gaming

gentrified-doom-remake-trades-chainsaw-for-cheese-knife

Gentrified Doom remake trades chainsaw for cheese knife

Just when you thought you had seen every possible Doom mod, two game developers released a free browser game that reimagines the first level of 1993’s Doom as an art gallery, replacing demons with paintings and shotguns with wine glasses.

Doom: The Gallery Experience, created by Filippo Meozzi and Liam Stone, transforms the iconic E1M1 level into a virtual museum space where players guide a glasses-wearing Doomguy through halls of fine art as classical music plays in the background. The game links each displayed artwork to its corresponding page on the Metropolitan Museum of Art’s website.

“In this experience, you will be able to walk around and appreciate some fine art while sipping some wine and enjoying the complimentary hors d’oeuvres,” write the developers on the game’s itch.io page, “in the beautifully renovated and re-imagined E1M1 of id Software’s DOOM (1993).”

DOOM: The Gallery Experience in a YouTube video by Martinoz.

In the game, players gather money scattered throughout the gallery to purchase items from the gift shop. It also includes a “cheese meter” that fills up as players consume hors d’oeuvres found in the environment, collected as if they were health packs in the original game.

Gentrified Doom remake trades chainsaw for cheese knife Read More »

new-videos-show-off-larger-nintendo-switch-2,-snap-on-joy-cons

New videos show off larger Nintendo Switch 2, snap-on Joy-Cons

Roll that beautiful Switch footage

Of note in this encased Switch 2 shot from a Genki video: the top USB port, expanded shoudler buttons, mysterious C button below the Home button. Genki

Away from CES, Genki’s website was updated Tuesday night with a new video showing encased Switch 2 Joy-Cons attaching to the tablet via a horizontal snap-on motion, as opposed to the vertical slide seen on the original Switch. The video also shows a special lever on the back of the Joy-Cons engaging to detach the Joy-Cons horizontally, seemingly with the aid of a small extendable post near the top of the inner edge of the controller itself.

The inner edges of the Joy-Cons shown in Genki’s video match very closely with other recent leaked photos of the Switch 2 Joy-Cons, right down to the mysterious optical sensor. That sensor can even be seen flashing a laser-like red dot in the Genki promo video, helping to support rumors of mouse-like functionality for the controllers. The Genki video also offers a brief glimpse of the Switch 2 itself sliding into a familiar-looking dock labeled with an embossed Switch logo and a large number 2 next to it.

Genki now has a page up to sign up for Switch 2 accessories news along with this video https://t.co/hNrX8vclPq pic.twitter.com/uD5qwuEHLg

— Wario64 (@Wario64) January 8, 2025

A Genki representative also told Numerama that the company expects the console to be released in April, which is just after Nintendo’s self-imposed deadline for announcing more details about the system. The company had better get a move on, as third-party accessory makers are apparently getting tired of waiting.

New videos show off larger Nintendo Switch 2, snap-on Joy-Cons Read More »

bye-bye-windows-gaming?-steamos-officially-expands-past-the-steam-deck.

Bye-bye Windows gaming? SteamOS officially expands past the Steam Deck.

Almost exactly a year ago, we were publicly yearning for the day when more portable gaming PC makers could ditch Windows in favor of SteamOS (without having to resort to touchy unofficial workarounds). Now, that day has finally come, with Lenovo announcing the upcoming Legion Go S as the first non-Valve handheld to come with an officially licensed copy of SteamOS preinstalled. And Valve promises that it will soon ship a beta version of SteamOS for users to “download and test themselves.”

As Lenovo’s slightly downsized followup to 2023’s massive Legion Go, the Legion Go S won’t feature the detachable controllers of its predecessor. But the new PC gaming handheld will come in two distinct versions, one with the now-standard Windows 11 installation and another edition that’s the first to sport the (recently leaked) “Powered by SteamOS” branding.

The lack of a Windows license seems to contribute to a lower starting cost for the “Powered by SteamOS” edition of the Legion Go S, which will start at $500 when it’s made available in May. Lenovo says the Windows edition of the device—available starting this month—will start at $730, with “additional configurations” available in May starting as low as $600.

The Windows version of the Legion Go S will come with a different color and a higher price. Credit: Lenovo

Both the Windows and SteamOS versions of the Legion Go S will weigh in at 1.61 lbs with an 8-inch 1200p 120 Hz LCD screen, up to 32GB of RAM, and either AMD’s new Ryzen Z2 Go chipset or an older Z1 core.

Watch out, Windows?

Valve said in a blog post on Tuesday that the Legion Go S will sport the same version of SteamOS currently found on the Steam Deck. The company’s work getting SteamOS onto the Legion Go S will also “improve compatibility with other handhelds,” Valve said, and the company “is working on SteamOS support for more devices in the future.”

Bye-bye Windows gaming? SteamOS officially expands past the Steam Deck. Read More »

new-geforce-50-series-gpus:-there’s-the-$1,999-5090,-and-there’s-everything-else

New GeForce 50-series GPUs: There’s the $1,999 5090, and there’s everything else


Nvidia leans heavily on DLSS 4 and AI-generated frames for speed comparisons.

Nvidia’s RTX 5070, one of four new desktop GPUs announced this week. Credit: Nvidia

Nvidia’s RTX 5070, one of four new desktop GPUs announced this week. Credit: Nvidia

Nvidia has good news and bad news for people building or buying gaming PCs.

