gaming

mysterious-“black-mesa”-website-says-it’s-“not-secretly-working-on-half-life-3”

Mysterious “Black Mesa” website says it’s “not secretly working on Half Life 3”

That’s what they want you to think —

It’s “actually a real company in the Boston area”—or is that just a cover?!

Kind of a weird image to post if you're trying to convince people you're not involved in a <em>Half-Life</em> ARG…” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/08/blackmesa-800×449.jpg”></img><figcaption>
<p><a data-height=Enlarge / Kind of a weird image to post if you’re trying to convince people you’re not involved in a Half-Life ARG…

Here at Ars, we’re always on the lookout for hints and actions that suggest the long, long wait for Half-Life 3 may eventually come to an end. So when users across the Internet started making note of the mysterious and intriguingly named BlackMesa.com recently, our ears perked up for signs of a new promotional alternate reality game (ARG).

Alas, this seems like yet another false alarm. BlackMesa.com is simply the website for Black Mesa, which confirmed in a public statement that it is “actually a real company in the Boston area… working hard to assure and secure vaccine and other biological manufacturing production.”

HALF LIFE 3 MIGHT BE GETTING ANNOUNCED ON SEPTEMBER 30THhttps://t.co/hSytiq2GoR Just went live and it has a countdown at the bottom of the page, that ends on September 30th. When it finishes it will display a white text saying “That’s it.” pic.twitter.com/MK3QveRc6R

— PеQu (@ImPeQu) August 9, 2024

The BlackMesa.com domain name dates back to at least 2006, when the address was filled with search engine optimization ads by an outfit called MDNH, Inc. But in 2022, a page advertising the domain’s availability for purchase was suddenly replaced by a mysterious logo that bears a striking resemblance to the fictional Black Mesa logo in the games. And then there’s the hard-to-read cipher at the bottom, the kind of thing that an ARG might use to hide important information in plain sight.

The site stayed like that, to little wider notice or suspicion, until August 8, when Valve fans on social media began to “[wake] up to a Black Mesa website” that had suddenly been updated with a new header declaring, “Science requires process. Our insight defends it.” Others on social media were quick to note the old cipher text as a well as a new, obfuscated JavaScript countdown function with the internal name “Lambda Incident”. That countdown seemed to be pointing toward something happening on September 30, which seems like as good a time as any to announce Half-Life 3, right?

Truth is less interesting than fiction

The old Black Mesa web site, as it appeared for roughly two years, until last week. Note the cipher text on the bottom.

Enlarge / The old Black Mesa web site, as it appeared for roughly two years, until last week. Note the cipher text on the bottom.

The Valve faithful hoping this was a new version of the old Portal 2 Potato ARG had their hopes quickly dashed, though. Internet sleuths soon found a digital paper trail for Charles Fracchia, a research scientist who is listed on LinkedIn and elsewhere as the founder of “Black Mesa, a stealth company developing technologies that create provable assurance for advanced manufacturing workflows” since back in 2022. And by last Friday, the Black Mesa team put up a blog post quashing any game-related rumors that might be circulating.

“As much as we would be honored to be part of any Valve game—we do not work in this sector at all,” the blog post reads. “We are not secretly working on Half-Life 3, Project White Sands (whatever that is/may be) or any other Valve title—we’re just nerds working to secure the global bioeconomy.”

The team went on to thank the Half-Life community that had sent in “a ton of messages of support and curiosity” about the company, as well as “thousands of fake inquiries” that “made us laugh.” As for that old ciphertext? Turns out solving it simply unlocked a recruitment message seeking “engineers, cybersecurity professionals, and biologists” for the company. “KingPotatoVII please reach out, we’ve been trying to send you some swag for cracking the cipher a while back,” the Black Mesa team wrote with a smiley face emoji.

Any excuse to repost this video is a good one.

Despite the revelation of the real Black Mesa corporation, some hangers-on haven’t quite given up hope that this is all still just an extremely subtle bit of stealth marketing. “What if [actual scientist Charles Fraschia] is such a huge fan of Half-Life, like us, and decided to use his image/likeness to do this ARG for the game?” one Reddit user wrote last week. “Maybe he reached out and absolutely went full madlad with Valve to make this a magnum opus of an ARG. … Could be simply someone is heavy trolling us, and to be honest I’m not even mad because this is fun af!”

Keep hope alive, Valve faithful! Half-Life 3 is obviously just around the corner, no matter what anyone says! The truth is out there for those with eyes to see it!

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classic-pc-game-emulation-is-back-on-the-iphone-with-idos-3-release

Classic PC game emulation is back on the iPhone with iDOS 3 release

Emulation —

Apple amended its App Store rules to allow PC emulators, not just console ones.

An MS-DOS command line prompt showing the C drive

Enlarge / The start of any journey in MS-DOS.

Samuel Axon

After a 14-year journey of various states of availability and usefulness amid the shifting policies of Apple’s App Store approval process, MS-DOS game emulator iDOS is back on the iPhone and iPad. It’s hopefully here to stay this time.

iDOS allows you to run applications made for MS-DOS via DOSBox, with a nice retro-styled interface. Its main use case is definitely playing DOS games, but it has seen a rocky road to get to this point. Initially released over a decade ago, it existed quietly for its niche audience, though it saw some changes that made it more or less useful in the developer’s quest to avoid removal from the App Store after it violated Apple’s rules. That culminated in it being removed altogether in 2021 after some tweets and articles brought attention to it.

