gaming

frostpunk-2-goes-wider-and-more-political-but-keeps-the-gritty,-stressful-joy

Frostpunk 2 goes wider and more political but keeps the gritty, stressful joy

If you had a time machine, would you shoot baby Krakatoa? —

Sequel has yet again made losing your humanity to survive somehow… fun?

<em>Frostpunk 2</em> has you planning and building districts, rather than individual buildings or roads. You make plans, and a particularly icy god laughs.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/FP2_Launch_Screenshots_Districts-800×450.jpg”></img><figcaption>
<p><a data-height=Enlarge / Frostpunk 2 has you planning and building districts, rather than individual buildings or roads. You make plans, and a particularly icy god laughs.

11 Bit Studios

I can’t remember every interaction I had with the advisers in Civilization games, but I don’t believe I ever had to send my guards to put down a protest one of them staged in a new settlement.

Nor could I ask any of them for “Favours” to scrape a few more heat stamps necessary for a new food district, indebting me to them at some future point when they decide they’ve had enough of some other faction’s people and ideas. In Frostpunk 2 (out today), the people who pop up to tell you how they’re feeling aren’t just helpful indicators, they’re a vital part of the strategy. To keep these people going, you’ve got to make some of them mad, some of them happy, and balance a ledger of all you’ve gained and demanded from them.

That’s the biggest difference you’ll notice in Frostpunk 2 if you’re coming from the original. The original had you making choices that affected people, but you were the Captain, in full control of your people, at least until you angered them enough to revolt. In Frostpunk 2, you manage factions and communities rather than groups of survivors. You place districts, not hospitals. Time moves in days and weeks, not hours. You play multiple chapters across a landscape in a world that is 30 years removed from its initial peril.

The challenge of Frostpunk 2 is no longer simply getting everyone through this winter. There is now some thought of what kind of people you want to be once you have enough fuel, food, and children. Are you in managed decline, or can you build something better, despite the world trying to kill you?

  • You’re still building a city in a radius around the generator, but it’s big hexes and districts, not buildings on grids.

    11 Bit Studios

  • When your city gets built up, it can be mesmerizing to just watch it glow.

    11 Bit Studios

  • Exploring the places beyond your city’s reach can be rewarding, and risky, of course.

    11 Bit Studios

  • Each Faction has their priorities (Cornerstones). You can ask favors, promise things, and track their favor.

    11 Bit Studios

  • A lot of the original Frostpunk feel remains in the game. Should we teach our perfectly pipe-sized kids how to weld inside the oil tubes? What could go wrong?

    11 Bit Studios

A beautiful grid with brutal choices

Those are the big-picture changes to Frostpunk 2. At the ground level, the general feeling is quite familiar. It’s cold, it sometimes gets colder, and there’s a furnace to feed. This time, you need to do “Icebreaking” to unlock tiles for development, but you don’t have to worry so much about the exact placement of individual bits. Your colony or city will link itself up and look beautiful in the game’s grim Victorian cryo-future style. You have to figure out how to scrimp the resources to put an extraction district on the oil reserves, making enough heat for the residents to stop getting sick so you can then send them out to recover goods from a decimated wagon and then icebreak some more toward a food source, all while planning to build a research center and council building.

The research and political trees you climb are more varied and even harder to choose in this sequel. Early in Frostpunk 2, your explorers find a body in the ice with the insignia of the first game’s city on his jacket, and they ask you if it stands for Order or Faith. However you answer, you will have more than just two ideas to choose from. At the base level are two communities, Progress-focused New Londoners and Adaptation-minded Frostlanders. Then you get Order-obsessed Stalwarts, Faithkeepers, and their respective opposition, Pilgrims and Evolvers. Playing the game’s “Utopia Builder” mode after the chapter-based story mode brings in a lot more communities and factions. You know, for this fun thing you do in your spare time.

At the Council Hall, you will need to negotiate with these factions to get votes out of the 100 members, divided up by faction influence. Most votes need 51, but votes that change your power require 66. If a faction is on the fence, you can promise them something, like future research projects or other law changes. Break that promise, and they will work against you in the future. Radicals will show up inside each faction, requiring you to either appease them or find support elsewhere. You can look at all the players and “Cornerstones” (ideologies) at play in one of the game’s beautifully informative screens. You can ponder this while, all around you, the basic needs like fuel, materials, food, and shelter keep needing to be managed.

Your settlers can now lose faith in you not because they’re starving and freezing, but because of political factions. Huzzah!

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30th-anniversary-limited-run-ps5-and-ps5-pro-bring-back-mid-’90s-gray-plastic

30th-anniversary limited-run PS5 and PS5 Pro bring back mid-’90s gray plastic

u r not (red) e —

Sony launched a similar gray PlayStation 4 in 2014 for the 20th anniversary.

  • The PS5 Pro version of the 30th anniversary bundle comes with both varieties of DualSense controller, a plate for an (optional) optical drive, and other accessories.

    Sony

  • The regular PS5 version of the limited edition console.

    Sony

  • This is still a PS5 Pro, despite the PS1-inspired casing.

    Sony

  • It’s possible that Sony should have never stopped using the multicolor PS logo.

    Sony

  • The limited-edition PlayStation Portal.

    Sony

Sony launched the original PlayStation console in Japan on December 3, 1994, and Sony isn’t letting the 30th anniversary pass by quietly. Today the company has announced limited-edition versions of both the PS5 and PS5 Pro with gray plastic shells and multicolored PlayStation logos, inspired by the gray plastic shells of the original. The retro-inspired modern consoles will be released on November 21 and will be available for preorder starting September 26 from Sony’s direct.playstation.com site.

Sony is also releasing DualSense and DualSense Edge controllers with gray shells and colorful PS logo buttons and a gray version of the Switch-esque PlayStation Portal streaming console. Sony says that the limited-edition PS5 Pro will be limited to 12,300 units—a reference to the December 3 launch date—but didn’t mention any specific manufacturing numbers for the regular PS5, either DualSense controller design, or the PlayStation Portal.

