Indiana Jones license has a lot to live up to, both in terms of the films and TV shows that inspired it and the well-remembered games that preceded it. The Great Circle manages to live up to those expectations, crafting the most enjoyable Indy adventure in years.

The best part of the game is contained in the main storyline, captured mainly in exquisitely madcap cut scenes featuring plenty of the pun-filled, devil-may-care quipiness that Indy is known for. Voice actor Troy Baker does a great job channeling Harrison Ford (by way of Jeff Goldblum) as Indy, while antagonist Emmerich Voss provides all the scenery-chewing Nazi shenanigans you could want from the ridiculous, magical-realist storyline.

The stealth-action gameplay is a little more pedestrian but still manages to distinguish itself with suitably crunchy melee combat and the enjoyable improvisation of attacking Nazis with everyday items, from wrenches to plungers. And while the puzzles and side-quests can feel a bit basic at times, there are enough hidden trinkets in out-of-the-way corners to encourage completionists to explore every inch of the game’s intricately detailed open-world environments.

It’s just the kind of light-hearted, escapist, exploratory fun we need in these troubled times. Welcome back, Indy! We missed you!

-Kyle Orland

The Legend of Zelda: Echoes of Wisdom

Nintendo; Switch

After decades and decades of Zelda games where you don’t actually play as Zelda, there was a lot of pressure on a game where you finally get to control the princess herself as the protagonist (those CD-i monstrosities from the ’90s are best forgotten). Fortunately, Zelda’s turn in full control of her own series captures the franchise’s old-school, light-hearted adventuring fun with a few modern twists.

The main draw here is the titular “echo” abilities, which let Zelda copy enemies and objects that can be summoned in multiple copies with a special wand. This eventually opens up to allow for a number of inventive ways to solve some intricate puzzles in what feels like a heavily simplified version of Tears of the Kingdom‘s more complex crafting tools.

My favorite bit in Echoes of Wisdom, though, might be summoning copies of defeated enemies to fight new enemies in a kind of battle royale. As much as I love Link’s sword-swinging antics (which are partially captured here), just watching these magical minions do my combat for me is more than half of the fun in Echoes of Wisdom.

Even without those twists, though, Echoes of Wisdom provides all the old-school 2D Zelda dungeon exploring you could hope for, and the lighthearted storyline to match. Here’s hoping this isn’t the last time we’ll see Zelda taking a starring role in her own legends.

-Kyle Orland

Llamasoft: The Jeff Minter Story

Digital Eclipse; Windows, PS4/5, Xbox One/Series, Switch

I went into this latest Digital Eclipse playable museum as someone who had only a passing familiarity with Jeff Minter. I knew him mainly as a revered game development elder with a penchant for psychedelic graphics and an association with Tempest 2000. Then I spent hours devouring The Jeff Minter Story on my Steam Deck during a long flight, soaking in the full history of a truly unique character in the annals of gaming history.

The emulated games on this collection are actually pretty hit or miss, from a modern game design perspective. But the collection of interviews and supporting material on offer here are top-notch, putting each game into the context of the time and of Minter’s personal journey through an industry that was still in its infancy. I especially liked the scanned versions of Minter’s newsletter, sent to his early fans, which included plenty of diatribes and petty dramas about his game design peers and the industry as a whole.

There are few other figures in the early history of games that would merit this kind of singular focus—even early games were too often the collaborative product of larger companies with a more corporate focus (as seen in Digital Eclipse’s previous Atari 50. But I reveled in this opportunity to get to know Minter better for his unique and quixotic role in early gaming history.

-Kyle Orland

Lorelei and the Laser Eyes

Simogo; Windows, PS4/5, Switch

You’d be forgiven for finding Lorelei and the Laser Eyes at least a little pretentious. Everything from the black-and-white presentation—laced with only the occasional flash of red for emphasis —to the Twin Peaks-style absurdist writing to the grand pronouncements on the Importance and Beauty of Art make for a game that feels like it’s trying a little too hard, at points.

Push past that surface, though, and you’ll find one of the most intricately designed interactive puzzle boxes ever committed to bits and bytes. Lorelei goes well beyond the simple tile-pushing and lock-picking tasks that are laughably called “puzzles” in most other adventure games. The mind-teasers here require real out-of-the-box thinking, careful observation of the smallest environmental details, and multi-step deciphering of arcane codes.

This is a game that’s not afraid to cut you off from massive chunks of its content if you’re not able to get past a single near-inscrutable locked door puzzle—don’t feel bad if you need to consult a walkthrough at some point to move on. It’s also a game that practically requires a pen and paper notes to keep track of all the moving pieces—your notebook will look like the scribblings of a madman by the time you’re done.

And you may actually feel a little mad as you try to unravel the meaning of the game’s multiple labyrinthine layers and self-aware, time-bending, magical-realist storyline. When it all comes together at the end, you may just find yourself surprisingly moved not just by the intricate design, but by that oft-pretentious plot as well.

-Kyle Orland

Metal Slug Tactics

Leikir Studio; Windows, PS4/5, Xbox One/Series, Switch

Credit: Dotemu

Good tactics games are all about how the game plays in your mind. How many ways can you overcome this obstacle, maximize this turn, and synergize your squad’s abilities? So it’s a very nice bonus when such a well-made pile of engaging decisions also happens to look absolutely wonderful and capture the incredibly detailed sense of motion of a legendary run-and-gun franchise.