But earlier this year, Apple made big changes to its App Store rules, officially allowing “retro game emulators” for the first time. That cleared the way for a wave of working console game emulators like Delta and RetroArch, which mostly work as you might expect them to on any other platform now. But when iDOS developer Chaoji Li and other purveyors of classic PC emulator software attempted to do the same for old PC games for MS-DOS and other non-console computing platforms, they were stymied. Apple told them that it didn’t consider their apps to be retro game console emulators and that they violated rules intended to prevent people from circumventing the App Store by running applications from other sources.

PC emulator UTM released a version of its software that worked around Apple’s rules, but it was a subpar experience. But on August 2, Apple amended its App Store rules to explicitly allow emulators of classic PC games. That opened the door for iDOS, which has made its triumphant return and works quite well.

Developer Chaoji Li’s announcement of iDOS 3’s availability didn’t have a tone of triumph to it, though—more like exhaustion, given the app’s struggles over the years:

It has been a long wait for common sense to prevail within Apple. As much as I want to celebrate, I still can’t help being a little bit cautious about the future. Are we good from now on?

Get iDOS3 on AppStore

I hope iDOS can now enjoy its turn to stay and grow.

P.S. Even though words feel inadequate at times, I would like to say thank you to the supporters of iDOS. In many ways, you keep iDOS alive.

Given that Apple’s policy changes were driven by regulatory concerns, it seems likely it’ll stick this time, but after everything that’s happened, you can’t blame Li for putting a question mark on this.

In any case, if you’re among the dozens (or maybe several hundred) of people looking to play Commander KeenMight and Magic: The World of Xeen, Wolfenstein 3D, or Jill of the Jungle on your iPhone, today is your day.

Classic PC game emulation is back on the iPhone with iDOS 3 release Read More »

doom-+-doom-ii-is-a-great-excuse-to-jump-back-into-hell,-for-free-or-for-$10

Doom + Doom II is a great excuse to jump back into Hell, for free or for $10

My critical opinion is that this absolutely whips —

Just how you remember it, but through a 4K, 120 fps accessible lens.

Some kind of huge gun, laying waste to a bunch of demons in a brown-ish Doom level from Legacy of Rust

Enlarge / I don’t know what this flame crossbow (?) is from the Legacy of Rust campaign, but I am going to keep running and gunning until I get it.

Bethesda Softworks

I have only one criticism of the “definitive, newly enhanced versions” of Doom and Doom II you can now pick up in a $10 package or as a free upgrade if you already owned one of those two games. My gripe is that it is entirely your own fault when you get hit by enemies.

On a PC, Xbox X or S, or PlayStation 5, you can play Doom at 120 fps at 4K. You are moving so ridiculously fast, speed-skating across those Marine bases and/or hellscapes, that the imps tossing fireballs at you feel like they’re a parent gently coaxing their kid to catch a softball. Even the enemies with instant-hitting guns feel like they’re winding up a tree sap cannon. The one time I died inside the first three levels of classic Doom was when I jet-walked right off a circular path and into an inescapable poison moat.

Does a flame thrower work against creatures that literally live in Hell? Only one way to find out.

Does a flame thrower work against creatures that literally live in Hell? Only one way to find out.

Bethesda Game Studios

It’s easy to recommend this newly packed-up and enhanced edition of these two first-person icons, released Thursday as part of QuakeCon. For one thing, it’s being offered by Nightdive Studios, which has been turning out fan-favorite (and generally Ars-approved) remasters of games like Dark ForcesSystem Shock, Quake, and Quake II. For another, it’s a real bundle, with both games, a huge number of classic add-on maps (including John Romero’s Sigil), and an entirely new episode, Legacy of Rust, made by folks from Nightdive, id Software, and Wolfenstein auteurs MachineGames.

And then there’s how playing these levels feels, which to me is as close as I can get to the caffeine-pulsing, speed-metal-blasting flow state I remember from much younger days. I’ve installed Doom and played a few levels now and then, but this is the first time I’ve made plans to keep going after the first session. After sprinting through a well-trod Hell, I’ll be eager to keep going in Legacy of Rust, where I saw quite a few cool design tricks in just a couple levels. Further along, new weapons await me, and I am eager to pick them up.

Doom + Doom II release trailer.

Wonderful, optional options

It helps that this version incorporates the rearranged, real-instruments “IDKFA” soundtrack from Andrew Hulshult, first made available in 2016 and now officially putting some heavy crunch into the classic tunes, along with some new Doom II tracks. It deserves its place in this official package, because it rips. As with almost everything else, the upgrade is optional—you can stick with MIDI if you like.

There are lots of accessibility options now—high-contrast text, text-to-speech in chat, and more—along with quality-of-life stuff. I was wary of having the crosshairs light up when an enemy (or barrel) would be hit, but given the sometimes unfair 2.5-D nature of the level design, and the spread of some of the bullet weapons, I’m keeping it on.

Cacodemons, chain guns, high-school-notebook Satanism—but in 4K, at 120Hz, and incredibly loud, if you like.

Cacodemons, chain guns, high-school-notebook Satanism—but in 4K, at 120Hz, and incredibly loud, if you like.

Bethesda Game Studios

If all that wasn’t enough for you, there’s 16-player co-op and deathmatch, with cross-platform play across Steam, Windows, Epic, and GOG on PC, and on Xbox, PlayStation, and Switch consoles, using room codes to connect everybody (and, it must be noted, a Bethesda account). There’s even split-screen multiplayer, with up to eight people on a (very big) PC screen. Nightdive’s port of the code to its KEX engine should make it easier for mods to be brought forward to this edition.

