gaming

diablo-ii’s-new-warlock-is-a-great-excuse-to-revisit-a-classic-game

Diablo II’s new Warlock is a great excuse to revisit a classic game

Of the Warlock’s three Demonic partner options, I found myself leaning most on the Tainted, which can stay out of harm’s way while harassing slower enemies from afar with fireballs. The other Demon options both had their charms but often got too caught up in massive enemy swarms to be as effective as I wanted, I found. I also didn’t see much point in the skill option that let me teleport my demon into a specific fight or sacrifice itself for some splash damage; their standard, AI-controlled attack patterns were usually sufficient.

Then there’s the Chaos upgrade branch, which is focused mostly on area-of-effect (AoE) spells. My build thus far has ended up pretty reliant on the direct-damage AoE options; the Flame Wave, in particular, is especially good for quickly clearing out long, narrow corridors. I also leaned on the Sigil of Lethargy, which effectively slows down some of the more frenetic enemy swarms and gives you some time to gather your attack plan.

Something borrowed, something blue…

Combining these Chaos skills with the weapon-improving options in the Eldritch branch has made my time with the Diablo II Warlock feel like a bit of a “best of both worlds” situation. The mixture of ranged combat options, area-of-effect magic, and allies-summoning abilities ends up feeling like a weird cross between a Sorceress, Amazon, and Necromancer, without feeling like a carbon copy of any of those classes.

I haven’t yet gotten to the new late-game content in the “Reign of the Warlock” DLC, so I can’t say how well the Warlock holds up in the extreme difficulty of the Terror Zones. I also haven’t experimented with any of the truly broken Warlock builds that some committed high-level min-maxxers have been busy discovering.

As a casual excuse to revisit the world of Diablo II, though, the Warlock class provides just enough of a new twist on some familiar gameplay mechanics to make it worth the trip.

Diablo II’s new Warlock is a great excuse to revisit a classic game Read More »

gamehub-will-give-mac-owners-another-imperfect-way-to-play-windows-games

GameHub will give Mac owners another imperfect way to play Windows games

Reasons for worry

In a recent interview with The Memory Core newsletter, GameSir admitted that its primary motivation for releasing a Windows emulation tool was to sell more of its controllers. But GameSir’s controllers aren’t required to use the Android version, which it says was sideloaded on 5 million (primarily Chinese) Android devices even before its official Google Play release in November.

GameHub’s Windows emulation works on Android, but there are some issues.

Credit: GameSir

GameHub’s Windows emulation works on Android, but there are some issues. Credit: GameSir

GameHub on Android has also faced controversy for including a number of invasive trackers (which are removed in a community-built Lite version). A GameSir representative told The Memory Core that this was just standard practice in the Chinese market, where there is less sensitivity to such user tracking, and that it has since been removed.

The representative also addressed concerns about reusing open source compatibility code in that interview, saying that its Windows emulator was “developed in-house by GameSir’s core engineering team” with its “own in-house compatibility layer (such as syscall hooks, GameScopeVK, and other technologies), rather than modifications to Wine’s core code.” That said, the representative admitted GameFusion “reference[s] and use UI components from Winlator [an open source Windows emulation tool for Android]… to maintain ecosystem compatibility and familiarity.”

The compatibility issues and controversial corporate entity involved here probably mean that GameHub for Mac won’t be the Valve SteamOS/Proton moment that Apple gamers have been waiting for. Still, it’ll be nice for MacBook owners to have yet another option to play Windows games without needing to run a Windows install.

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ram-shortage-hits-valve’s-four-year-old-steam-deck,-now-available-“intermittently”

RAM shortage hits Valve’s four-year-old Steam Deck, now available “intermittently”

Earlier this month, Valve announced it was delaying the release of its new Steam Machine desktop and Steam Frame VR headset due to memory and storage shortages that have been cascading across the PC industry since late 2025. But those shortages are also coming for products that have already launched.

Valve had added a note to its Steam Deck page noting that the device would be “out-of-stock intermittently in some regions due to memory and storage shortages.” None of Valve’s three listed Steam Deck configurations are currently available to buy, nor are any of the certified refurbished Steam Deck configurations that Valve sometimes offers.