Both console bundles also come with a handful of other accessories: a PS logo sticker, a PS logo paperclip, cable ties, and (my personal favorite) a regular USB-C cable with a giant, chunky PS1-style controller connector on one end.

Though they’re inspired by the original PlayStation, neither limited edition console comes with a built-in optical drive; however, they do include the gray plastic enclosure for anyone who chooses to add an $80 optical drive after the fact.

The USB-C cable with the PS1-style connector housing on it may be my favorite part of this entire announcement.

Enlarge / The USB-C cable with the PS1-style connector housing on it may be my favorite part of this entire announcement.

Sony

Sony has, notably, announced no pricing information for either console or any of the controllers or other accessories, though it almost doesn’t matter—the nature of limited-edition gaming-related collectibles is such that enthusiasts and scalpers will snap these consoles up shortly after launch, regardless of whether Sony sells them at the usual MSRP or not.

Sony released a similar PS1-inspired version of the PlayStation 4 for the PlayStation’s 20th anniversary in 2014, and it still fetches a high price—upward of $1,000 on eBay for used versions in good condition and between $1,500 and $2,000 for mint-in-box consoles.

Listing image by Sony

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after-20-years,-world-of-warcraft-will-now-let-players-do-solo-raids

After 20 years, World of Warcraft will now let players do solo raids

No more randos —

People have been playing WoW solo for years, so this was just the final step.

An insect queen in a video game

Enlarge / The final boss of the new WoW raid, who will now be beatable as a solo player in Story Mode.

Blizzard

After 20 years, it’s now possible for solo players to finish storylines in the massively multiplayer online role-playing game World of Warcraft that previously required a group to do an intensive raid.

That’s thanks to “Story Mode,” a new raid difficulty that was added for the final wing of the first raid of the recently released The War Within expansion.

Over the years, developer Blizzard has expanded the difficulty options for raids to meet various players and communities where they’re at in terms of play styles. The top difficulty is Mythic, where the semi-pro hardcore guilds compete. Below that is Heroic, where serious, capital-G gamers coordinate with friends in weekly raid schedules to progress. Then there’s Normal, which still requires some coordination but isn’t nearly as challenging and can typically be completed by a pick-up group within a few tries.

The most accessible difficulty is Raid Finder, where you’re matched up with random players automatically to complete a vastly easier version of a raid. Now Story Mode has been added to the mix, and it’s even easier than Raid Finder.

How Story Mode works

In Story Mode, you fight only the raid’s final boss, which has been scaled back in stats and complexity so that it’s beatable for a single player or a very small group of friends. Challenging encounter mechanics have been removed, and the whole fight has been retooled to focus exclusively on the narrative aspects.

There are some rewards, but they’re not the same as those on more difficult raids; the goal was to avoid cheapening the experience for those who do want to go all the way.

So far, Story Mode is available exclusively for the newest raid, which is called Nerub-ar Palace. It hasn’t been made available for other encounters yet, but Blizzard has hinted that this could be the long-term goal.

Supporting new (well, actually, old) play styles

Throughout WoW‘s history, it’s been common for the conclusion of a major storyline to involve defeating the final boss of a raid or dungeon. In the earlier years, Raid Finder didn’t exist, so only a small percentage of players who were willing to take on hardcore raiding could see those narrative outcomes.

Raid Finder was added in the Cataclysm expansion, but that still required grouping with other players, which isn’t everyone’s cup of tea. For some players, the social aspect of WoW is simply guild chat while doing solo activities at their own pace. Some people even play WoW without interacting directly with other players at all, treating others in the game as background crowds that add immersion to the experience.

In most areas, WoW has been better than most of its peers at supporting this kind of play. I played WoW socially early on, but I’ve played almost exclusively solo for the past several years. To see the endings of storylines I encountered while questing, I often turned to YouTube to see the cutscenes players got when they beat the raids.

Story Mode is also relevant for older content; Blizzard wisely introduced a new approach to leveling new characters where players can essentially pick a past expansion to level through. It’s tuned so that the players reach the level cap and are ready for current live content at more or less the same time they finish the final story in that expansion. But it’s only during special Timewalking events that those players got the opportunity to find other players to do the raids with, so they often didn’t get to finish the stories.

Story Mode solves both of those scenarios, and it’s a fundamental philosophy shift for how WoW approaches endgame content.

A lot of players enjoy WoW‘s positive community aspects but don’t like the pressure of having to perform for others in a high-stress situation. Raid Finder addressed some of their concerns, but since some people just play for the story, there was no good reason for Blizzard not to have done this ages ago.

Story Mode might even be enough to get lapsed players back who might have left because they didn’t have time for the demanding social schedules associated with raiding. It also doesn’t take away from hardcore players’ satisfaction or enjoyment if casual solos can see some version of the final encounter and cutscene of a story arc, especially since the rewards are so distinct.

Sometimes, casual and hardcore players can play the same game without ruining each other’s experience. That’s a fine line that Blizzard has struggled to walk sometimes, but Story Mode is one of a handful of cases where it’s a win for everyone.

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age-of-mythology:-retold-is-surprisingly-playable-with-a-controller

Age of Mythology: Retold is surprisingly playable with a controller

I hope you like radial menus, because you'll be looking at a lot of them.

Enlarge / I hope you like radial menus, because you’ll be looking at a lot of them.

Age of Mythology: Retold brings a lot of the usual advancements that you’d expect for a reboot of both the increasingly dated 2002 original game and its previous reboot: 2014’s Extended Edition, which is still perfectly playable and available on Steam. The newest version of this real-time strategy classic comes with the requisite improvements in graphics and user interface, making the whole game much easier to look at and parse at a glance. And while the updated voice acting isn’t going to win any awards, neither is the stilted, bare bones dialogue that those actors are working with (which seems faithful to the original game, for better or worse).

But Retold does add one thing that I wasn’t really expecting in a modern real-time strategy game—full support for a handheld controller. Developers have been trying to make RTS games work without the traditional mouse and keyboard since the days of SNES Populous and Starcraft 64, usually with limited success. Microsoft hasn’t given up on the dream, though, fully integrating controller support for Age of Mythology: Retold into both the PC version (which we sampled) and, obviously, the Xbox Series X|S release.