A caveat here that while the author is broadly aware of the many, many upgrades, mods, and other good things made possible by the open-source code and ports of Doom games (including ZDoom), he can’t say exactly how they compare to this bundle. While Bethesda and Nightdive seem to have created a space for uploading mods and levels, and keeping the basic DOS version available, it remains to be seen how they work out over the long run. If open-source Doom was always good enough for you, or you don’t like the idea of rebundling stuff that started out in the open, by all means, save yourself the $10 here. For many, though, this is just a far easier way to get at all the good stuff now possible in demon-shooting land.

If you haven’t checked out Doom in a while, whether sitting in your library or just $10 away now, this is too easy an excuse to check in on it again. Do it soon. Hell devours the indolent, you know.

This post was updated at 8: 40 a.m. to note the potential tension of Bethesda’s rebundling of Doom against its open-source community.

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legendary-rom-hacking-site-shutting-down-after-almost-20-years

Legendary ROM hacking site shutting down after almost 20 years

RomHacking.net —

Disputes about how to keep the site going led founder to archive and close it.

Super Mario Land 2 in full color, with Mario jumping over spiky balls.

Enlarge / A thing that exists through ROM hacking, and ROMHacking.net: Super Mario Land 2, in color.

Nintendo/Toruzz

If there was something wrong with an old game, or you wanted to make a different version of it, and you wanted people to help you fix that, you typically did that on RomHacking.net. After this week, you’ll have to go elsewhere.

For nearly 20 years, the site has been home to some remarkable remakes, translations, fix-ups, and experiments. Star Fox running at 60 fpsSuper Mario Land 2 in color, a fix for Super Mario 64‘s bad smoke, even Pac-Man “demake” that Namco spiffed up and resold—and that’s not even counting the stuff that was pulled down by corporate cease-and-desist actions. It’s a remarkable collection, one that encompasses both very obscure and mainstream games and well worth preserving.

Preserved it will be, but it seems that the RomHacking site will not go on further. The site’s founder posted a sign-off statement to the site Thursday night, one that in turn praised the community, decried certain members of it, and looked forward to what will happen with “the next generation.”

To condense the statement by founder Nightcrawler: the site had come a long way, he missed the early small-group days, there are more options now, and then, last year, he attempted to hand control over to a small internal group. That is when, Nightcrawler writes, he “discovered a most dishonest and hate filled group,” one that targeted him for cutting out of the site and harassment.

The site’s database, minus accounts and profiles, has been handed off to the Internet Archive. RomHacking will have news posts and forums, but everything else is read-only, and the official Twitter and Discord “affiliations” are ended.

“I thank all of the many staff and community members whom kept the wheels turning and the lights on over the years. I am proud of our many accomplishments here together. I will carry forward remembering the good times, laughing about the bad times, and knowing she was right for the time, but time has a way of moving on,” Nightcrawler wrote.

Not the whole story

Gideon Zhi, proprietor of Time Capsule Games and member of RomHacking for more than 20 years, took issue with Nightcrawler’s monologued coda. In a thread on X (formerly Twitter), Zhi acknowledged the site’s technical debt, monetary cost, and the burnout in being its administrator. “But he existed as a single point of failure for the site and exerted iron-fisted control over community-created content, and categorically refused basically all offers of help over the last decade,” Zhi wrote.

Zhi details a near abandonment of the site last year, followed by attempts by interested members, gathered on the site’s Discord chat server, to transition the site’s back-end to modern storage and file serving, such as Amazon Web Services S3, and last-minute refusal by Nightcrawler to enact the changes. He also denied that the volunteers on the attempted transition threatened or doxxed Nightcrawler.

An administrator on the now “unofficial” Discord for the site confirmed a “rocky” relationship between the founder and the would-be administrators, as reported by PC Gamer. The Discord admin also denied threats or harassment toward Nightcrawler.

While ROM hacking, translation, demakes, and other game-altering work will certainly continue elsewhere, the gaming world has lost a kind of central depot for the most notable fixes, one with a community full of very experienced hackers.

Legendary ROM hacking site shutting down after almost 20 years Read More »

nzxt-wants-you-to-pay-up-to-$169/month-to-rent-a-gaming-pc

NZXT wants you to pay up to $169/month to rent a gaming PC

Why own when you can… rent? —

NZXT Flex subscription has “new or like-new” PCs, one-time $50 shipping fee.

NZXT gaming PC

Enlarge / NZXT’s subscription program charges $169/month for this build.

NZXT, which sells gaming PCs, components, and peripherals, has a subscription program that charges a monthly fee to rent one of its gaming desktops. Subscribers don’t own the computers and receive an upgraded rental system every two years.

NZXT’s Flex program subscription prices range from $49 to $169 per month, depending on the specs of the system, as you can see below:

The footnote is:

Enlarge / The footnote is: “Specs of PCs subject to change based on availability.”

NZXT

There’s also a one-time setup and shipping fee for the rentals that totals $50. NZXT says it will “likely” charge subscribers a separate fee if they return the rental without the original box and packaging (NZXT hasn’t disclosed how much).

The systems received, per NZXT’s website, will be “new or like-new.” Users may get refurbished systems and should check their rental for any defects, per subscription agreement terms from Fragile, which helps manage the subscription service.