The good news is that three of its four new RTX 50-series GPUs are the same price or slightly cheaper than the RTX 40-series GPUs they’re replacing. The RTX 5080 is $999, the same price as the RTX 4080 Super; the 5070 Ti and 5070 are launching for $749 and $549, each $50 less than the 4070 Ti Super and 4070 Super.

The bad news for people looking for the absolute fastest card they can get is that the company is charging $1,999 for its flagship RTX 5090 GPU, significantly more than the $1,599 MSRP of the RTX 4090. If you want Nvidia’s biggest and best, it will cost at least as much as four high-end game consoles or a pair of decently specced midrange gaming PCs.

Pricing for the first batch of Blackwell-based RTX 50-series GPUs. Credit: Nvidia

Nvidia also announced a new version of its upscaling algorithm, DLSS 4. As with DLSS 3 and the RTX 40-series, DLSS 4’s flagship feature will be exclusive to the 50-series. It’s called DLSS Multi Frame Generation, and as the name implies, it takes the Frame Generation feature from DLSS 3 and allows it to generate even more frames. It’s why Nvidia CEO Jensen Huang claimed that the $549 RTX 5070 performed like the $1,599 RTX 4090; it’s also why those claims are a bit misleading.

The rollout will begin with the RTX 5090 and 5080 on January 30. The 5070 Ti and 5070 will follow at some point in February. All cards except the 5070 Ti will come in Nvidia-designed Founders Editions as well as designs made by Nvidia’s partners; the 5070 Ti isn’t getting a Founders Edition.

The RTX 5090 and 5080

RTX 5090 RTX 4090 RTX 5080 RTX 4080 Super
CUDA Cores 21,760 16,384 10,752 10,240
Boost Clock 2,410 MHz 2,520 MHz 2,617 MHz 2,550 MHz
Memory Bus Width 512-bit 384-bit 256-bit 256-bit
Memory Bandwidth 1,792 GB/s 1,008 GB/s 960 GB/s 736 GB/s
Memory size 32GB GDDR7 24GB GDDR6X 16GB GDDR7 16GB GDDR6X
TGP 575 W 450 W 360 W 320 W

The RTX 5090, based on Nvidia’s new Blackwell architecture, is a gigantic chip with 92 billion transistors in it. And while it is double the price of an RTX 5080, you also get double the GPU cores and double the RAM and nearly double the memory bandwidth. Even more than the 4090, it’s being positioned head and shoulders above the rest of the GPUs in the family, and the 5080’s performance won’t come remotely close to it.

Although $1,999 is a lot to ask for a graphics card, if Nvidia can consistently make the RTX 5090 available at $2,000, it could still be an improvement over the pricing of the 4090, which regularly sold for well over $1,599 over the course of its lifetime, due in part to pandemic-fueled GPU shortages, cryptocurrency mining, and the generative AI boom. Companies and other entities buying them as AI accelerators may restrict the availability of the 5090, too, but Nvidia’s highest GPU tier has been well out of the price range of most consumers for a while now.

Despite the higher power budget—as predicted, it’s 125 W higher than the 4090 at 450 W, and Nvidia recommends a 1,000 W power supply or better—the physical size of the 5090 Founders Edition is considerably smaller than the 4090, which was large enough that it had trouble fitting into some computer cases. Thanks to a “high-density PCB” and redesigned cooling system, the 5090 Founders Edition is a dual-slot card that ought to fit into small-form-factor systems much more easily than the 4090. Of course, this won’t stop most third-party 5090 GPUs from being gigantic triple-fan monstrosities, but it is apparently possible to make a reasonably sized version of the card.

Moving on to the 5080, it looks like more of a mild update from last year’s RTX 4080 Super, with a few hundred more CUDA cores, more memory bandwidth (thanks to the use of GDDR7, since the two GPUs share the same 256-bit interface), and a slightly higher power budget of 360 W (compared to 320 W for the 4080 Super).

Having more cores and faster memory, in addition to whatever improvements and optimizations come with the Blackwell architecture, should help the 5080 easily beat the 4080 Super. But it’s an open question as to whether it will be able to beat the 4090, at least before you consider any DLSS-related frame rate increases. The 4090 has 52 percent more GPU cores, a wider memory bus, and 8GB more memory.

5070 Ti and 5070

RTX 5070 Ti RTX 4070 Ti Super RTX 5070 RTX 4070 Super
CUDA Cores 8,960 8,448 6,144 7,168
Boost Clock 2,452 MHz 2,610 MHz 2,512 MHz 2,475 MHz
Memory Bus Width 256-bit 256-bit 192-bit 192-bit
Memory Bandwidth 896 GB/s 672 GB/s 672 GB/s 504 GB/s
Memory size 16GB GDDR7 16GB GDDR6X 12GB GDDR7 12GB GDDR6X
TGP 300 W 285 W 250 W 220 W

At $749 and $549, the 5070 Ti and 5070 are slightly more within reach for someone who’s trying to spend less than $2,000 on a new gaming PC. Both cards hew relatively closely to the specs of the 4070 Ti Super and 4070 Super, both of which are already solid 1440p and 4K graphics cards for many titles.