The result is definitely the best version of an RTS controller interface that I’ve tried and proof that a modern controller can be a perfectly functional option for the genre. In the end, though, there are just a few too many annoyances associated with a handheld controller to make it the preferred way to play a game like this.

Too many functions, too few buttons

A detailed map.

Enlarge / A detailed map.

Microsoft

To get a feel for what I mean, just look at the “Controls Popup” summarizing all the things a single controller needs to do in a game like Age of Mythology. The game makes full use of every single button and directional input on the Xbox gamepad for some function or other. Things are so crowded that commands like Stop and Delete need to be mapped to a combination of two shoulder buttons, with different functions for holding and tapping (and there are a few other multi-button menu toggles that aren’t even listed here).

If anything, this diagram undersells the control complexity here. Tapping either trigger brings up context-sensitive radial menus full of general commands or construction options for the currently selected building. Finding the right option then often means scrolling through multiple pages of radial menus in this full-screen interface, an awkward solution to the problem of having too many options for too few buttons.

To the game’s credit, it does its best to limit how much of this menu-based fumbling you have to do. Tapping the Y button when a building is selected, for instance, automatically starts construction on the most common unit you’d want to create with that building. And holding down the Y button maximizes the production queue for that building quickly, saving the need to spend a few seconds clicking through menus to do so.

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no-“offensive-or-inappropriate”-final-fantasy-xvi-mods,-producer-pleads

No “offensive or inappropriate” Final Fantasy XVI mods, producer pleads

Mind your mod manners —

Request continues a long tradition of modding concerns from Japanese game studios.

This screenshot of a Final Fantasy PC mods that are way too inappropriate for publication on Ars.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/clouddress-800×450.png”>

Enlarge / This screenshot of a “Cloud in a dress” mod is being used in place of some other Final Fantasy PC mods that are way too inappropriate for publication on Ars.

Final Fantasy XVI finally arrives on Windows PCs today, over a year after its launch on the PlayStation 5. That means expanded access for a game that sold below Square Enix’s expectations on console. But it also means the first opportunity for modders to add their own content to the game.

For game producer Naoki Yoshida, though, that new opportunity comes along with a plea for the user community to behave themselves when modifying the game. In a recent interview with PC Gamer, Yoshida felt the need to step in when director Hiroshi Takai was asked about what “goofy mods” he would like to see in the game.

“If we said, ‘It’d be great if someone made xyz,’ it might come across as a request, so I’ll avoid mentioning any specifics here!” Yoshida told PC Gamer. “The only thing I will say is that we definitely don’t want to say anything offensive or inappropriate, so please don’t make or install anything like that.”

It’s a plea that’s likely to fall on deaf ears, if history is any guide. A quick perusal of the Nexus Mods page for the Final Fantasy VII Remake turns up everything from the relatively tame “sexy dress Aerith” and “Regular Dress Cloud” mods to the much less appropriate “Tifa 4K Hi-Poly Nude Mod” (which is blocked by Nexus Mods’ filters unless you actively enable adult content). A little Googling can easily find forums with multipage threads of explicitly adult-oriented mods for the game as well.

Get used to it

This isn’t exactly a new type of concern for Japanese game developers. In 2015, Dead or Alive 5 producer Yosuke Hayashi asked “PC users to play our game in good moral and manner” (a bit ironic for a series so focused on scantily clad, buxom female competitors). Last year, Capcom went even further by likening PC game modding to “cheating,” citing the “reputational damage caused by malicious mods” that can be “offensive to public order and morals.”

Dead or Alive character, modders.” height=”360″ src=”https://cdn.arstechnica.net/wp-content/uploads/2015/02/doa5-2-640×360.jpg” width=”640″>

Enlarge / Please don’t do anything immoral with this Dead or Alive character, modders.

“When these [offensive mods] are disseminated, the image of the product is tarnished and branding is affected,” Capcom said, adding that when these mods are “mistaken for legitimate implementations” it can cause “reputational damage” and “bad publicity.”

Bandai Namco, meanwhile, has taken legal action against Dark Souls modders and, more recently, started taking down YouTube videos featuring Tekken mods. Tekken director/producer Katsuhiro Harada went so far as to ask one Tekken modder to “plz stop” with his Elden Ring-themed mod for the game, even while he praised the mod as “ridiculously well-made.”

Um … Sure, Elden is a Bandai Namco-funded title, and I was the production general manager in charge of Elden, so it’s not irrelevant … it’s ridiculously well-made mod but plz stop it lol https://t.co/ISlXLrjfhM

— Katsuhiro Harada (@Harada_TEKKEN) March 31, 2022

“Personally, I wouldn’t say anything for your personal enjoyment,” Harada said in a follow-up post. “The only problem is that many people misunderstand it as official and ask us to support the problems it causes (I’m tired of this wrong inquiry).”

While we understand how annoying it is for random players to confuse a fan mod with a developer’s core product, it’s well past time for these developers to start accepting that this is how PC gaming works. When you publish a game on an open platform like the PC, you relinquish some level of control over what the community does with the gaming canvas you’ve given them. If a developer isn’t comfortable with that, they should stay out of PC games altogether.

Rather than chastising “inappropriate” mods, maybe developers should try to embrace the attitude that FFXVI director Takai was able to express in an interview posted on the Epic Games Store: “Feel free to have fun on your own,” he said. “Within reason, of course!”

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how-crypto-bros-wrested-flappy-bird-from-its-creator

How crypto bros wrested Flappy Bird from its creator

Imagine owning one of those funky birds as an NFT!

Enlarge / Imagine owning one of those funky birds as an NFT!

Fans of ultra-viral mobile gaming hit Flappy Bird who were stunned by the game’s sudden removal from the iOS App Store 10 years ago were probably even more stunned by last week’s equally sudden announcement that Flappy Bird is coming back with a raft of new characters and game modes. Unfortunately, the new version of Flappy Bird seems to be the result of a yearslong set of legal maneuvers by a crypto-adjacent game developer intent on taking the “Flappy Bird” name from the game’s original creator, Dong Nguyen.