That’s Metal Slug Tactics, and it’s one of the most surprising successes of 2024. It delivers the look and feel of a franchise that isn’t easy to get right, and it translates those games’ feeling of continuous motion into turn-based tactics. The more you move, shoot, and team up each turn, the better you’ll do. You can do a level or two on a subway ride, crank out a rogue-ish run on a lunch break, and keep getting rewarded with new characters, unlocks, and skill tree branches.

If you’re always contemplating a replay of Final Fantasy Tactics, but might like a new challenge, consider giving this unlikely combination of goofy arcade revival and deep strategy a go.

-Kevin Purdy

Parking Garage Rally Circuit

Walaber Entertainment; Windows

The rise of popular, ultra-detailed racing sims like Gran Turismo and Forza Motorsport has coincided with a general decline in the drift-heavy, arcadey side of the genre. Titles like Ridge Racer Sega Rally or even Crazy Taxi now belong more in the industry’s nostalgic memories than its present top-sellers.

Parking Garage Rally Circuit is doing its best to bring the arcade racer genre back single-handedly. The game’s perfectly tuned drifting controls make every turn a joyful sliding experience, complete with chainable post-drift boosts for those who want to tune that perfect speedy line. It captures that great feeling of being just on the edge of losing control, while still holding onto the edge of that perfect drift.

It all takes place, as the name implies, winding up, down, over, and through some well-designed parking garages. Each track’s short laps (which take a minute or less) ensure you can practically memorize the best paths after just a little bit of play. But the stopped cars and large traffic dividers provide for some hilarious physics-based crashes when your racing line does go wrong.

The game earns extra nostalgia points for a variety of visual effects and graphics options that accurately mimic Dreamcast-era consoles and/or emulation-era PC hardware. But the game’s extensive online leaderboards and ghost-racers help it feel like a decidedly modern take on a classic genre.

-Kyle Orland

Pepper Grinder

Ahr Ech; Windows, MacOS, Linux, PS4/5, Xbox One/Series, Switch

It’s amazing how far a platform game can get on nothing more than a novel control scheme. Pepper Grinder is a case in point here, based around a tiny, blue-haired protagonist who uses an oversized drill to tunnel through soft ground like some kind of human-machine-snake hybrid.

Navigating through the dirt in large, undulating curves is fun enough, but the game really shines when Pepper bursts out through the top layer of dirt in large, arcing jumps. Chaining these together, from dirt clump to dirt clump, is the most instantly compelling new 2D navigation scheme we’ve seen in years and creates some beautiful, almost balletic curves through the levels once you’ve mastered it.

The biggest problem with Pepper Grinder is that the game is over practically before it really gets going. And while some compelling time-attack and item-collection challenges help to extend the experience a bit, we really hope some new DLC or a proper sequel is coming soon to give us a new excuse to wind our way through the dirt.

-Kyle Orland

The Rise of the Golden Idol

Color Gray Games; Windows, MacOS, iOS, Android, PS4/5, Xbox One/Series, Switch

In 2022, The Case of the Golden Idol proved that details like a controllable protagonist or elaborate cut scenes are unnecessary for a good murder mystery-solving puzzle adventure. All you need is a series of lightly animated vignettes, a way to uncover the smallest hidden details in those vignettes, and a fill-in-the-blanks interface to let you piece together the disparate clues.

As a follow-up, Rise moves the 18th-century setting of the original into the 20th century, bringing the mysterious, powerful idol to the attention of both academic scientists and mass media executives who seek to exploit its mind-altering powers. From your semi-omniscient perspective, you have to figure out not just the names and motivations of those pulled into the idol’s orbit, but the somewhat inscrutable powers of the idol itself.

Rise adds a few interesting new twists, like the ability to scrub through occasional video animations for visual clues and the ability to track certain scenes throughout multiple times of day. At its core, though, this is an extension of the best-in-class, pure deductive reasoning gameplay we saw in the original game, with a slightly more modern twist. This is yet another 2024 favorite that requires strong attention to detail and logical inference from very small hints.

It all comes together in a satisfying conclusion that leaves the door wide open for a sequel that we can’t wait for.

-Kyle Orland

Satisfactory

Coffee Stain Studios; Windows

Danish publisher Coffee Stain makes gaming success seem so simple. Put a game with a goofy feel, a corporate dystopia, and complex systems into early access. Iterate, cultivate feedback and a sense of ownership with the community. Take your time, refine, and then release the game, without any revenue-grabbing transactions or add-ons, beyond fun cosmetics. They did it with Deep Rock Galactic, and they’ve done it again with Satisfactory. By the time the game hit 1.0, the only thing left to add was “Premium plumbing.”

It’s remarkably fun to live on the bad-guy side of The Lorax, exploiting a planet’s natural resources to create a giant factory system producing widgets for corporate wellbeing. The first-person perspective might seem odd for game with such complex systems, but it heightens your sense of accomplishment. You didn’t just choose to put a conveyor belt between that ore extractor and that fabricator; you personally staked out that deposit, and your ran the track yourself.

The systems are incredibly deep, but it can be quite relaxing to wander around your planet-sized industrial park, thinking up ways that things might run better, faster, with no interruptions. It’s the kind of second job you’re happy to buy into, giving you a deep sense of accomplishment for learning the ins and outs of this system, even as it gently mocks you for engaging with it. Satisfactory has itself worked for years to refine the most efficient gameplay for its bravest fans, and now it’s ready to employ the rest of us.