Like the 5080, the 5070 Ti includes a few hundred more CUDA cores, more memory bandwidth, and slightly higher power requirements compared to the 4070 Ti Super. That the card is $50 less than the 4070 Ti Super was at launch is a nice bonus—if it can come close to or beat the RTX 4080 for $250 less, it could be an appealing high-end option.

The RTX 5070 is alone in having fewer CUDA cores than its immediate predecessor—6,144, down from 7,168. It is an upgrade from the original 4070, which had 5,888 CUDA cores, and GDDR7 and slightly faster clock speeds may still help it outrun the 4070 Super; like the other 50-series cards, it also comes with a higher power budget. But right now this card is looking like the closest thing to a lateral move in the lineup, at least before you consider the additional frame-generation capabilities of DLSS 4.

DLSS 4 and fudging the numbers

Many of Nvidia’s most ostentatious performance claims—including the one that the RTX 5070 is as fast as a 4090—factors in DLSS 4’s additional AI-generated frames. Credit: Nvidia

When launching new 40-series cards over the last two years, it was common for Nvidia to publish a couple of different performance comparisons to last-gen cards: one with DLSS turned off and one with DLSS and the 40-series-exclusive Frame Generation feature turned on. Nvidia would then lean on the DLSS-enabled numbers when making broad proclamations about a GPU’s performance, as it does in its official press release when it says the 5090 is twice as fast as the 4090, or as Huang did during his CES keynote when he claimed that an RTX 5070 offered RTX 4090 performance for $549.

DLSS Frame Generation is an AI feature that builds on what DLSS is already doing. Where DLSS uses AI to fill in gaps and make a lower-resolution image look like a higher-resolution image, DLSS Frame Generation creates entirely new frames and inserts them in between the frames that your GPU is actually rendering.

DLSS 4 now generates up to three frames for every frame the GPU is actually rendering. Used in concert with DLSS image upscaling, Nvidia says that “15 out of every 16 pixels” you see on your screen are being generated by its AI models. Credit: Nvidia

The RTX 50-series one-ups the 40-series with DLSS 4, another new revision that’s exclusive to its just-launched GPUs: DLSS Multi Frame Generation. Instead of generating one extra frame for every traditionally rendered frame, DLSS 4 generates “up to three additional frames” to slide in between the ones your graphics card is actually rendering—based on Nvidia’s slides, it looks like users ought to be able to control how many extra frames are being generated, just as they can control the quality settings for DLSS upscaling. Nvidia is leaning on the Blackwell architecture’s faster Tensor Cores, which it says are up to 2.5 times faster than the Tensor Cores in the RTX 40-series, to do the AI processing necessary to upscale rendered frames and to generate new ones.

Nvidia’s performance comparisons aren’t indefensible; with DLSS FG enabled, the cards can put out a lot of frames per second. It’s just dependent on game support (Nvidia says that 75 titles will support it at launch), and going off of our experience with the original iteration of Frame Generation, there will likely be scenarios where image quality is noticeably worse or just “off-looking” compared to actual rendered frames. DLSS FG also needed a solid base frame rate to get the best results, which may or may not be the case for Multi-FG.

Enhanced versions of older DLSS features can benefit all RTX cards, including the 20-, 30-, and 40-series. Multi-Frame Generation is restricted to the 50-series, though. Credit: Nvidia

Though the practice of restricting the biggest DLSS upgrades to all-new hardware is a bit frustrating, Nvidia did announce that it’s releasing a new transformer module for the DLSS Ray Reconstruction, Super Resolution, and Anti-Aliasing features. These are DLSS features that are available on all RTX GPUs going all the way back to the RTX 20-series, and games that are upgraded to use the newer models should benefit from improved upscaling quality even if they’re using older GPUs.

GeForce 50-series: Also for laptops!

Nvidia’s projected pricing for laptops with each of its new mobile GPUs. Credit: Nvidia

Nvidia’s laptop GPU announcements sometimes trail the desktop announcements by a few weeks or months. But the company has already announced mobile versions of the 5090, 5080, 5070 Ti, and 5070 that Nvidia says will begin shipping in laptops priced between $1,299 and $2,899 when they launch in March.

All of these GPUs share names, the Blackwell architecture, and DLSS 4 support with their desktop counterparts, but per usual they’re significantly cut down to fit on a laptop motherboard and within a laptop’s cooling capacity. The mobile version of the 5090 includes 10,496 GPU cores, less than half the number of the desktop version, and just 24GB of GDDR7 memory on a 256-bit interface instead of 32GB on a 512-bit interface. But it also can operate with a power budget between 95 and 150 W, a fraction of what the desktop 5090 needs.

RTX 5090 (mobile) RTX 5080 (mobile) RTX 5070 Ti (mobile) RTX 5070 (mobile)
CUDA Cores 10,496 7,680 5,888 4,608
Memory Bus Width 256-bit 256-bit 192-bit 128-bit
Memory size 24GB GDDR7 16GB GDDR7 12GB GDDR7 8GB GDDR7
TGP 95-150 W 80-150 W 60-115 W 50-100 W

The other three GPUs are mostly cut down in similar ways, and all of them have fewer GPU cores and lower power requirements than their desktop counterparts. The 5070 GPUs both have less RAM and narrowed memory buses, too, but the mobile RTX 5080 at least comes closer to its desktop iteration, with the same 256-bit bus width and 16GB of RAM.