NZXT says subscribers get 24/7 customer support with their subscription. The Irvine, California-headquartered company also says that there are no cancellation fees, and subscribers get a prepaid return label with their rental system. As noted by The Verge, NZXT started promoting Flex as early as February; it’s unclear how much interest it has garnered.

Per the subscription agreement, users can be charged the full retail value of the system if it’s returned damaged or altered (self-upgrades/repairs have limits) and monthly interest rates of 8 percent if they stop paying the monthly fee for over 60 days.

Who’s this for?

In an announcement Wednesday, NZXT looked to frame Flex as a way to make PC gaming more accessible and highlighted use cases where it thinks rental PCs make sense.

In a shared statement, the CEO of esports team FlyQuest suggested there’s a place for rental PCs in esports, which often relies on expensive gear delivered through sponsorships. In a statement, Brian Anderson said: “New hardware is being released frequently, and having access to industry-leading products is vital to staying competitive. NZXT Flex provides us with the confidence that we’ll always have access to the top-of-the-line builds so that we can create content and play at our highest level for our fans.”

The announcement also highlights a supposed customer who said the program let them immediately get a gaming PC that they can’t afford. The program also targets people who only need a high-end PC for a short period or who want easy biennial upgrades.

But for most, rental PCs don’t make much fiscal sense long-term, as monthly fees add up over time. For example, the cheapest plan would cost $758 the first year (including the setup/shipping fee), which is more than various prebuilt gaming PCs and DIY builds.

Subscribers also don’t own the computer. They can get an upgraded system after two years, but in that time, they will have spent $1,466 to $4,106 for hardware that they don’t own. Meanwhile, $1,466 to $4,106 could fetch a quality PC that you could own and continue getting value from beyond two years.

Flex also competes with PC rental programs from companies like Rent-A-Center and Aaron’s that let people rent to own. A few months ago, an NZXT representative confirmed via Reddit that Flex isn’t a rent-to-own program. The rep said that computer buyouts could be allowed but that only a portion of rental payments would apply to the purchase.

Those seeking immediate PC gaming gratification with limited funds also have options in payment plans/financing, used systems, and cloud gaming—all of which have drawbacks but let you compute and play games with hardware that you own.

Recently, more tech brands have been showing interest in trying to draw subscription dollars from consumer gadgets that typically only net a one-time profit. HP, for example, has a printer rental program where you pay to use a printer that you don’t own and that HP tracks. Logitech CEO Hanneke Faber also recently discussed interest in selling a “forever mouse” that people would own but requires a subscription to receive ongoing software updates.

NZXT wants you to pay up to $169/month to rent a gaming PC Read More »

metropolis-1998-lets-you-design-every-building-in-an-isometric,-pixel-art-city

Metropolis 1998 lets you design every building in an isometric, pixel-art city

Have you ever really thought about living rooms? —

Devs cite Rollercoaster Tycoon, Dwarf Fortress, and, yes, SimCity as inspiration.

Designing the pieces of a house in Metropolis 1998, with a series of bookshelves and couches open in the menu picker on-screen.

Enlarge / There is something so wonderfully obscene about having a town with hundreds of people living their lives, running into conflict, hoping for better, and your omnipotent self is stuck on which bookcase best fits this living room corner.

YesBox

Naming a game must be incredibly hard. How many more Dark Fallen Journeys and Noun: Verb of the Noun games can fit into the market? And yet certain games just appear with a near-perfect, properly descriptive label.

Metropolis 1998 is just such a game, telling you what you’ll be doing, how it will look and feel, and what era it harkens back to. You can verify this with its “pre-alpha” demo on Steam and Itch.io. There’s plenty more to come, but what is already in place is impressive. And it’s simply pleasant to play, especially if you’re the type who wants to make something entirely yours. Not just “put the park inside the commercial district,” but The Sims-style “choose which wood color for the dining room table in a living room you framed up yourself.”

You start out in a big field with no features (yet) and the sounds of birds chirping. Once you lay down a road, you can add things at a few different levels. You can, SimCity-style, simply plot out colored zones and let the people figure it out themselves. You can add pre-made buildings individually. Or you can really get in there, spacing out individual rooms, choosing the doors and windows and objects inside, and realizing how hard it is to shape multi-floor houses so the roof doesn’t look grotesque. You can save the filled-out house for later reuse or just hold on to its core aspects as a blueprint.

  • The author is quite proud of his first real home build, though he now realizes that living rooms have a big empty space, and it’s up to us to figure out just how empty it should remain.

    Kevin Purdy

  • It takes a bit to get used to it, but the detailed building designer is full of wonderful little pieces, like this classic speaker cabinet with the black and red wire clips visible on the back.

The game is still early in development, so its mechanics are not introduced in tutorials, and the interface requires a lot of clicking, reading, and wondering. I got a reasonable feel for it after about 30 minutes of tentative placing and bulldoze-deletion. You can save your game and come back to it, though the developers note that your saves may not transfer to future versions. You’re putting your time in now, so you’ll be ready to start fresh when the game releases into early access (“ETA sometime between Q4 2024 and Q2 2025”). If you’re into this kind of fine-toothed builder, a fresh start is a gift, anyway.

Developer video describing how the Metropolis 1998 algorithm scales to track hundreds of thousands of working objects.