-Kevin Purdy

Sixty Four

Oleg Danilov; Windows, Mac

I try not to think about, or write about, games in the manner of “dollars to enjoyment ratio.” Games often get cheaper over time, everybody enjoys them differently, and they’re art, too, as well as commerce. But, folks, come on: $6 for Sixty Four? If you play it for one hour and just smile a few times at its oddities and tiny cubes, that was less than a big-city latte or beer.

But you will almost certainly play Sixty Four for more than one hour, and maybe many more hours than that if you enjoy games with systems, building, and resources. You build and place machines to extract resources, use those resources to fund new and better machines, rearrange your machines, and eventually create beautiful workflows that are largely automated. Why do you do this? It’s a fun, dark mystery.

The game looks wonderful in its SimCity 2000/3000-esque style. It can be mentally taxing, but you can’t really lose; you can even leave the game window open in the background while you convince your boss or remote work software that you’re otherwise productive. It’s a fever dream I’d recommend to most anybody, unless they dread a repeat of the many lost days to games like Factorio, Satisfactory, or even Universal Paperclips. Just wishlist it, in that case; what could go wrong?

-Kevin Purdy

Tactical Breach Wizards

Suspicious Developments; Windows

Credit: Suspicious Developments

What can you do to spice up turn-based tactics, a rather mature genre?

Tactical Breach Wizards adds future-seeing, time-bending, hex-placing wizards, for one thing. It refines the heck out of grid combat, for another, adding window-tossing and door-sealing into the mix, and giving enemies a much wider array of attacks than area-of-effect variations. Finally, it wraps this all up in an inventive sci-fi narrative, one with an engaging plot, characters that reveal themselves one quip at a time, and an overall sense of wonderment at a charming, bizarre world of militarized magic.

In other words, you could put some joy into your turn-based combat, while still offering intricate challenges and clever levels.

Tom Francis’ unique sense of humor, seen previously in Gunpoint and Heat Signature, is given space here to shine, and it’s a wonderful wrapper for all the missions and upgrade decisions. It’s pretty ridiculous to be a wizard, wielding a laser-scoped rifle that fires crystal energy, plotting how to hit three guards at once with your next blast. Tactical Breach Wizards knows this, jokes about it, and then celebrates with you when you pull it off. It’s both a hoot, and a very good shoot.

-Kevin Purdy

UFO 50

Mossmouth; Windows

In recent years, modern games have started evoking the blocky polygons and smeary textures of early 3D games to appeal to nostalgic 20- and 30-somethings. UFO 50 has its nostalgic foot placed firmly in an earlier generation of ’80s and ’90s console gaming, with a bit of early ’00s Flash game design thrown in for good measure.

Flipping your way through the extremely wide variety of games on offer here is like an eminently enjoyable trip through random titles in an emulator’s (legally obtained) classic ROMs folder—just set in an alternate universe. There are plenty of shmups and platform games befitting the ostensible gaming era being recreated—but you also get full-fledged strategy, puzzle, arcade, racing, adventure, and RPG titles, on top of a few so unique that I can’t find any real historical genre analog for. These well-designed titles evoke the classics—everything from Bad Dudes and Bubble Bobble to Super Dodge Ball and Smash TV—without ever feeling like a simple rehash of games you remember from your youth.

While there’s the usual spread of quality you’d expect from such a wide-ranging collection, even the worst-made title in UFO 50 shows a level of care and attention to detail that will delight anyone with even a passing interest in game design and/or history. Not every game in UFO 50 will be one of your all-time favorites, but I’d be willing to wager that any gamer of a certain age will find quite a few that will eat away plenty of pleasant, nostalgic hours.

-Kyle Orland

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

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horizon:-zero-dawn-gets-the-graphical-remaster-a-modern-classic-deserves

Horizon: Zero Dawn gets the graphical remaster a modern classic deserves

So when Sony put out the recent “remaster” of Zero Dawn, I was cautiously optimistic. Any sort of non-half-assed PS5 reworking ought to reduce load times, right?

Machines make it hard to enjoy the view.

I meant to dip into the world of Zero Dawn only for a few hours, but I ended up playing through the whole game and its expansion, The Frozen Wilds, over the last few weeks. The arrow-based gameplay, complex story, and voice acting were still terrific, and the remastered elements were far more than a simple cash-in. Even little things, like the way the adaptive triggers on the PS5 controllers mimic the tension of a bowstring, felt perfect.

I didn’t expect to get sucked back into the game’s world for so many hours, but I had a great time doing it and wanted to spread the good word for those who might be looking for an engaging single-player experience over the holidays.

Big changes

When it comes to major changes, the remaster has three.

First, the game loads fast. It feels like a ground-up PS5 title. Death—and its attendant reloads—no longer makes me want to throw my controller across the room during difficult battles. It’s great.

Second, the game looks unbelievable. This is not a case of just upping the resolution to 4K and calling it a day. Sony claims that the game features “over 10 hours of re-recorded conversation, mocap and countless graphical improvements that bring the game to the same visual fidelity as its critically acclaimed sequel.” Also, the game’s characters have “been upgraded, bringing them in line with current generation advances in character models and rendering.”