Photo of Andrew Cunningham

Andrew is a Senior Technology Reporter at Ars Technica, with a focus on consumer tech including computer hardware and in-depth reviews of operating systems like Windows and macOS. Andrew lives in Philadelphia and co-hosts a weekly book podcast called Overdue.

New GeForce 50-series GPUs: There’s the $1,999 5090, and there’s everything else Read More »

amd-launches-new-ryzen-9000x3d-cpus-for-pcs-that-play-games-and-work-hard

AMD launches new Ryzen 9000X3D CPUs for PCs that play games and work hard

AMD’s batch of CES announcements this year includes just two new products for desktop PC users: the new Ryzen 9 9950X3D and 9900X3D. Both will be available at some point in the first quarter of 2025.

Both processors include additional CPU cores compared to the 9800X3D that launched in November. The 9900X3D includes 12 Zen 5 CPU cores with a maximum clock speed of 5.5 GHz, and the 9950X3D includes 16 cores with a maximum clock speed of 5.7 GHz. Both include 64MB of extra L3 cache compared to the regular 9900X and 9950X, for a total cache of 144MB and 140MB, respectively; games in particular tend to benefit disproportionately from this extra cache memory.

But the 9950X3D and 9900X3D aren’t being targeted at people who build PCs primarily to game—the company says their game performance is usually within 1 percent of the 9800X3D. These processors are for people who want peak game performance when they’re playing something but also need lots of CPU cores for chewing on CPU-heavy workloads during the workday.

AMD estimates that the Ryzen 9 9950X3D is about 8 percent faster than the 7950X3D when playing games and about 13 percent faster in professional content creation apps. These modest gains are more or less in line with the small performance bump we’ve seen in other Ryzen 9000-series desktop CPUs.

AMD launches new Ryzen 9000X3D CPUs for PCs that play games and work hard Read More »

amd’s-new-ryzen-z2-cpus-boost-gaming-handhelds,-if-you-buy-the-best-one

AMD’s new Ryzen Z2 CPUs boost gaming handhelds, if you buy the best one

Nearly two years ago, AMD announced its first Ryzen Z1 processors. These were essentially the same silicon that AMD was putting in high-end thin-and-light laptops but tuned specifically for handheld gaming PCs like the Steam Deck and Asus ROG Ally X. As part of its CES announcements today, AMD is refreshing that lineup with three processors, all slated for an undisclosed date in the first quarter of 2025.

Although they’re all part of the “Ryzen Z2” family, each of these three chips is actually much different under the hood, and some of them are newer than others.

The Ryzen Z2 Extreme is what you’d expect from a refresh: a straightforward upgrade to both the CPU and GPU architectures of the Ryzen Z1 Extreme. Based on the same “Strix Point” architecture as the Ryzen AI 300 laptop processors, the Z2 Extreme includes eight CPU cores (three high-performance Zen 5 cores, five smaller and efficiency-optimized Zen 5C cores) and an unnamed RDNA 3.5 GPU with 16 of AMD’s compute units (CUs). These should both provide small bumps to CPU and GPU performance relative to the Ryzen Z1 Extreme, which used eight Zen 4 CPU cores and 12 RDNA 3 GPU cores.

AMD’s full Ryzen Z2 lineup, which obfuscates the fact that these three chips are all using different CPU and GPU architectures. Credit: AMD

The Ryzen Z2, on the other hand, appears to be exactly the same chip as the Ryzen Z1 Extreme, but with a different name. Like the Z1 Extreme, it has eight Zen 4 cores with a 5.1 GHz maximum clock speed and an RDNA 3 GPU with 12 cores.

AMD’s new Ryzen Z2 CPUs boost gaming handhelds, if you buy the best one Read More »

rumors-say-next-gen-rtx-50-gpus-will-come-with-big-jumps-in-power-requirements

Rumors say next-gen RTX 50 GPUs will come with big jumps in power requirements

Nvidia is reportedly gearing up to launch the first few cards in its RTX 50-series at CES next week, including an RTX 5090, RTX 5080, RTX 5070 Ti, and RTX 5070. The 5090 will be of particular interest to performance-obsessed, money-is-no-object PC gaming fanatics since it’s the first new GPU in over two years that can beat the performance of 2022’s RTX 4090.

But boosted performance and slower advancements in chip manufacturing technology mean that the 5090’s maximum power draw will far outstrip the 4090’s, according to leakers. VideoCardz reports that the 5090’s thermal design power (TDP) will be set at 575 W, up from 450 W for the already power-hungry RTX 4090. The RTX 5080’s TDP is also increasing to 360 W, up from 320 W for the RTX 4080 Super.

That also puts the RTX 5090 close to the maximum power draw available over a single 12VHPWR connector, which is capable of delivering up to 600 W of power (though once you include the 75 W available via the PCI Express slot on your motherboard, the actual maximum possible power draw for a GPU with a single 12VHPWR connector is a slightly higher 675 W).

Higher peak power consumption doesn’t necessarily mean that these cards will always draw more power during actual gaming than their 40-series counterparts. And their performance could be good enough that they could still be very efficient cards in terms of performance per watt.