Bank robberies and zombie scenarios ahead (maybe)

What will the game look like when it’s finished? Developer YesBox has a detailed roadmap and a blog detailing how it’s going. The very small team, seemingly a solo developer with art help from two others, started off in December 2021 and has achieved quite a lot, including an algorithm seemingly ready to handle big populations. A key promise of the game is that you won’t just lay down zones and wait for people and problems to show up. You will lay down specific buildings, like hospitals and police stations, and manage the usual concerns of traffic, zone demand, and the like. The “Post-1.0 Aspirations” hint at the game’s direction: “Visible Crime (e.g., watch a bank robbery),” “Zombie Mode (your police vs. your zombie population),” and “Live in your own city” in a “Sims-like mode” imply more of a toybox mentality than a “Highly realistic ports and infrastructure” ambition.

  • There’s a top-down mode in the game, useful for when you’re looking more into data than design.

    YesBox

  • With enough time and object rotation, streets look like they can get mighty pretty.

    YesBox

  • Screenshots suggest cities more complex than suburban plots are possible in Metropolis 1998.

    YesBox

  • Letting your imagination go wild with the building designer can yield all kinds of city designs

    YesBox

  • Check, check, check, check, this list of game inspirations works out, yep.

    YesBox

Metropolis 1998 is not alone in seeking out city-builder fans living in the long wake of any proper SimCity release. But unlike games like Cities: Skylines 2, it’s not seeking the kind of mechanical complexity that would see it, say, figuring out eerily familiar housing cost crises. Building this kind of game is still fiendishly complex, of course. But how that complexity is presented to the player is something else.

The most interesting line in the roadmap is “player starts with land purchased from successful business exit.” I can’t help but think of Stardew Valley, which can also sprawl to ridiculous levels but has at its core the arc of a person who got tired of the rat race and inherited a farm. I’m looking forward to this invitingly retro and human-scale city-builder, with patience and respect for what seems like a massive developer undertaking.

Metropolis 1998 lets you design every building in an isometric, pixel-art city Read More »

is-palworld-a-“dead-game”?-who-cares,-says-the-game’s-developer

Is Palworld a “dead game”? Who cares, says the game’s developer

Reliable revenue as a service —

Maybe, just maybe, players want more new ideas rather than live services.

A Palworld player aiming an assault rifle at a seemingly innocent pink creature

Enlarge / If you enjoyed taking out adorable, if dangerous, widdle cweatures with an assault rifle after a while, Palworld‘s team wants you to know that’s normal and cool.

Pocketpair

Palworld‘s head of community has a radical idea: Stop caring about how many people are playing a game at the same time as you. It’s pitched mostly at developers and games media, but John Buckley also wants players to let go of the “dead game” mentality.

“Who cares if there’s only five people playing it? Just enjoy yourself. Just enjoy games. I don’t think it needs to be any more complex than that,” Buckley said in an interview on the Going Indie YouTube channel.

The people at Palworld developer Pocketpair, in particular, would have reason for panic, if they subscribed to the mentality that active online players are the key benchmark for modern gaming. The game launched into Early Access in January 2024 at rocket speed, selling 5 million copies and reaching 1.3 million concurrent Steam players, surpassing Elden Ring and Baldur’s Gate 3. By February 1, the game had sold 19 million between Xbox and Steam, and was the biggest third-party game launch yet on Xbox’s Game Pass service.

Given that the creature-catching/survival game with a notably chill approach to intellectual property has so far managed to avoid being sued into oblivion by Pokémon, most would consider it a success. And yet, gaming sites and streaming personalities made sure to note that Palworld suffered “Steam’s biggest-ever two-week drop” by mid-February or was “looking like a dead game,” as streamer Asmongold said into the microphone around that same time.

Palworld community boss John Buckley, interviewed by Going Indie.

“It is fine to take breaks from games”

As far back as February 20, Buckley (or “Bucky”) has been pushing back against metrics as the thing that matters. “This emerging “Palworld has lost X% of its player base” discourse is lazy,” Buckley wrote on X, “but it’s probably also a good time to step in and reassure those of you capable of reading past a headline that it is fine to take breaks from games.” Lots of what Buckley wrote then, and said in the recent interview, is some combination of common sense and remarkable candor: Stop when you’re done, play other games, try different genres, support indies, in particular, and don’t worry about Palworld, which will put out more content, but not constantly.

As noted by Going Indie’s host, a “dead game” can earn that label through many vectors: concurrent players, developer support, or competitive environment, to name a few. Every game in existence will be “dead,” eventually, and that used to be a normal, good thing. Developers started new projects, and players looked forward to new experiences.

But the advent of “live service” games, meant to pull in more money over time through subscriptions and microtransactions, has made a game something that publishers, especially the large kind, never want to see die. They create consistent revenue, rather than the spikes of traditional game publishing, and there are North Stars to look to, like GTA Online. (Or, until recentlyDestiny and Destiny 2).

“I don’t think it really serves anyone to push gamers to just play the same game day in, day out,” Buckley tells Going Indie. While some games, like League of Legends or an MMO, are built to avoid burnout, “Whereas what we’re seeing now is a trend of—I won’t necessarily say who’s trying to push it, but a lot more people are trying to push gamers to play games that aren’t really designed to be played for months on end.”

“Updates, updates, for the good of our economy, there must be more updates.”

Pocketpair

Palworld suggests people like new things

While Palworld allows for online play, its huge concurrent player numbers were not the result of its developer carefully cultivating a fear of missing out (FOMO) among players. As Ars’ Andrew Cunningham wrote at the peak of Palworld’s success, it was more about the devs giving something new to a community that had been habitually starved for something truly new:

Sure, many people are here to see a machine-gun-toting Pikachu mow down other Pikachu. But a ton of people are also there to voice some kind of discontent with the Pokémon franchise as it currently stands, expressing a desire for a deeper and more communal game. … I think we can look at the combination of reviews, sales, and active users and see that there is clearly an audience hankering for more radical change.