This is not just marketing fluff. The faces look incredible, even in close-up cinematic interludes, but what really caught my eye was the lighting. From the moment a young Aloy spelunks into a cave and finds an electronic gadget attached to a skeleton lying peacefully in a sunbeam, the revamped lighting engine makes its presence clear. No, it’s not “realistic”—everything looks like a postcard shot. But I found myself pausing the game just to look at the sunlight scattered by a snowstorm or dawn breaking over a mountain range. The lighting interacts with a volumetric set of effects that bring fog and dust devils to life like few other games I’ve seen. When Aloy tramps through a winter squall, leaving footsteps in the mountain snow as she walks, the effect is magical. (Until a Glinthawk swoops in, screaming, and attacks.)

Horizon: Zero Dawn gets the graphical remaster a modern classic deserves Read More »

man-who-claims-he-invented-bitcoin-faces-prison-after-filing-$1.1-trillion-suit

Man who claims he invented bitcoin faces prison after filing $1.1 trillion suit

Wright’s lawsuit names a defendant he calls “BTC Core,” which apparently doesn’t exist. Wright alleges that BTC Core “partners” include 122 corporate entities and 22 individuals who contributed to bitcoin development and research. Wright also named BTC Core as a defendant in a 2022 lawsuit.

This week’s court ruling said that “COPA (and others) say there is no such entity and it is an invention of Dr. Wright’s in his attempt to designate those who are or who have been involved in the development of the software used in various manifestations of Bitcoin as a partnership. They deny there is any such partnership, as Dr. Wright seems to allege. It is not necessary to resolve that issue.”

Corporations and individuals that Wright claims are part of BTC Core “were defendants to various of the previous actions brought by Dr. Wright (and his companies),” Mellor wrote.

Wright suit “repeat[s] his dishonest claim to be Satoshi”

Wright contended that his lawsuit falls outside the bounds of the previous order because his new claims “do not involve him claiming to be Satoshi Nakamoto and do not depend on him having invented the Bitcoin system,” Mellor wrote. Mellor rejected Wright’s arguments.

For one thing, Mellor said the earlier order “is not limited to prohibiting claims dependent on Dr. Wright asserting that he is Satoshi Nakamoto.” For another, Mellor pointed out that Wright’s latest lawsuit “does include pleaded contentions that he is Satoshi Nakamoto,” and thus “Dr. Wright is wrong to say that his New Claim does not repeat his dishonest claim to be Satoshi.”

Further, COPA contended “that each of the principal claims in the New Claim can only be maintained by Dr. Wright asserting intellectual property rights which the Order precludes him from asserting in legal proceedings.”

Addressing Wright’s copyright claim, Mellor wrote that “Dr. Wright does not claim a license or any assignment from some other person alleged to be owner of copyright in the relevant works. Therefore Dr. Wright cannot bring this claim for copyright infringement without claiming ownership of the rights which he alleges to have been infringed. That is to say, Dr. Wright cannot bring an infringement claim in relation to the works in question, however it is worded, without breaching the Order.”

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Home Assistant’s Voice Preview Edition is a little box with big privacy powers


Home Assistant Voice Preview Edition

Home Assistant’s voice device is a $60 box that’s both focused and evolving.

Credit: Home Assistant Foundation

Home Assistant announced today the availability of the Voice Preview Edition, its own design of a living-room-friendly box to offer voice assistance with home automation. Having used it for a few weeks, it seems like a great start, at least for those comfortable with digging into the settings. That’s why Home Assistant is calling it a “Preview Edition.”

Using its privacy-minded Nabu Casa cloud—or your own capable computer—to handle the processing, the Voice Preview Edition (VPE) ($60/60 euros, available today) has the rough footprint of a modern Apple TV but is thinner. It works similarly to an Amazon Echo, Google Assistant, or Apple Siri device, but with a more focused goal. Start with a wake word—the default, and most well-trained version, is “Okay, Nabu,” but “Hey, Jarvis” and “Hey, Mycroft” are available. Follow that with a command, typically something that targets a smart home device: “Turn on living room lights,” “Set thermostat to 68,” “Activate TV time.” And then, that thing usually happens.

Home Assistant’s Voice Preview Edition, doing what it does best. I had to set a weather service to an alias of “the weather outside” to get that response worked out.

“That thing” is primarily controlling devices, scenes, and automations around your home, set up in Home Assistant. That means you have to have assigned them a name or alias that you can remember. Coming up with naming schemes is something you end up doing in big-tech smart home systems, too, but it’s a bit more important with the VPE.

You won’t need to start over with all your gear if you’ve got a Google Home, Alexa, or Apple Home ecosystem, at least. Home Assistant has good “bridge” options built into it for connecting all the devices you’ve set up and named inside those ecosystems.

It’s important to have a decently organized smart home set up with a VPE box, because it doesn’t really do much else, for better or worse. Unless you hook it up to an AI model.

The voice device that is intentionally not very chatty

The VPE box can run timers (with neat LED ring progress indicators), and with a little bit of settings tweaking, you can connect it to Home Assistant’s built-in shopping lists and task lists or most any other plug-in or extension of your system. If you’re willing to mess with LLMs—like ChatGPT or Google’s Gemini—locally or through cloud subscriptions, you could trigger prompts with your voice, though performance will vary.

Home Assistant’s Voice Preview Edition, not quite sure what to do with non-home-related questions.