Valve hasn’t announced any price increases for the Deck, at least not yet—the 512GB OLED model is still listed at $549 and the 1TB version at $649. But the basic 256GB LCD model has been formally discontinued now that it has sold out, increasing the Deck’s de facto starting price from $399 to $549. Valve announced in December that it was ending production on the LCD version of the Deck and that it wouldn’t be restocked once it sold out.

The Steam Deck’s hardware is four years old this month, and faster hardware with better chips and higher-resolution screens have been released in the years since. But those Ryzen Z1 and Z2 chips aren’t always dramatically faster than the Deck’s semi-custom AMD chip; many of those handhelds are also considerably more expensive than the OLED Deck’s $549 starting price. When it’s in stock, the Deck still offers compelling performance and specs for the price.

RAM shortage hits Valve’s four-year-old Steam Deck, now available “intermittently” Read More »

just-look-at-ayaneo’s-absolute-unit-of-a-windows-gaming-“handheld”

Just look at Ayaneo’s absolute unit of a Windows gaming “handheld”

In 2023, we marveled at the sheer mass of Lenovo’s Legion Go, a 1.88-pound, 11.8-inch-wide monstrosity of a Windows gaming handheld. In 2026, though, Ayaneo unveiled details of its Next II handheld, which puts Lenovo’s big boy to shame while also offering heftier specs and a higher price than most other Windows gaming handhelds.

Let’s focus on the bulk first. The Ayaneo Next II weighs in at a truly wrist-straining 3.14 pounds, making it more than twice as heavy in the hands as the Steam Deck OLED (not to mention 2022’s original Ayaneo Next, which weighed a much more reasonable 1.58 pounds). The absolute unit also measures 13.45 inches wide and 10.3 inches tall, according to Ayaneo’s spec sheet, giving it a footprint approximately 60 percent larger than the Switch 2 (with Joy-Cons attached).

Ayaneo packs some seriously powerful portable PC performance into all that bulk, though. The high-end version of the system sports a Ryzen AI Max+ 395 chipset with 16 Zen5 cores alongside a Radeon 8060S with 40 RDNA3.5 compute units. That should give this massive portable performance comparable to a desktop with an RTX 4060 or a gaming laptop like last year’s high-end ROG Flow Z13.

The Next II sports a massive screen and some adult-sized controls.

The Next II sports a massive screen and some adult-sized controls. Credit: Ayaneo

Ayaneo isn’t the first hardware maker to package the Max+ 395 chipset into a Windows gaming handheld; the OneXPlayer OneXfly Apex and GPD Win5 feature essentially the same chipset, the latter with an external battery pack. But the Next II neatly outclasses the (smaller and lighter) competition with a high-end 9.06-inch OLED screen, capable of 2400×1504 resolution, up to 165 Hz refresh rates, and 1,155 nits of brightness.

Just look at Ayaneo’s absolute unit of a Windows gaming “handheld” Read More »

no-humans-allowed:-this-new-space-based-mmo-is-designed-exclusively-for-ai-agents

No humans allowed: This new space-based MMO is designed exclusively for AI agents

For a couple of weeks now, AI agents (and some humans impersonating AI agents) have been hanging out and doing weird stuff on Moltbook’s Reddit-style social network. Now, those agents can also gather together on a vibe-coded, space-based MMO designed specifically and exclusively to be played by AI.

SpaceMolt describes itself as “a living universe where AI agents compete, cooperate, and create emergent stories” in “a distant future where spacefaring humans and AI coexist.” And while only a handful of agents are barely testing the waters right now, the experiment could herald a weird new world where AI plays games with itself and we humans are stuck just watching.

“You decide. You act. They watch.”

Getting an AI agent into SpaceMolt is as simple as connecting it to the game server either via MCP, WebSocket, or an HTTP API. Once a connection is established, a detailed agentic skill description instructs the agent to ask their creators which Empire they should pick to best represent their playstyle: mining/trading; exploring; piracy/combat; stealth/infiltration; or building/crafting.