In other words: Moving on to the next ideas rather than competing to keep the same limited pool of constantly online gamers engaged with shareholder-friendly continuity.

“I don’t think you need to be kinda pushing yourself to play the same game all the time,” Buckley says in the interview. “It’s not healthy for us, it’s not healthy for developers, it’s not healthy for gamers, it’s not healthy for gaming media, and it’s just not healthy for our industry. Because the more we push this kind of narrative, the more very large companies are going to say, ‘Gamers want more live service,’ and we’re just going to get more of these really soulless live service games that come out and then get shut down nine months later, 12 months later, because they’re not making enough money.”

Is Palworld a “dead game”? Who cares, says the game’s developer Read More »

xbox-console-sales-continue-to-crater-with-massive-42%-revenue-drop

Xbox console sales continue to crater with massive 42% revenue drop

Dropping like a lead box —

Xbox Series X/S sales seem to have peaked early in 2022.

The tumbling continues.

Enlarge / The tumbling continues.

Microsoft’s revenue from Xbox console sales was down a whopping 42 percent on a year-over-year basis for the quarter ending in June, the company announced in its latest earnings report.

The massive drop continues a long, pronounced slide for sales of Microsoft’s gaming hardware—the Xbox line has now shown year-over-year declines in hardware sales revenue in six of the last seven calendar quarters (and seven of the last nine). And Microsoft CFO Amy Hood told investors in a follow-up call (as reported by GamesIndustry.biz) to expect hardware sales to decline yet again in the coming fiscal quarter, which ends in September.

The 42 percent drop for quarterly hardware revenue—by far the largest such drop since the introduction of the Xbox Series X/S in 2020—follows an 11 percent year-over-year decline in the second calendar quarter of 2023.

Peaking too early?

Microsoft no longer shares raw console shipment numbers like its competitors, so we don’t know how many Xbox consoles are selling on an absolute basis. But industry analyst Daniel Ahmad estimates that Microsoft sold less than 900,000 Xbox units for the quarter ending in March, compared to 4.5 million PS5 units shipped in the same period.

Overall, the reported revenue numbers suggest that sales of the Xbox Series X/S line peaked sometime in 2022, during the console’s second full year on store shelves. That’s extremely rare for a market where sales for successful console hardware usually see a peak in the fourth or fifth year on the market before a slow decline in the run-up to a successor.

Even before this quarter's 42 percent revenue drop (which would be quarter 14 on this graph), Xbox has shown an uncharacteristic early revenue decline.

Enlarge / Even before this quarter’s 42 percent revenue drop (which would be quarter 14 on this graph), Xbox has shown an uncharacteristic early revenue decline.

Kyle Orland

The older Nintendo Switch, which launched in 2017, is now firmly in that sales decline period of its life cycle. Yet worldwide unit sales for the console declined only 36 percent year-over-year—to 1.96 million units shipped—for the first calendar quarter of the year. That’s a less precipitous relative drop than Microsoft is now facing with the much younger Xbox Series X/S.

Annual sales of Sony’s PlayStation 5 have continued to rise in recent years, peaking at 20.8 million units for the fiscal year ending in March. But PS5 sales did decline over 28.5 percent year-over-year for the January-through-March quarter, just the third such quarterly decline the console has posted on a year-over-year basis (Sony has yet to post sales numbers for the April-through-June quarter).

A subscription bright spot?

Aside from hardware sales, Microsoft’s gaming content and services revenue was up a healthy-sounding 61 percent year-over-year for the latest reported quarter. But a full 58 percent of that increase was the “net impact from the Activision acquisition,” which you may remember cost the company $68.7 billion dollars.

Given the cratering Xbox hardware revenues, it’s not all that surprising that Microsoft is focusing on its (now more expensive) Game Pass subscription side to buoy the Xbox business as a whole.

Xbox Game Pass continues to be a bright spot for Microsoft's gaming business.

Enlarge / Xbox Game Pass continues to be a bright spot for Microsoft’s gaming business.

“I do think the real goal here is to be able to take a broad set of content to more users in more places and really build what looks like more to us the software annuity and subscription business,” Hood said during the investor call. “I think we’re really encouraged by some of the progress and how we’re making progress with Game Pass.”

That kind of talk suggests the Xbox brand will continue to thrive via Xbox Game Pass, and possibly through Xbox Game Studios games for other platforms. But if these sales trends continue, we may be facing a near future where physical console hardware is no longer a core part of the Xbox brand.

Xbox console sales continue to crater with massive 42% revenue drop Read More »

union-game-performers-strike-over-ai-voice-and-motion-capture-training

Union game performers strike over AI voice and motion-capture training

Speaking into the large language model —

Use of motion-capture actors’ performances for AI training is a sticking point.

Image of SAG-AFTRA logo next to a raised fist holding up a game controller, with

Enlarge / One day, using pixellated fonts and images to represent that something is a video game will not be a trope. Today is not that day.

SAG-AFTRA has called for a strike of all its members working in video games, with the union demanding that its next contract not allow “companies to abuse AI to the detriment of our members.”

The strike mirrors similar actions taken by SAG-AFTRA and the Writers Guild of America (WGA) last year, which, while also broader in scope than just AI, were similarly focused on concerns about AI-generated work product and the use of member work to train AI.