What else does Home Assistant’s hardware do? Nothing, at least by default. It listens for its prompt, it passes them onto a Home Assistant server, and that’s it. You can’t ask it how tall Buffalo Bills quarterback Josh Allen is or how many consecutive Super Bowls the Bills lost. It won’t do simple math calculations or metric conversions. It cannot tell you whether you should pack an umbrella tomorrow or a good substitute if you’re out of eggs.

For some people either hesitant to bring a voice device into their home or fatigued by the failures of supposedly “smart” assistants that can seem quite dumb, this might be perfect. When the Home Assistant VPE hears me clearly (more on that in a moment), it almost always understands what I’m saying, so long as I remember what I named everything.

There were times during the month-long period when I muted Google Assistant and stuck with Home Assistant that I missed the ability to ask questions I would normally just look up on a search engine. The upside is that I didn’t have to sit through 15 seconds of Google explaining at length something I didn’t ask for.

If you want the VPE to automatically fall back to AI for answering non-home-specific questions, you can set that up. And that’s something we’ll likely dig into for a future post.

The hardware

Home Assistant’s Voice Preview Edition device, with Apple TV (4K, 2022) for scale. Kevin Purdy

As a product you want to keep somewhere it can hear you, the Home Assistant VPE blends in, is reasonably small, and has more useful buttons and switches than the competition. It looks entirely innocuous sitting on a bookshelf, entertainment center, kitchen counter, or wall mount. It’s quite nice to pay for a functional device that has absolutely no branding visible.

There are four neat things on top. First is two microphone inputs, which are pretty important. There’s an LED ring that shows you the VPE is listening by spinning, then spinning the other way to show that it’s “thinking” and reversing again when responding. A button in the middle can activate the device without speech or cancel a response.

Best of all, there is a physically rotating dial wheel around the button. It feels great to spin, even if it’s not something you’ll need to do very often.

Around the sides is clear plastic, with speaker holes on three sides. The speakers are built specifically for voice clarity, according to Home Assistant, and I agree. I can always hear what the VPE is trying to tell me, at any distance in my living room.

There’s a hardware mute switch on one side, with USB-C inputs (power and connection) and a stereo headphone/speaker jack. On the bottom is a grove port for deeper development.

Hearing is still the challenge

The last quasi-official way to get a smart speaker experience with Home Assistant was the ESP32 S3 Box 3, which was okay or decent in a very quiet room or at dining room table distance. The VPE is a notable improvement over that device in both input and output. If I make a small effort to speak clearly and enunciate, it catches me pretty much everywhere in my open-plan living room/dining room/kitchen. It’s not too bad at working around music or TV sound, either, so long as that speaker is not between me and the VPE box. It is best with its default wake phrase, “Okay, Nabu,” because that’s the most trained and sampled by the Open Wake Word community.

And yet, every smart speaker I’ve had in my home at some point—a Google Home/Nest Mini, Amazon Echo (full-size or Dot), Apple HomePod (original), the microphones on Sonos speakers—has seemed better at catching its wake word, given similar placement as the VPE. After all, Home Assistant, a not-for-profit foundation, cannot subsidize powerful microphone arrays with advertising, Prime memberships, or profitable computer hardware ecosystems. I don’t have lab tests to prove this, just my own experiences—with my particular voice, accent, phrasing, room shape, and noise levels.

I’ve been using this device with pre-release firmware and software, and it’s under active development, so it will almost certainly get better. But as a device you can buy and set up right now, it’s very close—but not quite—to the level of the big ecosystems. It is notably better than the hodgepodge of other devices you can technically use with Home Assistant voice prompts.

Is it better for my privacy that the VPE is not great at being triggered by ambient speech in the room? Maybe. At the same time, I’m more likely to switch away from said big-tech voice devices only if I don’t feel like I have to say everything twice or three times.

It’s fun to craft your own voice system

I’ve been able to use the VPE on a bookshelf in my living room for weeks, asking it to turn on lights, adjust thermostats, set scenes with blinds and speakers, and other automations, and the successes are far more common than failures. I still want to test some different placements and try out local hardware processing (requiring an Intel N100 or better for common languages), since I’ve only tested it with Home Assistant’s cloud servers, the generally faster solution.

The best things about the VPE are not the things you’ll notice by looking at or speaking to it. It’s a smart speaker that seems a lot more reasonable for private places, especially if you’re running on local hardware. It’s not a smart speaker that is going to read you an entire Wikipedia page when it misunderstands what you want. And it doesn’t demand you to use an app tied into an ecosystem to use, other than the web app running off your Home Assistant server.

Paulus Schoutsen said on the VPE’s launch stream that the VPE might not be the best choice for someone switching over from an established Google/Amazon/Apple ecosystem. That might be true, but I think the VPE also works as a single-user device at a desk, or for anyone who’s been waiting to step into voice but concerned about privacy, ecosystem lock-in, or their kids’ demands to play Taylor Swift songs on repeat.

This post was update at 5 p.m. to note the author’s wake word experience may relate to his voice and room characteristics.

Photo of Kevin Purdy

Kevin is a senior technology reporter at Ars Technica, covering open-source software, PC gaming, home automation, repairability, e-bikes, and tech history. He has previously worked at Lifehacker, Wirecutter, iFixit, and Carbon Switch.