“No, I have no related with their game. I did not sell anything,” Nguyen wrote on social media over the weekend in his first post since 2017. “I also don’t support crypto,” Nguyen added.

No, I have no related with their game. I did not sell anything.

I also don’t support crypto.

— Dong Nguyen (@dongatory) September 15, 2024

Flappy Bird was designed to play in a few minutes when you are relaxed,” Nguyen said in a 2014 interview after removing the game from mobile app stores. “But it happened to become an addictive product. I think it has become a problem. To solve that problem, it’s best to take down Flappy Bird. It’s gone forever.”

“A decade-long, convoluted journey to get here”

So how can another company release a game named Flappy Bird without Nguyen’s approval or sale of the rights? Court filings show that a company called Gametech Holdings filed a “notice of opposition” against Nguyen with the US Patent and Trademark Office (USPTO) in late 2023, seeking to invalidate his claim on the “Flappy Bird” name. When Nguyen, who lives in Vietnam, didn’t respond to that notice by November, the US Patent and Trademark Office entered a default judgment against him and officially canceled his trademark in January, allowing Gametech to legally claim the name.

But Gametech’s efforts to legally acquire the Flappy Bird name seem to go back much further than that. Back in 2014, an outfit called Mobile Media Partners tried to claim the Flappy Bird trademark in a filing made mere days after Nguyen pulled the game from the App Store. Coincidentally enough, the specific New Jersey address listed by Mobile Media Partners on that 2014 application matches an address used by Gametech Holdings in the paperwork for its 2023 legal efforts.

Mobile Media Partners’ 2014 application makes reference to a (now-defunct) FlappyBirdReturns.com and asserts that the company had “reserved/acquired the name from Apple in their Apps Store [sic].” It also claims that “Flappy Bird” is “not being used by any other companies and/or people,” taking quick advantage of Nguyen’s decision to take the game down.

A section from the USPTO's 2018 trademark certificate granting

Enlarge / A section from the USPTO’s 2018 trademark certificate granting “Flappy Bird” to “Mobile Media Partners.”

With this “evidence,” the USPTO actually granted Mobile Media Partners a Flappy Bird trademark in 2018, a fact that Gametech cited in its successful 2023 opposition to Nguyen’s use of the mark.

In a press release, a spokesperson for the newly formed Flappy Bird Foundation—which acquired the trademark from Gametech—summed this all up as “a decade-long, convoluted journey to get here.” The new company said it also acquired the legal rights to Piou Piou vs. Cactus, a little-known 2011 web game that seems to have heavily inspired Flappy Bird.

The newly launched FlappyBird.org website proudly refers to “the decade-long mission” to revive the game, which “involved acquiring legal rights.” The post also mentions “working with my predecessor to uncage me and re-hatch…” in phrasing that seems to imply a link to the original Flappy Bird but which could also reference the Piou Piou vs. Cactus acquisition.

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ufo-50-is-the-best-retro-gaming-homage-i’ve-ever-played

UFO 50 is the best retro-gaming homage I’ve ever played

A blast from the future? —

Collection of 50 new ’80s-era game concepts brims with originality, care, and joy.

Just some of the inventive character designs included in <em>UFO 50</em>.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/09/ufo50_keyart-800×450.png”></img><figcaption>
<p><a data-height=Enlarge / Just some of the inventive character designs included in UFO 50.

Mossmouth

If you’ve spent any time with retro gaming emulators, you’re likely familiar with the joy of browsing through a long list of (legally obtained) ROMs and feeling overwhelmed at a wide range of titles you’ve never even heard of. Picking randomly through such a game list is like wandering through a foreign country, searching for hidden jewels among all the shovelware in the bewildering and wildly imaginative early video game history.

UFO 50 captures that feeling perfectly, combining the freewheeling inventiveness of old-school game design with modern refinements and more consistent baseline quality bred over the ensuing decades. The result is an extremely playable love letter to the gaming history that will charm even the most jaded retro game fan.

A loving homage

UFO 50 presents itself as a collection of 50 dusty game cartridges made by UFO Soft, a fictional developer that operated from 1982 to 1989. Working through the company’s catalog, you’ll see evolution in graphics, music, and gameplay design that mirror the ever-changing gaming market of the real-world ’80s. You’ll also see the same characters, motifs, and credited “developers” appearing over and over again, building a convincing world behind the games themselves.

The individual games in UFO 50 definitely wear their influences on their sleeves, with countless, almost overt homages to specific ’80s arcade and console games. But there isn’t a single title here that I’d consider a simple clone or knock-off of an old gaming concept; each sub-game brings its own twist or novel idea that makes it feel new.

  • Ah, the joys of marching through a cavern of hallways with perfect 90-degree angles.

    Mossmouth

  • Aw, you always get to be the shirtless muscle guy. Can I be Player 1 this time?

    Mossmouth

  • A giant animal wearing only high-top boots? Sure, why not?

    Mossmouth

  • The real-time positional strategy of Attactics feels like chess mixed with Advance Wars

    Mossmouth

  • The titular “UFO” appears in a lot of different UFO 50 games, naturally

    Mossmouth

Bubble Bobble homage Kick Club, for instance, replaces its inspiration’s bubble-blowing dinosaurs with a soccer player that has to constantly chase down his only weapon: a soccer ball. Vainger combines Metroid-style shooting and gated, maze-like exploration with the gravity-flipping of Metal Storm. Magic Garden combines the avoid-your-own-tail gameplay of Snake with items that let you eat up obstacles, Pac-Man-style.

Anyone who remembers playing games in the ’80s will instantly clock plenty of other clear references. A small sampling of ones I noticed includes: Bad Dudes, Blaster Master, Gradius, River City Ransom, Shadowgate, Super Dodge Ball, Smash TV, Space Harrier, and Super Sprint. And, just like any list of ’80s ROMs, you’ll also encounter plenty of grid-based puzzle games and shoot-em-ups, each with their own take on the popular genres.