“Frankly, it’s stunning that these video game studios haven’t learned anything from the lessons of last year—that our members can and will stand up and demand fair and equitable treatment with respect to A.I., and the public supports us in that,” Duncan Crabtree-Ireland, chief negotiator for SAG-AFTRA, said in a statement.

During the strike, the more than 160,000 members of the union will not provide talent to games produced by Disney, Electronic Arts, Blizzard Activision, Take-Two, WB Games, and others. Not every game is affected. Some productions may have interim agreements with union workers, and others, like continually updated games that launched before the current negotiations starting September 2023, may be exempt.

The publishers and other companies issued statements to the media through a communications firm representing them. “We are disappointed the union has chosen to walk away when we are so close to a deal, and we remain prepared to resume negotiations,” a statement offered to The New York Times and other outlets read. The statement said the two sides had found common ground on 24 out of 25 proposals and that the game companies’ offer was responsive and “extends meaningful AI protections.”

The Washington Post says the biggest remaining issue involves on-camera performers, including motion capture performers. Crabtree-Ireland told the Post that while AI training protections were extended to voice performers, motion and stunt work was left out. “[A]ll of those performers deserve to have their right to have informed consent and fair compensation for the use of their image, their likeness or voice, their performance. It’s that simple,” Crabtree-Ireland said in June.

It will be difficult to know the impact of a game performer strike for some time, if ever, owing to the non-linear and secretive nature of game production. A game’s conception, development, casting, acting, announcement, and further development (and development pivots) happen on whatever timeline they happen upon.

SAG-AFTRA has a tool for searching game titles to see if they are struck for union work, but it is finicky, recognizing only specific production titles, code names, and ID numbers. Searches for Grande Theft Auto VI and 6 returned a “Game Over!” (i.e., struck), but Kotaku confirmed the game is technically unaffected, even though its parent publisher, Take-Two, is generally struck.

Video game performers in SAG-AFTRA last went on strike in 2016, that time regarding long-term royalties. The strike lasted 340 days, still the longest in that union’s history, and was settled with pay raises for actors while residuals and terms on vocal stress remained unaddressed. The impact of that strike was generally either hidden or largely blunted, as affected titles hired non-union replacements. Voice work, as noted by the original English voice for Bayonetta, remains a largely unprotected field.

Union game performers strike over AI voice and motion-capture training Read More »

lego’s-newest-retro-art-piece-is-a-1,215-piece-super-mario-world-homage

Lego’s newest retro art piece is a 1,215-piece Super Mario World homage

let’s-a-go —

$130 set is available for preorder now, ships on October 1.

  • The Lego Mario & Yoshi set is an homage to 1990’s Super Mario World.

    The Lego Group

  • From the front, it looks like a fairly straightforward re-creation of the game’s 16-bit sprites.

    The Lego Group

  • Behind the facade are complex mechanics that move Yoshi’s feet and arms and bob his body up and down, to make him look like he’s walking. A separate dial opens his mouth and extends his tongue.

    The Lego Group

Nintendo and Lego are at it again—they’ve announced another collaboration today as a follow-up to the interactive Mario sets, the replica Nintendo Entertainment System, the unfolding question mark block with the Mario 64 worlds inside, and other sets besides.

The latest addition is an homage to 1990’s Super Mario World, Mario’s debut outing on the then-new 16-bit Super Nintendo Entertainment System. At first, the 1,215-piece set just looks like a caped Mario sitting on top of Yoshi. But a look at the back reveals more complex mechanics, including a hand crank that makes Yoshi’s feet and arms move and a dial that opens his mouth and extends his tongue.

Most of the Mario sets have included some kind of interactive moving part, even if it’s as simple as the movable mouth on the Lego Piranha Plant. Yoshi’s mechanical crank most strongly resembles the NES set, though, which included a CRT-style TV set with a crank that made the contents of the screen scroll so that Mario could “walk.”

The Mario & Yoshi set is available to preorder from Lego’s online store for $129.99. It begins shipping on October 1.

Lego has also branched out into other video game-themed sets. In 2022, the company began selling a replica Atari 2600, complete with faux-wood paneling. More recently, Lego has collaborated with Epic Games on several Fortnite-themed sets, including the Battle Bus.

Listing image by The Lego Group

Lego’s newest retro art piece is a 1,215-piece Super Mario World homage Read More »

ftc-attacks-microsoft’s-post-merger-game-pass-price-increases

FTC attacks Microsoft’s post-merger Game Pass price increases

Toldja so —

Regulator says move is “exactly the sort of consumer harm” it warned about.

xbox game pass ultimate

Enlarge / Access to first-party games on launch day remains a major selling point for the Xbox Game Pass Ultimate tier.

Microsoft

The FTC says the across-the-board price increases that Microsoft recently announced for its Xbox Game Pass subscription service tiers represent “exactly the sort of consumer harm from the merger the FTC has alleged” when it sought to block Microsoft’s merger with Activision. In a letter to the court posted as part of an ongoing appeal by the FTC in the case, the federal regulator alleges Microsoft’s moves are a clear example of “product degradation” brought about by “a firm exercising market power post-merger.”

The letter’s primary focus is on the soon-to-be-discontinued $10.99/month Console Game Pass tier. That’s being replaced with a $14.99/month Game Pass Standard tier (a 36 percent price increase) that no longer includes “day one” access to all of Microsoft’s first-party titles. To maintain that key benefit, “Console” subscribers will have to spend 81 percent more for the $19.99 Game Pass Ultimate tier, which also includes a number of additional benefits over the current $10.99/month option.