But if you’re considering an upgrade to an RTX 5090 and these power specs are accurate, you may need to consider an upgraded power supply along with your new graphics card. Nvidia recommends at least an 850 W power supply for the RTX 4090 to accommodate what the GPU needs while leaving enough power left over for the rest of the system. An additional 125 W bump suggests that Nvidia will recommend a 1,000 W power supply as the minimum for the 5090.

We’ll probably know more about Nvidia’s next-gen cards after its CES keynote, currently scheduled for 9: 30 pm Eastern/6: 30 pm Pacific on Monday, January 6.

Rumors say next-gen RTX 50 GPUs will come with big jumps in power requirements Read More »

marvel-rivals-lifts-100-year-“cheating”-bans-on-mac-and-steam-deck-players

Marvel Rivals lifts 100-year “cheating” bans on Mac and Steam Deck players

With Valve’s impressive work on the Proton tool for Linux and the Mac’s Game Porting Toolkit and CrossOver options, few games are truly “Windows only” these days. The exceptions are those with aggressive, Windows-based anti-cheating tools baked in, something that hit back hard against players eager to dive into a new superhero shooter.

Marvel Rivals, an Overwatch-ish free-to-play hero shooter released in early December 2024, has all the typical big online game elements: an in-game shop with skins and customizations, battle passes, and anti-cheating tech. While Proton, which powers the Linux-based Steam Deck’s ability to play just about any Windows game, has come very far in a few years’ time, its biggest blind spots are these kinds of online-only games, like Grand Theft Auto OnlineFortniteDestiny 2, Apex Legendsand the like. The same goes for Mac players, who, if they can work past DirectX 12, can often get a Windows game working in CrossOver or Parallels, minus any anti-cheat tools.

Is there harm in trying? For a while, there was 100 years’ worth. As detailed in the r/macgaming subreddit and at r/SteamDeck, many players who successfully got Marvel Rivals working would receive a “Penalty Issued” notice, with a violation “detected” and bans issued until 2124. Should such a ban stand, players risked entirely missing the much-prophesied Year of the Linux Desktop or Mainstream Mac Gaming, almost certain to happen at some point in that span.

Marvel Rivals lifts 100-year “cheating” bans on Mac and Steam Deck players Read More »

why-half-life-3-speculation-is-reaching-a-fever-pitch-again

Why Half-Life 3 speculation is reaching a fever pitch again

The more than two decades since Half-Life 2‘s release have been filled with plenty of rumors and hints about Half-Life 3, ranging from the officialish to the thin to the downright misleading. As we head into 2025, though, we’re approaching something close to a critical mass of rumors and leaks suggesting that Half-Life 3 is really in the works this time, and could be officially announced in the coming months.

The latest tease came just before the end of 2024 via a New Year’s Eve social media video from G-Man voice actor Mike Shapiro. In the voice of the mysterious in-game bureaucrat, Shapiro expresses hopes that “the next quarter century [will] deliver as many unexpected surprises as did the millennium’s first (emphasis added)… See you in the new year.”

#Valve #Halflife #GMan #2025 pic.twitter.com/mdT5hlxKJT

— Mike Shapiro (@mikeshapiroland) December 31, 2024

The post is all the more notable because it’s Shapiro’s first in over four years, when he concluded a flurry of promotional posts surrounding the release of Half-Life: Alyx (many of which were in-character as G-Man). And in 2020, just after Alyx‘s release, Shapiro told USGamer that he had recently worked on a “blast from the past” project that he would “announce… on my Twitter feed when I’m allowed to” (no such announcement has been forthcoming for any other game).

“I was working on that game for quite a while before I knew [what it was],” Shapiro said at the time of the unannounced project. “There was a rehearsal and some recordings, and after one of the recording sessions I was having a drink with the director. He told me what the game was, and nobody knows that this is coming.

“This is going to be such a mindblowing re-up from what people have come to know,” Shapiro continued in 2020. “It’s going to really… it’s going to make people have a complete re-understanding of what they thought they knew about the story in the game prior to it, and I don’t even know if people are expecting it.”

Raised HLX-pectations

On its own, a single in-character post from a voice actor would probably be a bit too cryptic to excite Half-Life fans who have seen their sequel hopes dashed so often over the last two decades. But the unexpected tease comes amid a wave of leaks and rumors surrounding “HLX,” an internal Valve project that has been referenced in a number of other Source 2 engine game files recently.

Why Half-Life 3 speculation is reaching a fever pitch again Read More »

someone-made-a-captcha-where-you-play-doom-on-nightmare-difficulty

Someone made a CAPTCHA where you play Doom on Nightmare difficulty

It’s a WebAssembly application, but it was made via a human language, prompt-driven web development tool called v0 that’s part of a suite of features offered as part of Vercel, a cloud-based developer tool service, of which Rauch is the CEO. You can see the LLM bot chat history with the series of prompts that produced this CAPTCHA game on the v0 website.

Strangely enough, there has been a past attempt at making a Doom CAPTCHA. In 2021, developer Miquel Camps Orteza made an approximation of one—though not all the assets matched Doom, and it was more Doom-adjacent. That one was made directly by hand, and its source code is available on GitHub. Its developer noted that it’s not secure; it’s just for fun.

Rauch’s attempt is no more serious as a CAPTCHA, but it at least resembles Doom more closely.