After that, the agent engages in autonomous “gameplay” by sending simple commands to the server, no graphical interface or physical input method required. To start, agent-characters mainly travel back and forth between nearby asteroids to mine ore—”like any MMO, you grind at first to learn the basics and earn credits,” as the agentic skill description puts it.

After a while, agent-characters automatically level up, gaining new skills that let them refine that ore into craftable and tradable items via discovered recipes. Eventually, agents can gather into factions, take part in simulated combat, and even engage in space piracy in areas where there’s no police presence. So far, though, basic mining and exploration seem to be dominating the sparsely populated map, where 51 agents are roaming the game’s 505 different star systems, as of this writing.

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why-$700-could-be-a-“death-sentence”-for-the-steam-machine

Why $700 could be a “death sentence” for the Steam Machine

Bad news for Valve in particular?

On the surface, it might seem like every company making gaming hardware would be similarly affected by increasing component costs. In practice, though, analysts suggested that Valve might be in a uniquely bad position to absorb this ongoing market disruption.

Large console makers like Sony and Microsoft “can commit to tens of millions of orders, and have strong negotiating power,” Niko Partners analyst Daniel Ahmad pointed out. The Steam Machine, on the other hand, is “a niche product that cannot benefit in the same way when it comes to procurement,” meaning Valve has to shoulder higher component cost increases.

F-Squared’s Futter echoed that Valve is “not an enormous player in the hardware space, even with the Steam Deck’s success. So they likely don’t have the same kind of priority as a Nintendo, Sony, or Microsoft when it comes to suppliers.”

PlayStation 5 in horizontal orientation, compared to Xbox Series X in horizontal orientation

Sony and Microsoft might have an advantage when negotiating volume discounts with suppliers.

Credit: Sam Machkovech

Sony and Microsoft might have an advantage when negotiating volume discounts with suppliers. Credit: Sam Machkovech

The size of the Steam Machine price adjustment also might depend on when Valve made its supply chain commitments. “It’s not clear when or if Valve locked in supply contracts for the Steam Machine, or if supply can be diverted from the Steam Deck for the new product,” Tech Insights analyst James Sanders noted. On the other hand, “Sony and Microsoft likely will have locked in more favorable component pricing before the current spike,” Van Dreunen said.

That said, some other aspects of the Steam Machine design could give Valve some greater pricing flexibility. Sanders noted that the Steam Machine’s smaller physical size could mean smaller packaging and reduced shipping costs for Valve. And selling the system primarily through direct sales via the web and Steam itself eliminates the usual retailer markups console makers have to take into account, he added.

“I think Valve was hoping for a much lower price and that the component issue would be short-term,” Cole said. “Obviously it is looking more like a long-term issue.”

Why $700 could be a “death sentence” for the Steam Machine Read More »

the-switch-2-is-getting-a-new-virtual-console-(kind-of)

The Switch 2 is getting a new Virtual Console (kind of)

In 2018, we lamented as Nintendo officially replaced the Virtual Console—its long-running line of downloadable classic games on the Wii and Wii U—with time-limited access to a set of games through a paid Nintendo Switch Online subscription. Now, Hamster Corporation is doing what Nintendo no longer will, by offering downloadable versions of retro console games for direct individual purchase on the Switch 2.

As part of today’s Nintendo Direct Partner Showcase, Hamster announced a new Console Archives line of emulated classics available for download starting today on the Switch 2 and next week on the PlayStation 5 (sorry, Xbox and OG Switch fans). So far that lineup only includes the original PlayStation snowboarding title Cool Boarders for $12 and the NES action platformer Ninja Gaiden II: The Dark Sword of Chaos for $8, but Hamster promises more obscure games, including Doraemon and Sonic Wings Special, will be available in the future.

If the name Hamster Corporation sounds familiar, it’s because the company is behind the Arcade Archive series, which has repackaged individual arcade games for purchase and emulated play on modern consoles since 2014. That effort, which celebrated its 500th release in December, even includes some of Nintendo’s classic arcade titles, which the Switch-maker never officially released on the original Virtual Console.