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Crypto scammers posing as real brands on X are easily hacking YouTubers

“I’m fighting with Google now,” Townsend told Ars. “I don’t expect any real answers from them.”

How YouTubers can avoid being targeted

As YouTube appears evasive, Townsend has been grateful for long-time subscribers commenting to show support, which may help get his videos amplified more by the algorithm. On YouTube, he also said that because “the outpouring of support was beyond anything” he could’ve expected, it kept him “sane” through sometimes 24-hour periods of silence without any updates on when his account would be restored.

Townsend told Ars that he rarely does sponsorships, but like many in the fighting game community, his inbox gets spammed with offers constantly, much of which he assumes are scams.

“If you are a YouTuber of any size,” Townsend explained in his YouTube video, “you are inundated with this stuff constantly,” so “my BS detector is like, okay, fake, fake, fake, fake, fake, fake, fake. But this one just, it looked real enough, like they had their own social media presence, lots of followers. Everything looked real.”

Brian_F echoed that in his video, which breaks down how the latest scam evolved from more obvious scams, tricking even skeptical YouTubers who have years of experience dodging phishing scams in their inboxes.

“The game has changed,” Brian_F said.

Townsend told Ars that sponsorships are rare in the fighting game community. YouTubers are used to carefully scanning supposed offers to weed out the real ones from the fakes. But Brian_F’s video pointed out that scammers copy/paste legitimate offer letters, so it’s already hard to distinguish between potential sources of income and cleverly masked phishing attacks using sponsorships as lures.

Part of the vetting process includes verifying links without clicking through and verifying identities of people submitting supposed offers. But if YouTubers are provided with legitimate links early on, receiving offers from brands they really like, and see that contacts match detailed LinkedIn profiles of authentic employees who market the brand, it’s much harder to detect a fake sponsorship offer without as many obvious red flags.

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Supreme Court to decide if TikTok should be banned or sold

While the controversial US law doesn’t necessarily ban TikTok, it does seem designed to make TikTok “go away,” Greene said, and such a move to interfere with a widely used communications platform seems “unprecedented.”

“The TikTok ban itself and the DC Circuit’s approval of it should be of great concern even to those who find TikTok undesirable or scary,” Greene said in a statement. “Shutting down communications platforms or forcing their reorganization based on concerns of foreign propaganda and anti-national manipulation is an eminently anti-democratic tactic, one that the US has previously condemned globally.”

Greene further warned that the US “cutting off a tool used by 170 million Americans to receive information and communicate with the world, without proving with evidence that the tools are presently seriously harmful” would “greatly” lower “well-established standards for restricting freedom of speech in the US.”

TikTok partly appears to be hoping that President-elect Donald Trump will disrupt enforcement of the law, but Greene said it remains unclear if Trump’s plan to “save TikTok” might just be a plan to support a sale to a US buyer. At least one former Trump ally, Steven Mnuchin, has reportedly expressed interest in buying the app.

For TikTok, putting pressure on Trump will likely be the next step, “if the Supreme Court ever says, ‘we agree the law is valid,'” Greene suggested.

“Then that’s it,” Greene said. “There’s no other legal recourse. You only have political recourses.”

Like other civil rights groups, the EFF plans to remain on TikTok’s side as the SCOTUS battle starts.

“We are pleased that the Supreme Court will take the case and will urge the justices to apply the appropriately demanding First Amendment scrutiny,” Greene said.

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Z-Wave Long Range and its mile-long capabilities will arrive next year

Z-Wave can be a very robust automation network, free from the complications and fragility of Wi-Fi and Bluetooth. Just how robust, you ask? More than a mile long, under the right circumstances, as hardware soon to hit the market promises.

All claims of radio distances should be taken with amounts of salt unhealthy for consumption. What can be accomplished across an empty field is not the same as what can be done through buildings, interference, and scatter. But Z-Wave Long Range (or Z-Wave LR), operating “in long range mode at full power,” can hit 1.5 miles, according to the Z-Wave Alliance, presuming you’ve got the right star-shaped hub network.

By using a star network topology instead of a more traditional mesh, Z-Wave LR reduces the need for hubs and repeaters, relying instead on a central hub. It can be more reliable for larger commercial spaces, security setups, and bigger homes, and also more power efficient. Devices automatically adjust their signal strength while on Z-Wave networks, extending the battery life of a single coin cell up to 10 years—again, under best-case circumstances. If you’re really a glutton for punishment, you can fit up to 4,000 devices on a network running Z-Wave LR, because LR can co-exist on the same network as standard Z-Wave meshes.

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Nvidia’s new app is causing large frame rate dips in many games

When Nvidia replaced the longstanding GeForce Experience App with a new, unified Nvidia App last month, most GPU owners probably noted the refresh and rebranding with nothing more than bemusement (though the new lack of an account login requirement was a nice improvement). Now, testing shows that running the new app with default settings can lead to some significant frame rate dips on many high-end games, even when the app’s advanced AI features aren’t being actively used.

Tom’s Hardware noted the performance dip after reading reports of related problems around the web. The site’s testing with and without the Nvidia App installed confirms that, across five games running on an RTX 4060, the app reduced average frame rates by around 3 to 6 percent, depending on the resolution and graphical quality level.

The site’s measured frame rate drop peaked at 12 percent for Assassin’s Creed Mirage running at 1080p Ultra settings; other tested games (including Baldur’s Gate 3, Black Myth: Wukong, Flight Simulator 2024, and Stalker 2) showed a smaller drop at most settings.