Is this “based on the acquisition”?

The FTC notes that these changes “coincide with adding Call of Duty to Game Pass’s most expensive tier.” Previously, Microsoft publicly promised that this Game Pass access to Activision’s ultra-popular shooter would come “with no price increase for the service based on the acquisition.”

It’s that “based on the acquisition” clause that’s likely to give Microsoft some wiggle room in arguing for its planned pricing changes. Inflation is also a sufficient explanation for a large portion of the price increase in nominal terms—the $14.99 Microsoft charged for a month of Game Pass Ultimate when it launched in 2019 is the equivalent of $18.39 today, according to the BLS CPI calculator. When Microsoft raised the Game Pass Ultimate monthly price from $14.99 to $16.99 just last year—just before the Activision merger was finalized—the company said in a statement it had “adjusted the prices to reflect the competitive conditions in each market.”

Microsoft might have a harder time finessing the alleged “degradation” inherent in going from the discontinued Game Pass Console tier to the new, more expensive Game Pass Standard tier. True, the replacement does include the online multiplayer benefits of Game Pass Core, which could previously be purchased separately. But the removal of the long-promised day one access to first party games will heavily reduce the value most subscribers get from the new option.

It’s now been over a year since the FTC first announced it intended to appeal the ruling that effectively stopped its attempted injunction against the merger deal. While Microsoft and Activision have moved forward with their merger since then, courts have reversed similar mergers on appeal even after a merger deal has fully closed.

Elsewhere in its letter, the FTC makes note of previous arguments that Microsoft’s recent round of nearly 2,000 Xbox-focused layoffs is a sign of “reduced investments in output and product quality” post-merger.

FTC attacks Microsoft’s post-merger Game Pass price increases Read More »

switch-2-is-around-the-corner,-but-nintendo-announces-a-new-switch-accessory-anyway

Switch 2 is around the corner, but Nintendo announces a new Switch accessory anyway

better late than never? —

Oddly timed accessory is released as the Switch’s life cycle is winding down.

  • Nintendo’s Joy-Con Charging Stand (Two-Way) seems useful, but it’s coming out at a strange time in the console’s lifecycle.

    Nintendo

  • The stand can charge the Switch Online NES controllers, something that Nintendo’s charging grip can’t do because the handles get in the way.

    Nintendo

  • The charging stand can be removed from the stand part to maximize flexibility.

    Nintendo

Nintendo’s Switch launched in March 2017, and all available information indicates that the company is on track to announce a successor early next year. It’s that timing that makes the launch of Nintendo’s latest Switch accessory so odd: The company has announced a first-party charging cradle for Joy-Con controllers, which up until now have been charged by slotting them into the console itself, via Nintendo’s sold-separately Joy-Con charging grip, or with third-party charging accessories.

The Nintendo of Europe account on X, formerly Twitter, announced that the charging accessory—formally called the “Joy-Con Charging Stand (Two-Way)”—will be released on October 17. It will work with both Joy-Cons and the Switch Online wireless NES controllers, and the charging cradle can be separated from its stand (where it looks a lot like the Joy-Con charging grip but without the grip part).

Power is provided via a USB-C port on top of the stand, which can either be connected to one of the Switch dock’s USB ports or to a separate USB-C charger. Other Switch controllers, including the Pro Controller and the SNES and N64 replica controllers, are charged via USB-C directly.

The Verge reports that the accessory has only been announced for Europe and Japan so far, though it will presumably also come to North America at some point. Pricing hasn’t been announced yet, either.

Switch 2 is around the corner

Why would Nintendo release a new first-party charging accessory for your old console just months before it’s slated to announce its next-generation console? Rumors about the design of the Switch 2 could hold some hints.

Accessory makers and others with firsthand knowledge of the Switch 2 have suggested that the new console will come with redesigned Joy-Cons with additional buttons and a magnetic attachment mechanism. This would likely make it impossible to attach current-generation Joy-Cons, which physically interlock with the Switch and its various accessories.

But reporting also suggests that the Switch 2 will retain backward compatibility with digital and physical Switch games, which could justify retaining some kind of backward compatibility with existing controllers. This new Joy-Con charging cradle could provide current Switch owners a way to continue charging Joy-Cons and NES controllers even if they can no longer be attached to and charged by the console itself.

But that’s just speculation at this point. It could just as easily be the case that Nintendo has to keep the Switch going for one more holiday season, and it’s eager to sell every accessory it can alongside the shrinking but still significant number of consoles it will sell between now and the time the Switch 2 is released. Nintendo recently announced new games in the Legend of Zelda and Mario & Luigi series, which will give past and future Switch buyers a reason to keep their Joy-Cons charged in the first place.

Nintendo has taken pains to make old controllers compatible with new consoles before. Most Nintendo Wii consoles came with built-in GameCube controller ports, which enabled backward compatibility with GameCube games and also allowed GameCube controllers to be used with compatible Wii games like Super Smash Bros. Brawl. Wii remotes also continued to function with the Wii U.

One thing we don’t know about the Switch 2’s backward compatibility is whether it will provide any kind of graphical enhancements for Switch games. Several titles released in recent years, including newer Pokémon titles, have suffered from performance issues. Nintendo had reportedly planned to release a more powerful “Switch Pro” at some point in 2021 or 2022, but the update was apparently scrapped in favor of the more modestly updated OLED Switch.

Listing image by Nintendo

Switch 2 is around the corner, but Nintendo announces a new Switch accessory anyway Read More »