Now Hamster’s says it is expanding its efforts “with the concept of faithfully reproducing masterpieces released on various home game consoles, allowing players to easily enjoy them on the latest hardware.” While these new offerings are more bare-bones than the full-fledged interactive museums released by the likes of Digital Eclipse, they still include a few modern features, such as customizable button layouts, screen settings, and the ability to save and load at any time.

The Switch 2 is getting a new Virtual Console (kind of) Read More »

nintendo-switch-is-the-second-bestselling-game-console-ever,-behind-only-the-ps2

Nintendo Switch is the second-bestselling game console ever, behind only the PS2

Although it was finally replaced last year by the new Switch 2, the orginal switch isn’t done just yet. Many recent Switch games (and a handful of major updates, like the one for Animal Crossing) have been released in both Switch and Switch 2 editions, and Nintendo continues to sell all editions of the original console as entry-level systems for those who can’t pay $450 for a Switch 2.

The 9-year-old Switch’s continued availability has helped it clear a milestone, according to the company’s third-quarter financial results (PDF). As of December 31, 2025, Nintendo says the Switch “has reached the highest sales volume of any Nintendo hardware” with a total of 155.37 million units sold, surpassing the original DS’s lifetime total of 154.02 million units. The console has sold 3.25 million units in Nintendo’s fiscal 2026 so far, including 1.36 million units over the holidays. Those consoles have sold despite price hikes that Nintendo introduced in August of 2025, citing “market conditions.”

That makes the Switch the second-bestselling game console of all time, just three years after it became the third-bestselling game console of all time. The only frontier left for the Switch to conquer is Sony’s PlayStation 2, which Sony says sold “over 160 million units” over its long life. At its current sales rate (Nintendo predicts it will sell roughly 750,000 Switches in the next quarter), it would take the Switch another couple of years to cross that line, but those numbers are likely to taper off as we get deeper into the Switch 2 era.

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wing-commander-iii:-“isn’t-that-the-guy-from-star-wars?”

Wing Commander III: “Isn’t that the guy from Star Wars?”


C:ArsGames looks at a vanguard of the multimedia FMV future that never quite came to pass.

It’s Christmas of 1994, and I am 16 years old. Sitting on the table in our family room next to a pile of cow-spotted boxes is the most incredible thing in the world: a brand-new Gateway 66MHz Pentium tower, with a 540MB hard disk drive, 8MB of RAM, and, most importantly, a CD-ROM drive. I am agog, practically trembling with barely suppressed joy, my bored Gen-X teenager mask threatening to slip and let actual feelings out. My life was about to change—at least where games were concerned.

I’d been working for several months at Babbage’s store No. 9, near Baybrook Mall in southeast suburban Houston. Although the Gateway PC’s arrival on Christmas morning was utterly unexpected, the choice of what game to buy required no planning at all. I’d already decided a few weeks earlier, when Chris Roberts’ latest opus had been drop-shipped to our shelves, just in time for the holiday season. The choice made itself, really.

Screenshot of John Rhys-Davies and Mark Hamill in the WC3 intro

Gimli and Luke, together at last!

Credit: Origin Systems / Electronic Arts

Gimli and Luke, together at last! Credit: Origin Systems / Electronic Arts

The moment Babbage’s opened its doors on December 26—a day I had off, fortunately—I was there, checkbook in hand. One entire paycheck’s worth of capitalism later, I was sprinting out to my creaky 280-Z, sweatily clutching two boxes—one an impulse buy, The Star Trek: The Next Generation Interactive Technical Manual, and the other a game I felt sure would be the best thing I’d ever played or ever would play: Origin’s Wing Commander III: The Heart of the Tiger. On the backs of Wing Commander I and Wing Commander II, how could it not be?!

The movie is on my computer!

It’s easy to pooh-pooh full-motion video games here in 2026; from our vantage point, we know the much-anticipated “Siliwood” revolution that was supposed to transform entertainment and usher interactivity into all media by the end of the millennium utterly failed to materialize, leaving in its wake a series of often spectacularly expensive titles filled with grainy interlaced video and ersatz gameplay. Even the standout titles—smash hits like Roberta Williams’ Phantasmagoria or Cyan’s Riven—were, on the whole, kinda mediocre.