But other UFO 50 offerings are retro-stylized versions of genres and games that didn’t really exist in the ’80s. If you ever wondered what a caveman-themed tower defense game would look like on the NES, Rock On! Island has the answer. Or if you want to see a positional arena fighter in the style of Super Smash Bros. (complete with original characters that sport their own moves and weapons) then Hyper Contender has you covered. Then there’s Velgress, which combines the retro run-and-gun platforming of the NES with the roguelike procedural generation of a modern classic like Downwell.

Still, other UFO 50 games squeeze completely original concepts (as far as I can tell) into the limited technology of the time period. Lords of Diskonia is a tactical battler that has you flinging units represented by Crokinole-style disks at the other side. Party House asks you to manage a Rolodex of party guests to maximize your money and popularity without attracting unwelcome attention from the cops. Waldorf’s Journey involves flinging the titular walrus on lengthy blind jumps while carefully adjusting his landing with hilarious, energy-consuming flaps of his flippers.

  • Hot Foot is an incredibly endearing and fun take on the Super Dodge Ball formula.

    Mossmouth

  • Magic Garden combines the addictive qualities of Snake and Pac-Man.

    Mossmouth

  • Each game comes complete with its own title screen, cut scenes, etc.

    Mossmouth

  • There are a lot of shoot-em-ups in UFO 50, as befits the time period.

    Mossmouth

  • It’s not all action. Night Manor is a full-fledged point-and-click adventure title.

    Mossmouth

The sheer variety of different gameplay ideas on offer here is incredible. There are real-time strategy games and cooperative two-player brawlers. There’s a full-fledged golf RPG and also a 2D golf game with pinball-style hazards. There’s a Dave the Diver-esque undersea exploration adventure and a couple of Final Fantasystyle RPGs. There’s a game that combines Crazy Taxi and the original, overhead Grand Theft Auto. There’s a Teenage Mutant Ninja Turtles homage that combines five different genres with five unique, fully realized anthropomorphic human-animal hybrids.

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unity-is-dropping-its-unpopular-per-install-runtime-fee

Unity is dropping its unpopular per-install Runtime Fee

It certainly was novel —

Cross-platform game engine saw the downside to “novel and controversial” plan.

Unity logo against pink and blue shapes

Unity

Unity, maker of a popular cross-platform engine and toolkit, will not pursue a broadly unpopular Runtime Fee that would have charged developers based on game installs rather than per-seat licenses. The move comes exactly one year after the fee’s initial announcement.

In a blog post attributed to President and CEO Matt Bromberg, the CEO writes that the company cannot continue “democratizing game development” without “a partnership built on trust.” Bromberg states that customers understand the necessity of price increases, but not in “a novel and controversial new form.” So game developers will not be charged per installation, but they will be sorted into Personal, Pro, and Enterprise tiers by level of revenue or funding.

“Canceling the Runtime Fee for games and instituting these pricing changes will allow us to continue investing to improve game development for everyone while also being better partners,” Bromberg writes.

A year of discontent

Unity’s announcement of a new “Runtime Fee that’s based on game installs” in mid-September 2023 (Wayback archive), while joined by cloud storage and “AI at runtime,” would have been costly for smaller developers who found success. The Runtime Fee would have cost 20 cents per install on the otherwise free Personal tier after a game had reached $200,000 in revenue and more than 200,000 installs. Fees decreased slightly for Pro and Enterprise customers after $1 million in revenue and 1 million installs.

The move led to almost immediate backlash from many developers. Unity, whose then-CEO John Riccitiello had described in 2015 as having “no royalties, no [f-ing] around,” was “quite simply not a company to be trusted,” wrote Necrosoft Games’ Brandon Sheffield. Developers said they would hold off updates or switch engines rather than absorb the fee, which would have retroactively counted installs before January 2024 toward its calculations.

Unity’s terms of service seemed to allow for such sudden shifts. Unity softened the impact of the fee on Personal users, removed the backdated install counting, and capped fees at 2.5 percent of revenue. Unity Create President and General Manager Marc Whitten told Ars at that time that while the fee would seemingly not affect the vast majority of Unity users, he understood that a stable agreement should be a feature of the engine.

However coincidentally or not, Riccitiello announced his retirement the next month, which led to some celebration among devs, but not total restoration of trust. A massive wave of layoffs throughout the winter of 2023 and 2024 showed that Unity’s financial position was precarious, partly due to acquisitions during Riccitiello’s term. The Runtime Fee would have minimal impact in 2024, the company said in filings, but would “ramp from there as customers adopt our new releases.”

Instead of ramping from there, the Runtime Fee is now gone, and Unity has made other changes to its pricing structure:

  • Unity Personal remains free, and its revenue/funding ceiling increases from $100,000 to $200,000
  • Unity Pro, for customers over the Personal limit, sees an 8 percent price increase to $2,200 per seat
  • Unity Enterprise, with customized packages for those over $25 million in revenue or funding, sees a 25 percent increase.

“From this point forward, it’s our intention to revert to a more traditional cycle of considering any potential price increases only on an annual basis,” Bromberg wrote in his post. Changes to Unity’s Editor software should allow customers to keep using their existing version under previously agreed terms, he wrote.

Unity is dropping its unpopular per-install Runtime Fee Read More »

reported-dreamcast-addict-tim-walz-is-now-an-unofficial-crazy-taxi-character

Reported Dreamcast addict Tim Walz is now an unofficial Crazy Taxi character

Are you ready? Here. We. Go! —

New “Tim Walz Edition” mod lets the VP hopeful earn some ca-razy (campaign) money.

The

Enlarge / The “VP” on the cab light is a nice touch.

Last month, in a profile of newly named Democratic vice presidential candidate Tim Walz, The New York Times included a throwaway line about “the time his wife had seized his Dreamcast, the Sega video game console, because he had been playing to excess.” Weeks later, that anecdote formed the unlikely basis for the unlikely Crazy Taxi: Tim Walz Edition mod, which inserts the Minnesota governor (and top-of-the-ticket running mate Kamala Harris) into the Dreamcast classic driving game.

“Rumor has it that Tim Walz played Crazy Taxi so much his wife took his Dreamcast away from him… so I decided to put him in the game,” modder Edward La Barbera wrote on the game’s Itch.io page.