Unfiltered

This is a significant performance impact for an app that simply runs quietly in the background for most users. The impact is roughly comparable to that of going from a top-of-the-line RTX 4070 Ti Super to an older RTX 4070 Ti or 4070 Super, based on our earlier testing of those cards.

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why-do-we-get-headaches-from-drinking-red-wine?

Why do we get headaches from drinking red wine?

Putting enzymes to the test

Testing ALDH was the next step. We set up an inhibition assay in test tubes. In the assay, we measured how fast the enzyme ALDH breaks down acetaldehyde. Then, we added the suspected inhibitors—quercetin, as well as some other phenolics we wanted to test—to see whether they slowed the process.

The chemical structure of quercetin, which may cause red wine headaches.

The chemical structure of quercetin, which may cause red wine headaches. Credit: Johannes Botne (CC BY-SA)

These tests confirmed that quercetin was a good inhibitor. Some other phenolics had varying effects, but quercetin glucuronide was the winner. When your body absorbs quercetin from food or wine, most is converted to glucuronide by the liver in order to quickly eliminate it from the body.

Our enzyme tests suggest that quercetin glucuronide disrupts your body’s metabolism of alcohol. This disruption means extra acetaldehyde circulates, causing inflammation and headaches. This discovery points to what’s known as a secondary, or synergistic, effect.

These secondary effects are much harder to identify because two factors must both be in play for the outcome to arise. In this case, other foods that contain quercetin are not associated with headaches, so you might not initially consider quercetin as the cause of the red wine problem.

The next step could be to give human subjects two red wines that are low and high in quercetin and ask whether either wine causes a headache. If the high-quercetin wine induces more headaches, we’d know we’re on the right track.

So, if quercetin causes headaches, are there red wines without it? Unfortunately, the data available on specific wines is far too limited to provide any helpful advice. However, grapes exposed to the Sun do produce more quercetin, and many inexpensive red wines are made from grapes that see less sunlight.

If you’re willing to take a chance, look for an inexpensive, lighter red wine.

Andrew Waterhouse is professor of enology, University of California, Davis, and Apramita Devi is a postdoctoral researcher in food science and technology, University of California, Davis.

This article is republished from The Conversation under a Creative Commons license. Read the original article.

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Werner Herzog muses on mysteries of the brain in Theater of Thought

That mind is partly revealed through Herzog’s running narration, such as when he muses about collective behavior and whether fish have souls—a digression sparked by his interview with Siri co-inventor Tom Gruber. “In the background, I saw his TV screen still on, we didn’t switch it off, and I saw some very, very strange school of fish,” said Herzog. “I asked him about the school of fish, which he had filmed himself. And all of a sudden, I’m only interested in the fish and common behavior. Why do they behave in big schools, in unison? Why do they do that? Do they dream? And if they think, what are they thinking about? I immerse the audience into a very strange form of underwater landscape and behavior of fish.”

Werner Herzog’s inspiration for Theater of Thought arose from conversations with Columbia University neuroscientist Rafael Yuste, who served as science advisor on the film. Argot Pictures

We glimpse the inner workings of Herzog’s mind in the kinds of questions he asks his subjects, such as when he queries IBM’s Dario Gil, who works on quantum computing, about his passion for fishing, eliciting an enthusiastic smile in response. He agrees to interview University of Washington neuroscientist Christof Koch after Koch’s early-morning row on the Puget Sound and includes music from New York University neuroscientist Joseph LeDoux‘s band, the Amygdaloids, in the film’s soundtrack. He asks married scientists Cori Bargmann and Richard Axel about music, their dinner conversations, and the linguistic capabilities of parrots. In so doing, he brings out their innate humanity, not just their scientific expertise.

“That’s what I do. If you don’t have it in you, you shouldn’t be a filmmaker,” said Herzog. “But you see, also, the joy of getting into all of this and the joy of meeting these scientists. We are talking about speaking parrots. What if two parrots learned a language that is already extinct and they would speak to each other? What would we make of it? So I’m asking, spontaneously, because I saw it, I sensed it, there was something I should depart completely from scientific quests. And yet there’s a deep scientific background to it.”

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Elon Musk slams SEC as agency threatens charges in Twitter stock probe

An SEC spokesperson told Ars today that the commission’s policy is “to conduct investigations on a confidential basis to preserve the integrity of its investigative process. The SEC therefore does not comment on the existence or nonexistence of a possible investigation.”

A Reuters source confirmed the settlement offer. “The SEC sent Musk a settlement offer on Tuesday seeking a response in 48 hours, but extended it to Monday after a request for more time, the source said,” according to a Reuters article today.

The settlement offer was also confirmed by a source who spoke to The Washington Post. “One person familiar with the probe, who spoke on the condition of anonymity to describe a confidential law enforcement proceeding, confirmed that Musk had been sent a settlement offer in recent days,” the Post wrote last night. “But the person said they believed the tech billionaire had actually been given until Monday to evaluate the offer—adding that rejecting a settlement still would not immediately trigger charges by the SEC, which typically sends formal notices before such cases are brought.”