But we hadn’t learned any of those lessons yet in 1994, and Wing Commander III went hard. The game’s production was absurdly expensive, with a budget that eventually reached an unheard-of $4 million. The shooting script runs to 324 printed pages (a typical feature film script is less than half that long—Coppola’s working script for The Godfather was 136 pages). Even the game itself was enormous—in an era where a single CD-ROM was already considered ludicrously large, WC3 sprawled ostentatiously across four of the 600MB-or-so discs.

Photograph of WC3's original CD-ROMs.

Still got these damn things in my closet after all these years.

Credit: Lee Hutchinson

Still got these damn things in my closet after all these years. Credit: Lee Hutchinson

Why so big? Because this was the future, and the future—or so we thought at the time—belonged to full-motion video.

The Wing Commander III opening cinematic in all its pixelated glory.

That’s Wing Commander III’s epic opening cinematic, upscaled for YouTube. Even without the upscaling and watching it on a 15-inch CRT, I was entranced. I was blown away. Before the credits were done rolling, I was already on the phone with my buddies Steve and Matt, telling them to stop what they were doing and get over here immediately to see this thing—it’s like a whole movie! A movie, on the computer! Surely only Chris Roberts could conceive and execute such audacity!

And what a movie it was, with an actual-for-real Hollywood cast. Malcolm McDowell! John Rhys-Davies! Jason Bernard! Tom Wilson! Ginger Lynn Allen, whom 16-year-old me definitely did not want his parents to know that I recognized! And, of course, the biggest face on the box: Luke Skywalker himself, Mark Hamill, representing you. You, the decorated hero of the Vega campaign, the formerly disgraced “Coward of K’Tithrak Mang,” the recently redeemed savior of humanity, now sporting an actual name: Colonel Christopher Blair. (“Blair” is an evolution of the internal codename used by Origin to refer to the main character in the previous two Wing Commander titles—”Bluehair.”)

Screenshot of Malcolm McDowell as Admiral Tolywn

I’d watch Malcolm McDowell in anything. Malcolm McDowell is my cinematic love language.

Credit: Origin Systems / Electronic Arts

I’d watch Malcolm McDowell in anything. Malcolm McDowell is my cinematic love language. Credit: Origin Systems / Electronic Arts

Once the jaw-dropping intro finishes, the player finds Colonel Blair as the newly invested squadron commander aboard the aging carrier TCS Victory, wandering the corridors and having FMV conversations with a few other members of the carrier’s crew. From there, it’s a short hop to the first mission—because beneath all the FMV glitz, Origin still had to provide an actual, you know, game for folks to play.

Through a rose-tinted helmet visor

The game itself is…fine. It’s fine. The polygonal graphics are a welcome step up from the previous two Wing Commander titles’ bitmapped sprites, and the missions themselves manage to avoid many of the “space is gigantic and things take forever to happen” design missteps that plagued LucasArts’ X-Wing (but not, fortunately, TIE Fighter). You fly from point to point and shoot bad guys until they’re dead. Sometimes there are escort missions, sometimes you’re hitting capital ships, and there’s even a (very clunky) planetary bombing mission at the very end that feels like it directly apes the Death Star trench run while doing everything it can to shout “NO THIS IS NOT STAR WARS THIS IS VERY DIFFERENT!”

Screenshot of Mark Hamill saluting badly

That salute is… definitely a choice.

Credit: Origin Systems / Electronic Arts

That salute is… definitely a choice. Credit: Origin Systems / Electronic Arts

The space combat is serviceable, but the game also very clearly knows why we’re here: to watch a dead-eyed Mark Hamill with five days of beard stubble fulfill our “I am flying a spaceship” hero fantasies while trading banter with Tom Wilson’s Maniac (“How many people here know about the Maniac? …what, nobody?!”) and receiving fatherly advice from Jason Bernard’s Captain Eisen. And maybe, just maybe, we’d also save the universe and get the girl—either Ginger Lynn’s chief technician Rachel Coriolis or fellow pilot “Flint” Peters, played by Jennifer MacDonald.