Unfortunately, the pay-what-you-want mod can’t just be burned to a CD-R and played on actual Dreamcast hardware. Currently, the mod’s visual files are tuned to work only with Dreamcast emulator Flycast, which includes built-in features for replacing in-game textures.

After a few minutes of playing with settings and folder structures, launching the mod replaces the Crazy Taxi character Gus with a model of Walz sporting an open-buttoned black and red flannel shirt (a look The Wall Street Journal said has “made him a DNC fashion icon”). There are plenty of little visual touches beyond the Walz character, too, including “D” and “R” gears labeled as “Democrat” and “Republican,” a fare counter that’s labeled as “campaign $$$,” and a countdown measuring the seconds “till election time.”

The mod files also include new voice lines for Walz and Harris sourced from “their respective DNC speeches.” Getting those files to work in a standard Crazy Taxi ROM requires a good deal of fiddling with third-party ISO management programs, though, so you might be better off watching a gameplay video if you just want to hear a taxi-driving Walz cry out, “Mind your own business” to an impatient passenger.

The mod lets Walz and Harris (unofficially) join a long line of real political figures appearing in video games, including Bill Clinton and Al Gore as hidden NBA Jam characters, Barack Obama and Sarah Palin as DLC characters in Mercenaries 2 and, uh, Abraham Lincoln leading a mechanical strike team in 3DS title Code Name: S.T.E.A.M.

Where are they now: Walz’s Dreamcast edition

Current owner Bryn Tanner poses with the actual Dreamcast once owned by Tim Walz.

Enlarge / Current owner Bryn Tanner poses with the actual Dreamcast once owned by Tim Walz.

While Walz and the campaign haven’t commented publicly on his reported Dreamcast addiction, there’s been a surprising amount of detailed reporting on the fate of the Governor’s fabled Dreamcast itself. Former Walz student and campaign intern Tom Johnson told IGN that Walz brought the old console in as a potential donation in the summer of 2007. Tanner said it didn’t get much use in the office break room, but after the campaign, he took the system—complete with a copy of Crazy Taxi in the drive—home to play with roommate Alex Gaterud.

From there, Gaterud sold the console on Craigslist for a mere $25 in 2012—he recalled to IGN that, at the time, “advertising something ‘formerly owned by a US Congressman’ doesn’t add any value on Craigslist.” The customer in that Craigslist sale, Bryn Tanner, was posting about the acquisition online years before Walz became a national political celebrity.

More recently, Tanner has taken to posting TikTok videos about his relatively notable console and showing it off at local gaming convention 2D Con. “I’m basically famous,” Tanner joked in a post following the NYT story.

Walz, 60, is on the edge of the first generation of national politicians that grew up in the era of early home video game consoles (he would have been about 13 when the Atari 2600 launched). Younger politicians have even started to cater more specifically to the gaming demographic, too, as when congresswoman Alexandria Ocasio-Cortez appeared on a charity-focused Donkey Kong 64 marathon Twitch stream to promote transgender awareness and political action.

But some of Walz’s political opponents have tried to make hay of the fact that he was apparently hooked on a console that came out when he was in his mid-30s. “This is reported as a fun, relatable story, but doesn’t anybody else find a 35-year-old man getting that addicted to video games a little sad?” conservative activist Charlie Kirk posted on social media.

To the people who knew Walz as a gamer, though, it just makes him more human. “I think it’s sort of the specificity of it that really gets me,” Tanner told the Minneapolis Star-Tribune last month. “The fact that it wasn’t just, ‘Oh, my wife took away my video game,’ because that could be anything. It was the Dreamcast. It was this kind of underrated flash in the pan.”

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the-ps5-pro-brings-the-game-console’s-disc-drive-era-to-an-end

The PS5 Pro brings the game console’s disc drive era to an end

Expensive, shiny coasters —

Sony relegates physical game discs to a peripheral afterthought.

Notice anything missing from the one and only model of the PS5 Pro?

Enlarge / Notice anything missing from the one and only model of the PS5 Pro?

Sony

Here at Ars, we’ve been publicly musing about whether the world was ready for a disc-free game console since as far back as 2015. Now, though, the better question might be whether the world ever needs a new game console with a built-in disc drive at all.

Yesterday’s announcement of the PlayStation 5 Pro seemed to treat the existence of disc-based games as an afterthought. You had to be watching pretty closely during Mark Cerny’s “technical presentation” video to notice that the coming PS5 Pro is only available in a single disc-drive-free model. And you’d have to read pretty deep into the official PlayStation blog post on the subject to discover that “PS5 Pro is available as a disc-less console, with the option to purchase the currently available Disc Drive for PS5 separately.”

That $80 disc drive accessory was introduced as an optional upgrade to the Digital Edition of the PS5 Slim last year, alongside a Slim model that does have a pre-installed disc drive. But now, just one year later, Sony has decided that it only needs a single “disc-less” model of the PS5 Pro as the default.

Want to let your Digital Edition PS5 Slim (or PS5 Pro) play physical games? An $80 snap-on disc drive can help with that.

Want to let your Digital Edition PS5 Slim (or PS5 Pro) play physical games? An $80 snap-on disc drive can help with that.

On Microsoft’s side, things seem to be trending away from console disc drives as well. The new Xbox models the company is releasing this holiday season include the first “all-digital” edition of its top-end Xbox Series X, available for about $50 less than the standard edition. Microsoft is also introducing a new “Galaxy Black” Xbox Series X model with a disc drive this holiday season, but it will only be available “in limited quantities,” Microsoft said.

Things have come a long way since 2013, when Microsoft privately mulled a disc-free version of the Xbox One before scrapping the plans because of what Phil Spencer called “bandwidth and game size” concerns (the “All-Digital” Xbox One S would eventually limp out in 2019). Things have even changed considerably since 2020, when Gamestop’s initial allotment of PS5 units was tilted 3-to-1 toward standard, disc-drive-equipped model, according to Ars’ analysis.

A shrinking minority

It’s hard to read too much of the disc-free console hardware trend for the moment. The original editions of the PS5 and Xbox Series X still exist with disc drives, of course. And on Sony’s side, that optional disc drive attachment exists as an important release valve for any PS5 Pro customers who want to pay more to enjoy games on discs.