Don’t expect to be playing this to verify at real websites anytime soon, though. It’s not secure, and its legality is fuzzy at best. While the code for Doom is open source, the assets from the game like enemy sprites and environment textures—which feature prominently in this application—are not.

Someone made a CAPTCHA where you play Doom on Nightmare difficulty Read More »

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Final reminder: Donate today to win swag in our annual Charity Drive sweepstakes

How it works

Donating is easy. Simply donate to Child’s Play using a credit card or PayPal or donate to the EFF using PayPal, credit card, or cryptocurrency. You can also support Child’s Play directly by using this Ars Technica campaign page or by picking an item from the Amazon wish list of a specific hospital on its donation page. Donate as much or as little as you feel comfortable with—every bit helps.

Once that’s done, it’s time to register your entry in our sweepstakes. Just grab a digital copy of your receipt (a forwarded email, a screenshot, or simply a cut-and-paste of the text) and send it to ArsCharityDrive@gmail.com with your name, postal address, daytime telephone number, and email address by 11: 59 pm ET Thursday, January 2, 2025.

One entry per person, and each person can only win up to one prize. US residents only. NO PURCHASE NECESSARY. See the official rules for more information, including how to enter without making a donation. Also, refer to the Ars Technica privacy policy (https://www.condenast.com/privacy-policy).

We’ll then contact the winners and have them choose their prize by January 31, 2025 (choosing takes place in the order the winners are drawn). Good luck!

Final reminder: Donate today to win swag in our annual Charity Drive sweepstakes Read More »

ars’-favorite-games-of-2024-that-were-not-released-in-2024

Ars’ favorite games of 2024 that were not released in 2024


Look what we found laying around

The games that found us in 2024, from 2003 space sims to 2022 backyard survival.

More than 18,500 games will have been released onto the PC gaming platform Steam in the year 2024, according to SteamDB. Dividing that by the number of people covering games at Ars, or the gaming press at large, or even everybody who games and writes about it online, yields a brutal ratio.

Games often float down the river of time to us, filtered by friends, algorithms, or pure happenstance. They don’t qualify for our best games of the year list, but they might be worth mentioning on their own. Many times, they’re better games then they were at release, either by patching or just perspective. And they are almost always lower priced.

Inspired by the cruel logic of calendars and year-end lists, I asked my coworkers to tell me about their favorite games of 2024 that were not from 2024. What resulted were some quirky gems, some reconsiderations, and some titles that just happened to catch us at the right time.

Stardew Valley

Screenshot from Stardew Valley, in front of the blacksmith's shop, where a player character is holding up a bone (for some reason).

Credit: ConcernedApe



ConcernedApe; Basically every platform

After avoiding it forever and even bouncing off of it once or twice, I finally managed to fall face-first into Stardew Valley (2016) in 2024. And I’ve fallen hard—I only picked it up in October, but Steam says I’ve spent about 110 hours playing farmer.

In addition to being a fun distraction and a great way to kill both short and long stretches of time, what struck me is how remarkably soothing the game has been. I’m a nervous flyer, and it’s only gotten worse since the pandemic, but I’ve started playing Stardew on flights, and having my little farm to focus on has proven to be a powerful weapon against airborne anxiety—even when turbulence starts up. Ars sent me on three trips in the last quarter of the year, and Stardew got me through all the flights.

Hell, I’m even enjoying the multiplayer—and I don’t generally do multiplayer. My cousin Shaun and I have been meeting up most weekends to till the fields together, and the primary activity tends to be seeing who can apply the most over-the-top creatively scatological names to the farm animals. I’ve even managed to lure Ur-Quan Masters designer Paul Reiche III to Pelican Town for a few weekends of hoedowns and harvests. (Perhaps unsurprisingly, Paul was already a huge fan of the game. And also of over-the-top creatively scatological farm animal names. Between him and Shaun, I’m amassing quite a list!)

So here’s to you, Stardew Valley. You were one of the brightest parts of my 2024, and a game that I already know I’ll return to for years.

Lee Hutchinson

Grounded

First-person perspective of a suburban house in the background, fall leaves on a tree nearby, and a relatively giant spider approaching the player, who is holding a makeshift bow and arrow, ready to fire.

Credit: Xbox Game Studios

Obsidian; Windows, Switch, Xbox, PlayStation

My favorite discovery this year has probably been Grounded, a Microsoft-published, Obsidian Entertainment-developed survival crafting game that was initially released back in 2022 (2020 if you count early access) but received its final planned content update back in April.

You play as one of four plucky tweens, zapped down to a fraction-of-an-inch high as part of a nefarious science experiment. The game is heavily inspired by 1989’s classic Honey, I Shrunk the Kids, both in its ’80s setting and its graphical design. Explore the backyard, fight bugs, find new crafting materials, build out a base of operations, and power yourself up with special items and steadily better equipment so you can figure out what happened to you and get back to your regular size.

Grounded came up because I was looking for another game for the four-player group I’ve also played Deep Rock Galactic and Raft with. Like RaftGrounded has a main story with achievable objectives and an endpoint, plus a varied enough mix of activities that everyone will be able to find something they like doing. Some netcode hiccups notwithstanding, if you like survival crafting-style games but don’t like Minecraft-esque, objective-less, make-your-own-fun gameplay, Grounded might scratch an itch for you.