(Perhaps unsurprisingly, given the primary purchasing demographic, players tended to overwhelmingly choose Rachel—though this might also have something to do with the fact that if you don’t choose Rachel, you can’t customize your missile loadout for some important missions near the end of the game).

Screenshot of the player picking a love interest

Who doesn’t enjoy a good old-fashioned space love triangle?

Credit: Origin Systems / Electronic Arts

Who doesn’t enjoy a good old-fashioned space love triangle? Credit: Origin Systems / Electronic Arts

Worth a revisit? Definitely!

I will let others more qualified than me opine on whether or not Wing Commander III succeeded at the game-y things it set out to do—folks looking to read an educated opinion should consult Jimmy Maher’s thoughts on the matter over at his site, The Digital Antiquarian.

But regardless of whether or not it was a good game in its time, and regardless of whether or not it’s an effective space combat sim, it is absolutely undeniable that it’s a fascinating historical curiosity—one well worth dropping three bucks on at the GOG store (it’s on sale!).

There are cheats built into the game to help you skip past the actual space missions, which range in difficulty from “cream puff” to “obviously untested and totally broken” because just like in 1994, what we’re really here for is the beautiful failed experiment in interactive entertainment that is the movie portion of the game, especially when Malcolm McDowell shows up as Admiral Tolwyn and, in typical Malcom McDowell fashion, totally commits to the role far beyond what would have been required to pull it off and turns in his scenery-chewing best. (He’s even better in Wing Commander IV, though we’ll save that for another day.)

You could find a worse way today to spend those three bucks. Slap on that flight suit, colonel—the galaxy isn’t going to save itself!

Photo of Lee Hutchinson

Lee is the Senior Technology Editor, and oversees story development for the gadget, culture, IT, and video sections of Ars Technica. A long-time member of the Ars OpenForum with an extensive background in enterprise storage and security, he lives in Houston.

Wing Commander III: “Isn’t that the guy from Star Wars?” Read More »

looking-back-at-catacomb-3d,-the-game-that-led-to-wolfenstein-3d

Looking back at Catacomb 3D, the game that led to Wolfenstein 3D

No longer keen on more Commander Keen

While id’s decision to lean into fast, action-oriented first-person games might seem obvious in retrospect, the video reveals that it was far from an easy decision. Catacomb 3D earned the team just $5,000 (about $11,750 in December 2025 dollars) through a contract to deliver bi-monthly games for Softdisk’s Gamer’s Edge magazine-on-a-disk. Each episode of the Commander Keen series of run-and-gun 2D games, on the other hand, was still earning “10 times that amount” at the time, Romero said.

That made sticking with Commander Keen seem like the “obvious business decision,” Romero says in the video. The team even started work on a seventh Commander Keen game—with parallax scrolling and full VGA color support—right after Catacomb 3D‘s release. At the time, it felt like Catacomb 3D might be “just like a weird gimmick thing that we did for a little bit because we wanted to play with a different technology,” as John Carmack put it.

A tech demo shows early work on Commander Keen 7 that was abandoned in favor of Wolfenstein 3D.

That feeling started to fade away, Carmack said, after his brother Adrian had an “almost falling out of his seat” moment while pivoting toward an in-game troll in Catacomb 3D. “It automatically sucked you in,” Adrian Carmack said of the feeling. “You’re trying to look behind walls, doors, whatever… you get a pop-out like that, and it was just one of the craziest things in a video game I had ever seen.”

That kind of reaction from one of their own eventually convinced the team to abandon two weeks of work on Keen 7 to focus on what would become Wolfenstein 3D. “It kind of felt that’s where the future was going,” Carmack said in the video. “[We wanted to] “take it to some place that it wouldn’t happen staying in the existing conservative [lane].”

“Within two weeks, [I was up] at one in the morning and I’m just like, ‘Guys, we need to not make this game [Keen],’” Romero told Ars in 2024. “‘This is not the future. The future is getting better at what we just did with Catacomb.’ … And everyone was immediately was like, ‘Yeah, you know, you’re right. That is the new thing, and we haven’t seen it, and we can do it, so why aren’t we doing it?’”