But Sony’s statistics suggest there’s no need to treat physical game discs as the default anymore. Digital downloads represented 70 percent of PlayStation’s full game sales for the 2023 fiscal year (ending March 2024) and nearly 80 percent of such sales for the April to June quarter of 2024. That’s up from downloads representing 53 percent of PlayStation game sales in the 2019 fiscal year and way up from 19 percent in the 2015 fiscal year.

The number of physical console game releases continues to decline even as the number of digital game explodes.

The number of physical console game releases continues to decline even as the number of digital game explodes.

The numbers are similar across the industry. For years now, most distinct console games have not been released as a physical product, a trend that now includes major games like Alan Wake 2. Third-party publishers like Capcom report that 90 percent of their sales now come from purely digital games. In the UK, downloads represented 82 percent of sales for the most popular new console releases in June 2023.

Given trends and numbers like that, why would Sony or Microsoft think a pre-installed disc drive should even be a relevant option for any gaming console going forward? Why would a console maker assume a critical mass of consumers want to spend an extra $50 or more for a disc drive they may never use?

Why not consolidate down to a single, disc-free model as the default and relegate physical games to “needs a weird peripheral” status? The PS5 Pro’s disc-free release suggests Sony is now ready to treat disc-based gamers like virtual reality fans—a small slice of the market that needs to invest in non-standard hardware to play in their non-standard way.

Long overdue

This doesn’t mean physical games are going away soon. There’s still a sizable minority of gamers who want to own their games on physical media for valid reasons, including collectability, accessibility, and long-term preservation. Major publishers and specialist outfits like Limited Run Games will continue to cater to this market segment for the foreseeable future.

This image, like game rentals as a whole, is now a relic of a bygone era.

This image, like game rentals as a whole, is now a relic of a bygone era.

When it comes to gaming hardware, though, the final push away from built-in console disc drives as the standard is overdue. On the PC, Steam made buying a disc drive for your gaming rig feel like an anachronism years ago. In music, the iPod and then streaming services have led stores like Best Buy to stop selling physical CDs altogether (though vinyl sales are a small but growing niche). In film, sales and rentals of movies on disc now represent just 3.6 percent of home movie spending, dwarfed by both digital sales and rentals (a combined 10 percent) and subscription streaming (86.3 percent).

Console gaming now seems poised to be the next media format where physical media no longer drives the hardware market. Soon, the idea of a game console with a disc drive may seem as outdated as a laptop with a disc drive or an iPhone with a headphone jack.

The PS5 Pro brings the game console’s disc drive era to an end Read More »

sony-announces-ps5-pro,-a-$700-graphical-upgrade-available-nov.-7

Sony announces PS5 Pro, a $700 graphical upgrade available Nov. 7

More power —

New unit won’t include a disc drive, but will improve frame rate in high-fidelity games.

The cool racing stripe means it's faster.

Enlarge / The cool racing stripe means it’s faster.

Sony today announced the PlayStation 5 Pro, a mid-generation hardware upgrade that will play the same game library as 2020’s PlayStation 5, but with higher frame rates and better resolution than on the original system. The new units will be available on November 7 for $700, Sony said.

The updated hardware will come complete with 2TB of solid-state storage (up from 1TB on the original PS5), but without an Ultra HD Blu-Ray disc drive, which users can purchase as an add-on accessory for $80.

In a video presentation Tuesday, Sony’s Mark Cerny said PS5 developers “desire more graphics performance” in order to deliver the visuals they want at a frame rate of 60 fps. The lack of enough graphical power on the PS5 leads to a difficult decision for players between the higher resolution of “fidelity” mode and the smoother frame rates of “performance” mode (with three-quarters of players choosing the latter, according to Cerny).

The goal of the PS5 Pro, Cerny says, is delivering “the graphics that the game creators aspire to, at the high frame rates players typically prefer.” To do this, the new system will sport a larger GPU that can support “up to 45 percent faster rendering,” Cerny said, with 67 percent more compute units and 28 percent faster video RAM than the PS5. This will allow for “almost fidelity-like graphics at ‘performance’ frame rates” of 60 frames per second in many existing PS5 games, Cerny said.

  • The two sides of this comparison are supposed to look comparable in fidelity, but the PS5 Pro is running at 60 fps, as opposed to 30 fps on the PS5.

  • Spider-Man 2 is one of the games that will benefit from smoother frame rates at high-fidelity on PS5 Pro.

  • Ratchet & Clank: Rift Apart was shown running much more smoothly on the PS5 Pro.

  • Compared to the high-frame-rate “performance” mode on PS5, many games show increased fidelity on the PS5 Pro.

  • AI upscaling helps Ratchet & Clank: Rift Apart crowd scenes look sharped on PS5 Pro.

  • Incidental details like spider-Man 2‘s street traffic look sharper on the PS5 Pro than “performance” mode on the PS5.

  • The PS5 Pro allows for ray-traced car reflections in Gran Turismo 7 while maintaining a 60 fps frame rate.

  • The PS5 Pro allows for “further realism in the casting of shadows” in Hogwarts Legacy, Cerny said.

  • Horizon: Forbidden West get “improvements to lighting and visual effects” on the PS5 Pro, Cerny said.

  • Horizon: Forbidden West cinematics will show “[improvements to] the hair and skin” in cinematics on the PS5 Pro, Cerny said.

The PS5 Pro will also bring what Cerny says is a “streamlined and accelerated approach” to ray-tracing, with individual rays calculated at “double or even triple the speeds of PlayStation 5.” In examples shown on video, Cerny highlighted how reflections between cars are now available at 60 fps for Gran Turismo 7 on the PS5 Pro, and how games like Hogwarts Legacy could have more realistic shadow effects.

An “AI library” called PlayStation Spectral Super Resolution (PSSR) will be available on the PS5 Pro to automatically upscale in-game scenes as well. Cerny highlighted how this can make distant crowds in a game like Ratchet & Clank: Rift Apart to look much clearer.