Andrew Cunningham

Fights in Tight Spaces

A black-colored figure does a backwards flip kick on a red goon holding a gun, while three other red and maroon goons point guns at him from a perpendicular angle, inside a grayscale room.

Credit: Raw Fury

Ground Shatter; Windows, Switch, Xbox, PlayStation

I spent a whole lot of time browsing, playing, and thinking about roguelike deckbuilders in 2024. Steam’s recommendation algorithm noticed, and tossed 2021’s Fights in Tight Spaces at me. I was on a languid week’s vacation, with a Steam Deck packed, with just enough distance from the genre by then to maybe dip a toe back in. More than 15 hours later, Steam’s “Is this relevant to you?” question is easy to answer.

Back in college, I spent many weekends rounding out my Asian action film knowledge, absorbing every instance of John Woo, Jackie Chan, Jet Li, Flying Guillotine, Drunken Master, and whatever I could scavenge from friends and rental stores. I thrilled to frenetic fights staged in cramped, cluttered, or quirky spaces. When the hero ducks so that one baddie punches the other one, then backflips over a banister to two-leg kick the guy coming up from beneath? That’s the stuff.

Fights gives you card-based, turn-by-turn versions of those fights. You can see everything your opponents are going to do, in what order, and how much it would hurt if they hit you. Your job is to pick cards that move, hit, block, counter, slip, push, pull, and otherwise mess with these single-minded dummies, such that you dodge the pain and they either miss or take each other out. Woe be unto the guy with a pistol who thinks he’s got one up on you, because he’s standing right by a window, and you’ve got enough momentum to kick a guy right into him.

This very low-spec game has a single-color visual style, beautifully smooth animations, and lots of difficulty tweaking to prevent frustration. The developer plans to release a game “in the same universe,” Knights in Tight Spaces, in 2025, and that’s an auto-buy for me now.

Kevin Purdy

The Elder Scrolls III: Morrowind

Axe-wielding polygonal character, wearing furs and armor, complete with bear face above his head, in front of a wooden lodge in a snowy landscape.

Credit: Bethesda Game Studios

Bethesda; Windows, Xbox

The Elder Scrolls III: Morrowind always had a sort of mythic quality for me. It came out when I was 18 years old—the perfect age for it, really. And more than any other game I had ever played, it inspired hope and imagination for where the medium might go.

In the ensuing years, Morrowind (2002) ended up seeming like the end of the line instead of the spark that would start something new. With some occasional exceptions, modern games have emphasized predictable formulae and proven structures over the kind of experimentation, depth, and weirdness that Morrowind embraced. Even Bethesda’s own games gradually became stodgier.

So Morrowind lived in my memory for years, a sort of holy relic of what gaming could have been before AAA game design became quite so oppressively formalist.

After playing hundreds of hours of Starfield this year, I returned to Morrowind for the first time in 20 years.

To be clear: I quite liked Starfield, counter to the popular narrative about it—though I definitely understood why it wasn’t for everyone. But people criticized Starfield for lacking the magic of a game like Morrowind, and I was skeptical of that criticism. As such, my return to the island of Vvardenfell was a test: did Morrowind really have a magic that Starfield lacks, even when taken out of the context of its time and my youthful imagination and open-mindnedness?

I was surprised to find that the result was a strong affirmative. I still like Starfield, but its cardinal sin is that it is unimaginative because it is derivative—of No Man’s Sky, of Privateer and Elite, of Mass Effect, of various 70s and 80s sci-fi films and TV series, and most of all, of Bethesda Game Studios’ earlier work.

In contrast, Morrowind is a fever dream of bold experimentation that seems to come more from the creativity of ambitious designers who were too young to know any better, than from the proven designs of past hits.

I played well over a hundred hours of Morrowind this year, and while I did find it tedious at times, it’s engrossing for anyone who’s willing to put up with its archaic pacing and quirks.

To be clear, many of the design experiments in the game simply don’t work, with systems that are easily exploited. Its designers’ naivety shines through clearly, and its rough edges serve as clear reminders of why today’s strict formalism has taken root, especially in AAA games where too-big budgets and payrolls leave no room at all for risk.

Regardless, it’s been wild to go back and play this game from 2002 and realize that in the 22 years since there have been very few other RPGs that were nearly as brazenly creative. I love it for that, just as much as I did when I was 18.

Samuel Axon

Tetrisweeper

Tetris-style colored blocks fallen inside a column on top of settled blocks, most of which are gray and have Minesweeper-like numbers indicating an explosive tile nearby.

Credit: Kertis Jones Interactive

Kertis Jones; Itch.io, coming to Steam

If you ask someone to list the most addictive puzzle games of all time, Tetris and Minesweeper will probably be at or near the top of the list. So it shouldn’t be too surprising that Tetrisweeper makes an even more addictive experience by combining the two grid-based games together in a frenetic, brain-melting mess.

Tetrisweeper starts just like Tetris, asking you to arrange four-block pieces dropping down a well to make lines without gaps. But in Tetrisweeper, those completed lines won’t clear until you play a game of Minesweeper on top of those dropped pieces, using adjacency information and logical rules to mark which ones are safe and which ones house game-ending mines (if you want to learn more about Minesweeper, there’s a book I can recommend).