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why-reviving-the-shuttered-anthem-is-turning-out-tougher-than-expected

Why reviving the shuttered Anthem is turning out tougher than expected


Despite proof-of-concept video, EA’s Frostbite Engine servers are difficult to pick apart.

Anthem may be down, but it’s not quite out yet. Credit: Bioware

On January 12, EA shut down the official servers for Anthem, making Bioware’s multiplayer sci-fi adventure completely unplayable for the first time since its troubled 2019 launch. Last week, though, the Anthem community woke up to a new video showing the game at least partially loading on what appears to be a simulated background server.

The people behind that video—and the Anthem revival project that made it possible—told Ars they were optimistic about their efforts to coerce EA’s temperamental Frostbite engine into running the game without access to EA’s servers. That said, the team also wants to temper expectations that may have risen a bit too high in the wake of what is just a proof-of-concept video.

Andersson799’s early proof-of-concept video showing Anthem partially loading on emulated local servers.

“People are getting excited [about the video], and naturally people are going to get their hopes up,” project administrator Laurie told Ars. “I don’t want to be the person that’s going to have to deal with the aftermath if it turns out that we can’t actually get anywhere.”

Keep an eye on those packets

The Anthem revival effort currently centers around The Fort’s Forge, a Discord server where a handful of volunteer engineers and developers have gathered to pick apart the game and its unique architecture. Laurie said they initially set up the group “out of little more than spite for EA and Bioware around the time the shutdown got announced” back in July.

While Laurie has some experience with the community behind Gundam Evolution revival project Side 7, they knew they’d need help from people with direct experience working on EA’s Frostbite engine games. Luckily, Laurie said they were “able to catch the eyes of people who are familiar with this line of work [without] searching too much.”

One of those people was Ness199X, an experienced Frostbite tinkerer who told Ars he “never really played much Anthem” before the game’s shutdown was announced. When a friend pointed out the impending death of the title, though, Ness said he was motivated to preserve the game for posterity.

Initial efforts to examine what made Anthem tick “came up empty,” Ness said, largely because the game uses EA’s bespoke Frostbite engine differently than other EA titles. To begin mapping out those differences, Ness released a packet logger tool in September that let contributors record their own network traffic between the client and EA’s official servers. In addition to helping with reverse-engineering work, Ness writes on the Fort’s Forge Discord that players who logged their packets should be able to fully recover their characters if and when Anthem comes back in playable form.

Catching Frostbite

By analyzing that crowdsourced packet data, Ness said the Fort’s Forge team has been able to break Anthem down into three essential services:

  1. EA’s Blaze server: Used for basic player authentication.
  2. Bioware Online Services (aka BIGS): A JSON web server used to track player information like inventory and quest progression.
  3. The Frostbite multiplayer engine: Loads level data and tracks the real-time positions of players and non-player characters in those levels.

Early efforts to emulate the Blaze and BIGS portions of that architecture helped lead directly to last week’s proof-of-concept video. Andersson799—who says he’s been tinkering with Battlefield and other Frostbite games since 2015—said he was quickly able to use his own logged Anthem packets to create a “barebones anthem private server” that served as a “quick and dirty” sample that he decided to share via YouTube.

“I basically made the tool to just simply reply with the packet captures that I got,” Andersson told me. That was enough to “get in to the game with player profiles loaded and everything.” And while Ness says there’s still some effort needed “to [make Blaze and BIGS] work well and smoothly in terms of quest progression, etc.,” the path forward on those portions is relatively straightforward.

It’s the Frostbite engine and its odd client-server architecture that forms the biggest barrier to getting Anthem up and running again without EA’s servers. “Due to how Frostbite is designed, all gameplay in a Frostbite game runs in a ‘server’ context,” Ness explained. Even in a single-player game like Mass Effect: Andromeda, he said, “the client just creates a separate server thread and pipes all the traffic internally.”

“I feel like with Anthem, it heavily relies on online data that was stored in Bioware’s server,” Andersson added. “In my initial testing, the game couldn’t load into the level without that data.”

Anthem‘s Fort Tarsis area loads its data from local files, rather than EA’s servers.