Titles that can take advantage of the PS5 Pro’s more powerful GPU will be marketed as “PS5 Pro Enhanced.” Titles that will sport that designation include:

  • Alan Wake 2
  • Assassin’s Creed: Shadows
  • Demon’s Souls
  • Dragon’s Dogma 2
  • Final Fantasy 7 Rebirth
  • Gran Turismo 7
  • Hogwarts Legacy
  • Horizon Forbidden West
  • Marvel’s Spider-Man 2
  • Ratchet & Clank: Rift Apart
  • The Crew Motorfest
  • The First Descendant
  • The Last of Us Part II Remastered

Other titles will be able to take advantage of “PS5 Pro Game Boost,” which Sony says “may stabilize or improve the performance of supported PS4 and PS5 games.”

PS5.5

The upgrade follows the history of the PS4 Pro, which launched almost exactly three years after the PS4 and offered the capacity for higher resolutions, faster frame rates, or both in many PS4 library games. The PS5 Pro comes further into the lifecycle for Sony’s latest console, though, and at a point where Sony has yet to lower the $500 launch price for the console and increased the price of the disc-drive-free Digital Edition last year (though inflation has taken some of the sting out of that nominal pricing).

The PS5 Pro comes after last year’s launch of a redesigned PS5 “Slim” model, which reduced the original PS5’s famously massive bulk while keeping the internal processing power the same while

Microsoft has yet to show any sign of plans for a similar update for the Xbox Series X/S, which also launched in late 2020. Earlier this year, though, Microsoft announced the first disc-drive-free edition of the Xbox Series X for this holiday season.

Nintendo, which launched a Switch with an improved OLED screen in 2021, is widely expected to launch a backward- compatible follow-up to the Switch in 2025.

This story has been updated with additional details and visuals from Sony’s announcement.

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satisfactory-is-officially-released,-officially-a-scary-wonderful-time-sink

Satisfactory is officially released, officially a scary wonderful time sink

What is a “game”? —

Even people with 1,000 hours in the game are still learning about it.

Updated

Where are the gentle creatures and native plants you first saw when you landed? More importantly, could this conveyer belt run on a shorter path?

Enlarge / Where are the gentle creatures and native plants you first saw when you landed? More importantly, could this conveyer belt run on a shorter path?

Coffee Stain Studios

The company that compels you to industrialize an untouched alien planet in Satisfactory, FICSIT, is similar to Portal‘s Aperture Science or Fallout‘s Vault-Tec. You are a disposable employee, fed misinformation and pushed to ignore awful or incongruous things, all for the greater good of science, profit, or an efficient mixture of the two.

And yet even FICSIT was a bit concerned about how deep into the 1.0 release of Satisfactory (Steam, Epic Games, on sale until September 23) I had fallen. I got a warning that I had been playing for two hours straight. While FICSIT approved of hard work, it was important to have some work-life balance, it suggested.

Friends of mine had told me that they had to stop playing Factorio when it began to feel like an unpaid part-time job. Given a chance to check out Satisfactory, I presumed, like I always do, That Could Never Be Me. Folks, it was definitely me. I’m having a hard time writing this post, not because it’s hard to describe or recommend Satisfactory. I just stayed up very late “reviewing” it, woke up thinking about it, and am wondering whether enough friends would want to join me that I should set up a private server.

  • Up to four players can explore, gather, and argue about optimal workflows together.

  • The exhaust from your efforts surely won’t affect things long-term. Keep building.

  • The control panel for a nuclear power unit. Enough said.

Travel the galaxy, meet interesting creatures, ignore them, and automate

You are a Pioneer, working for FICSIT (motto: “We do anything to find short-term solutions to long-term problems”). You are dropped onto an alien planet, with a first-person view, and your first job is to disassemble your landing craft so you can use its parts for a HUB (Habitat and Utility Base). Your second job is to upgrade your HUB so you can build tools and workshops. Your third job is to upgrade it again, unlocking even more tools and workshops. You’ll need resources to keep building, like mined ore, fuel for a generator, and, sadly, animal parts for research.

How should you feel about the lush landscape you are slowly stripping away and populating with smoke-belching machines? Is there a greater plan for all this stuff you’re making? What is a “Space Elevator” and where does it take things? How bad should you feel about putting down animals that charge you as you invade their space?

You might think about these things, but there’s a stronger pull on your brain. Can you better optimize the flow of ore from a mining machine into the smelter, onto the tool machine (Constructor), and then into a storage bin? What about your power—do you really have to manually feed your system leaves and wood and turn it off between productions? Are we really balancing the wattage input and clock speed of our machines in our spare time, for fun?

5.5 million copies, a thousand hours, no end in sight

Yes, we are. I have only glimpsed into my future in Satisfactory, and it’s already full of excuses for why I didn’t get other things done. People with 540 hours into the game are advising me on how to site my permanent factory while I kludge it out with a “starter factory,” a wonderfully evocative phrase about human nature. Searching for people with 1,000 hours of experience yields a remarkable number of people who are still asking questions and figuring things out.

One of the things being added to the 1.0 release is a “Quantum Encoder.” I have no idea what this is or what it does, but I have a sense of where this is all headed.

Coffee Stain Studios’ 1.0 release trailer for Satisfactory.

Satisfactory launched exclusively on the Epic Games Store and was one of the very few games that earned enough to actually make Epic some money. Its developer, Coffee Stain Studios (maker of Goat Simulator, publisher of Deep Rock Galactic), cites 5.5 million copies sold since it hit early access in March 2019. With its 1.0 release, the developer has promised “Premium plumbing,” such that the toilet in your living quarters “has been updated with an advanced flushing mechanism, providing an extra luxurious worker experience for fans.”

Perhaps my one saving grace is that Satisfactory is “Playable,” not Verified, on Steam Deck. There are some text and input quirks and video efficiencies to contend with, though I fear the active community offers solutions for all of them. It’s up to me, and all of us, to find some work/life/game-work/sleep balance. Time to do your part.

This post was updated at 12: 45 p.m. to modify a reference to the Space Elevator.

Listing image by Coffee Stain Studios

Satisfactory is officially released, officially a scary wonderful time sink Read More »