At first, playing Tetris with your keyboard fingers while managing Minesweeper with your mouse hand can feel a little unwieldy—a bit like trying to drive a car and cook an omelet at the same time. After a few games, though, you’ll learn how to split your attention effectively to drop pieces and solve complex mine patterns nearly simultaneously. That’s when you start to master the game’s intricate combo multiplier system and bonus scoring, striving for point-maximizing Tetrisweeps and T-spins (my high score is just north of 3 million, but pales in comparison to that of the best players).

While Tetrisweeper grew out of a 2020 Game Jam, I didn’t discover the game until this year, when it helped me clear my head during many a work break (and passed the time during a few dull Zoom calls as well). I’m hoping the game’s planned Steam release—still officially listed as “Coming Soon”—will help attract even more addicts than its current itch.io availability.

Kyle Orland

Freelancer

Ship with three thruster engines approaching a much larger freighter, long and slightly cylindrical, in murky green space, with a HUD around the borders.

Digital Anvil; Windows

What if I told you that Star Citizen creator Chris Roberts previously tried to make Star Citizen more than two decades ago but left the project and saw it taken over by real, non-crazy professionals who had the discipline to actually finish something?

That’s basically the story behind 2003’s forgotten PC game Freelancer. What started as a ludicrously ambitious space life sim concept ended up as a sincere attempt to make games like Elite and Wing Commander: Privateer far more accessible.

That meant a controversial, mouse-based control scheme instead of flight sticks, as well as cutting-edge graphics, celebrity voice actors, carefully designed economy and progression systems, and flashy cutscenes.

I followed the drama of Freelancer‘s development in forums, magazines, and gaming news websites when I was younger. I bought the hype as aggressively as Star Citizen fans did years later. The game that came out wasn’t what I was dreaming of, and that disappointment prevented me from finishing it.

Fast-forward to 2024: on a whim, I played Freelancer from beginning to end for the first time.

And honestly? It’s great. In a space trading sim genre that’s filled with giant piles of jank (the X series) or inaccessible titles that fly a little too far into the simulation zone for some (Elite Dangerous), Freelancer might be the most fun you can have with the genre even today.

It’s understandable that it didn’t have much lasting cultural impact since the developers who took it over lacked the wild ambition of the man who started it, but I enjoyed a perfectly pleasant 20–30 hours smuggling space goods and shooting pirates—and I didn’t have to spend $48,000 of real money on a ship to get that.

Samuel Axon

Cyberpunk 2077

A woman with a red mohawk, wearing a belly shirt, amidst a dense, steel, multi-colored cityscape, suffused with neon.

Credit: CD Projekt Red

CD Projekt Red; Windows, Xbox, PlayStation (macOS in 2025)

Can one simply play, as a game, one of the biggest and most argued-over gaming narratives of all time? Four years after its calamitous launch sparked debates about AAA gaming sprawl, developer crunch, game review practicalities, and, eventually, post-release redemption arcs, what do you get when you launch Cyberpunk 2077?

I got a first-person shooter, one with some interesting ideas, human-shaped characters you’d expect from the makers of The Witcher 3, and some confused and unrefined systems and ideas. I enjoyed my time with it, appreciate the work put into it, and can recommend it to anyone who is okay with something that’s not quite an in-depth FPS RPG (or “immersive sim”) but likes a bit of narrative thrust to their shooting and hacking.

You can’t fit everything about Cyberpunk 2077 into one year-end blurb (or a 1.0 release, apparently), so I’ll stick to the highs and lows. I greatly enjoyed the voice performances, especially from Keanu Reeves and Idris Elba (the latter in the Phantom Liberty DLC), and those behind Jackie, Viktor Vektor, and the female version of protagonist V. I was surprised at how good the shooting felt, given the developer’s first time out; the discovery of how a “Smart” shotgun worked will stick with me a while. The driving: less so. There were moments of quiet, ambient world appreciation, now that the game’s engine is running okay. And the side quests have that Witcher-ish quality to them, where they’re never as straightforward as described and also tell little stories about life in this place.

What seems missing to me, most crucially, are the bigger pieces, the real choices and unexpected consequences, and the sense of really living in this world. You can choose one of three backgrounds, but it only comes up as an occasional dialogue option. You can build your character in myriad ways, and there are lots of dialogue options. But the main quest keeps you on a fairly strict path, with the options to talk, hack, or stealth your way past inevitable shootouts not as great as you might think. Once you’ve brought your character up to power-fantasy levels, the larger city becomes a playground, but not one I much enjoyed playing in. (Plus, the idea of idle wandering and amassing wealth, given the main plot contrivance, is kind of ridiculous, but this is a game, after all).

Phantom Liberty, in my experience, patches up every one of these weaknesses inside its smaller play space, providing more real choices and a tighter story, with more set pieces arriving at a faster pace. If you can buy this game bundled with its DLC, by all means, do so. I didn’t encounter any game-breaking bugs in my mid-2024 playthrough, nor even many crashes. Your mileage may vary, especially on consoles, as other late-coming players have seen.

Waiting on this game a good bit certainly helps me grade it on a curve; nobody today is losing $60 on something that looks like it’s playing over a VNC connection. When CD Projekt Red carries on in this universe, I think they’ll have learned a lot from what they delivered here, much like we’ve all learned about pre-release expectations. It’s okay to take your time getting to a gargantuan game; there are lots of games from prior years to look into.

Kevin Purdy

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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