Musk has had several legal battles with the SEC. In 2018, he and Tesla each agreed to $20 million payments in a settlement over the SEC’s complaint that “Musk’s misleading tweets” about taking Tesla private caused the stock price to jump “and led to significant market disruption.” He has tried and failed to get out of that settlement, claiming that he was “forced” into signing the deal and that the SEC used the 2018 consent decree to “micro-manage” his social media activity.

Musk to have influence in Trump admin

Musk won’t have to worry as much about government regulation once Trump takes over. Trump picked Musk to lead a new Department of Government Efficiency, or “DOGE,” which will make recommendations for eliminating regulations, cutting expenses, and restructuring federal agencies.

As Reuters wrote today, Musk “is set to gain extraordinary influence after spending more than a quarter of a billion dollars to help Donald Trump win November’s presidential election. His companies are expected to be well insulated from regulation and enforcement measures.”

The SEC’s November announcement of Gensler’s planned departure from the agency touted his work to adopt “several rules to ensure that investors get the disclosure they need from public companies and companies seeking to go public.”

Trump chose Paul Atkins to replace Gensler as SEC chair, calling Atkins an advocate “for common sense regulations.” Atkins, a former SEC commissioner who founded the Patomak Global Partners consultancy firm, testified to Congress in 2019 that the SEC should reduce its disclosure requirements.

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The US military is now talking openly about going on the attack in space

Mastalir said China is “copying the US playbook” with the way it integrates satellites into more conventional military operations on land, in the air, and at sea. “Their specific goals are to be able to track and target US high-value assets at the time and place of their choosing,” Mastalir said.

China’s strategy, known as Anti-Access/Area Denial, or A2AD, is centered on preventing US forces from accessing international waters extending hundreds or thousands of miles from mainland China. Some of the islands occupied by China within the last 15 years are closer to the Philippines, another treaty ally, than to China itself.

The A2AD strategy first “extended to the first island chain (bounded by the Philippines), and now the second island chain (extending to the US territory of Guam), and eventually all the way to the West Coast of California,” Mastalir said.

US officials say China has based anti-ship, anti-air, and anti-ballistic weapons in the region, and many of these systems rely on satellite tracking and targeting. Mastalir said his priority at Indo-Pacific Command, headquartered in Hawaii, is to defend US and allied satellites, or “blue assets,” and challenge “red assets” to break the Chinese military’s “long-range kill chains and protect the joint force from space-enabled attack.”

What this means is the Space Force wants to have the ability to disable or destroy the satellites China would use to provide communication, command, tracking, navigation, or surveillance support during an attack against the US or its allies.

Buildings and structures are seen on October 25, 2022, on an artificial island built by China on Subi Reef in the Spratly Islands of the South China Sea. China has progressively asserted its claim of ownership over disputed islands in the region. Credit: Ezra Acayan/Getty Images

Mastalir said he believes China’s space-based capabilities are “sufficient” to achieve the country’s military ambitions, whatever they are. “The sophistication of their sensors is certainly continuing to increase—the interconnectedness, the interoperability. They’re a pacing challenge for a reason,” he said.

“We’re seeing all signs point to being able to target US aircraft carriers… high-value assets in the air like tankers, AWACS (Airborne Warning And Control System),” Mastalir said. “This is a strategy to keep the US from intervening, and that’s what their space architecture is.”

That’s not acceptable to Pentagon officials, so Space Force personnel are now training for orbital warfare. Just don’t expect to know the specifics of any of these weapons systems any time soon.

“The details of that? No, you’re not going to get that from any war-fighting organization—’let me tell you precisely how I intend to attack an adversary so that they can respond and counter that’—those aren’t discussions we’re going to have,” Saltzman said. “We’re still going to protect some of those (details), but broadly, from an operational concept, we are going to be ready to contest space.”

A new administration

The Space Force will likely receive new policy directives after President-elect Donald Trump takes office in January. The Trump transition team hasn’t identified any changes coming for the Space Force, but a list of policy proposals known as Project 2025 may offer some clues.

Published by the Heritage Foundation, a conservative think tank, Project 2025 calls for the Pentagon to pivot the Space Force from a mostly defensive posture toward offensive weapons systems. Christopher Miller, who served as acting secretary of defense in the first Trump administration, authored the military section of Project 2025.

Miller wrote that the Space Force should “reestablish offensive capabilities to guarantee a favorable balance of forces, efficiently manage the full deterrence spectrum, and seriously complicate enemy calculations of a successful first strike against US space assets.”

Trump disavowed Project 2025 during the campaign, but since the election, he has nominated several of the policy agenda’s authors and contributors to key administration posts.

Saltzman met with Trump last month while attending a launch of SpaceX’s Starship rocket in Texas, but he said the encounter was incidental. Saltzman was already there for discussions with SpaceX officials, and Trump’s travel plans only became known the day before the launch.

The conversation with Trump at the Starship launch didn’t touch on any policy details, according to Saltzman. He added that the Space Force hasn’t yet had any formal discussions with the Trump transition team.

Regardless of the direction Trump takes with the Space Force, Saltzman said the service is already thinking about what to do to maintain what the Pentagon now calls “space superiority”—a twist on the term air superiority, which might have seemed equally as fanciful at the dawn of military aviation more than a century ago.

“That’s the reason we’re the Space Force,” Saltzman said. “So administration to administration, that’s still going to be true. Now, it’s just about resourcing and the discussions about what we want to do and when we want to do it, and we’re ready to have those discussions.”

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