There’s some hope that this crucial level data is still available and recoverable, though. Ness points out that Fort Tarsis, the game’s lobby area, already runs using offline data piped through a local “server” thread, meaning the rest of the game could theoretically be coerced to run similarly.

Just as important, he says, “as far as we have been able to discern, all the logic for the other levels, which when the game was live ran on a remote server, also exists in the client,” Ness said. “By patching the game we can most likely enable the ability to host these in process as well. That’s what we’re exploring.”

“To be honest we’re not entirely sure…”

While all that local level data should be usable in theory, seemingly random differences between Anthem and other Frostbite games are getting in the way of loading the data in practice. Anthem acts like a standard Frostbite game “for the most part,” Ness said, but at times will show unusual behaviors that are hard to pin down.

“For example, when we try to load most maps, no NPCs spawn, but in some maps they do,” he said. “And we have yet to determine why. Ness has some suspicion that the odd behavior is connected to the “fairly extensive amount of player data the game keeps as part of its online RPG nature,” but adds that “to be honest we’re not entirely sure how deep the differences go, other than that the engine didn’t behave how we expected it to.”

Ness said he’s about 75 percent confident that the team will be able to figure out how to fully leverage the Frostbite engine to power a version of the game that runs without EA’s centralized servers. If that effort succeeds, he says a playable version of Anthem could be back up and running in “months, or less even, depending on motivation.” But if the efforts to pick apart Anthem’s take on Frostbite hits a brick wall, Ness says “the amount of work increases fairly exponentially and I’m a lot less confident that we have the motivation for that.”

“I’m fairly confident that we can get this game to be playable again, like how it is supposed to be,” Andersson said. “It’ll just take time as most of us have our own life to manage besides this.”

Engaging in some expectations management on the Fort’s Forge Discord.

Engaging in some expectations management on the Fort’s Forge Discord. Credit: Laurie / The Fort’s Forge

In the meantime, Laurie is still trying to manage expectations set by the somewhat premature posting of Andersson’s proof-of-concept video. “Please, do not expect frequent updates,” Laurie wrote in the Fort’s Forge Discord. “We had not anticipated releasing anything this early, nor should the expedience of this video’s release serve as any kind of benchmark for how fast we make progress.”

Laurie also took to Reddit to publicly call the video “a really hacky thing so I want to ask people to manage their expectations just a bit. A lot of stuff clearly doesn’t work as ‘intended,’ and definitely needs at minimum, more polish.”

At one point last week, Laurie says they had to stop accepting new members to the Fort’s Forge Discord, “mostly to prevent an influx of people in response to… news coverage.” And while people with Frostbite engine modding experience are encouraged to reach out, the small team is being cautious about growing too large, too fast.

“We’re a little reluctant to add developers right now as we have no real code base to work from,” Ness said, describing their current efforts as “scratch work” maintained in separate forms by multiple people. “But once we firm that up (hopefully in the next weeks), we will look to add more [coders].”

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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how-to-get-doom-running-on-a-pair-of-earbuds

How to get Doom running on a pair of earbuds

Hard to believe the gameplay on this website is powered by a set of earbuds.

Hard to believe the gameplay on this website is powered by a set of earbuds. Credit: DoomBuds

Squeezing the entirety of Doom onto modern earbuds wasn’t an easy task, either. The 4.2MB of game data won’t quite fit on the PineBuds’ 4MB of flash memory, for instance. That means the project needed to use a 1.7MB “squashware” build of Doom, which eliminates some animation frames and shortens some music tracks to make the game even more portable.

The earbuds also have just under 1MB of RAM, requiring the coding of a new version of the game that optimizes away many of the bits that usually fill up a full 4MB of RAM in the standard game. “Pre-generating lookup tables, making variables const, reading const variables from flash, disabling DOOM’s caching system, removing unneeded variables… it all adds up,” Sarkisan writes.

For those without their own PineBuds to test this wild idea, Sarkisan has set up an interactive Twitch stream that players can queue up to control for 45-second sessions via doombuds.com. It’s a great little break-time diversion, especially for people ready to marvel that a set of $70 earbuds can now run a game that required a $1,000-plus computer tower a few decades ago.

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