gaming

mini-settlers-is-a-city-builder-that-you-can-both-enjoy-and-actually-put-down

Mini Settlers is a city builder that you can both enjoy and actually put down

You can definitely get 120 frames on an RTX 4080 —

No zoning, no pollution, no advisers—just squares, circles, people, and time.

Mini Settlers screen showing rocks, fields, and lots of water pumps and farms.

Enlarge / Are you enticed by this kind of orderly madness with a clean graphical layout? Then I suggest you… settle in.

Goblinz Studio

You can’t buy Mini Settlers right now, but I think you should play the free “Prologue” demo and wishlist the full game if you dig it. It’s not quite like any other city builder I’ve played.

Mini Settlers is “mini” like minimalism. It is in the same genre, but quite far from, games like Cities: Skylines 2 (a choice with some proven merit). Your buildings are not 3D-rendered with real-time lighting. Your buildings are colored squares, sometimes with a few disc tokens stacked on them, tabletop-style. Your roads don’t have traffic, but they have drivers (tiny squares) that take resources between nodes. When things go wrong, you don’t get depressing news about pollution and riots; some people just leave their homes, but they’ll come back if you fix what’s wrong.

Mini Settlers announcement video.

Mini Settlers is not the game to play to satisfy your long-running suspicion that urban planning was your missed calling. In the (non-progress-saving) Prologue-free demo out this week, the mines and quarries have infinite resources. There is no “money” to speak of, so far as I can tell. Apple farms must be placed near apple orchards and water pumps by water, and the rest is up to you. The interface looks like a thought experiment in how far you can get from traditional city sim HUDs, but then someone implemented it.

  • A larger-scale view of a developed settlement, one with much better road planning than I achieved.

    Goblinz Studio

  • The game layers information about resources and needs, such that it never feels overwhelming.

    Goblinz Studio

  • Natural resources and land formations require you to work around them in creative ways.

    Goblinz Studio

  • Each circle is a node, and each square is a worker, shuttling resources from node to node, as best they can.

    Goblinz Studio

The biggest challenge I faced in my couple of sessions was textbook logistics, at least from a suburban or small-town perspective. Having developed SimCity Brain throughout prior decades, I tried to keep my residential areas (City Center and the Homes you build around it) away from anything resembling production, like rock quarries and lumber yards. Instead of bolstering housing values or improving aesthetics, which do not exist, this gave me a huge set of supply bottlenecks to try and work through.

Houses wanted regular supplies of apples and water, but spacing out everything made a ton of extra transit work. Every road is a maximum of seven tiles, and each one gets a worker that moves back and forth between waypoints, dropping off goods to buildings or leaving them for the next worker on the goods’ route. I had wanted to create a simple town of people building wood houses and eating apples, and instead, I had a micro-scale Wayfair job interview scenario, complete with tiny warehouses and delivery times.

But, here again, Mini Settlers is different, even when you’re flailing. You simply remove the roads and buildings that don’t work and put them in better places. The buildings take a bit to build again, but there’s no real game timer unless you want to enable one for personal bests. You can even enable a background mode so that the calm simulation keeps running while you absolutely do your best work on a Friday afternoon.

The “Prologue” is not verified for Steam Deck, but the developers have an official layout for it. I think it will do in a pinch, but there’s a lot of thumb-taxing trackpad pointing remaining in a game that seems grid-based enough to do with more gamepad controls. As for performance, it runs great. At 30 frames per second, my Deck guessed it could keep going for nearly five more hours.

Mini Settlers is due out in 2024, seemingly for PC only on Steam, for the moment. The minimum requirements are a Core i3, 4GB memory, and Intel HD Graphics 4000, but “Integrated cards also work.” As the developers at Knight Owl Games note, wishlisting the game helps it circulate inside Steam’s recommendation algorithm, even if you don’t ultimately play beyond the demo. I am going to note a second time here that the demo does not save your game when you exit, which is not another design choice to keep you calm but just a demo thing.

Between this and Against the Storm, I am enjoying the recent broadening of the “city builder” genre. It’s happening, weirdly enough, by going much smaller.

Listing image by Goblinz Studio

Mini Settlers is a city builder that you can both enjoy and actually put down Read More »

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One and done: Elden Ring’s first DLC expansion will also be its last

Over and out —

But the studio is “leaving some possibilities” for a sequel that continues the story.

A big erdtree casts a big shadow.

Enlarge / A big erdtree casts a big shadow.

Namco Bandai

The good news for Elden Ring fans is that the two-plus-year wait for the game’s first DLC, “Shadow of the Erdtree,” will end in just a couple of months. The bad news is that “Shadow of the Erdtree” will also be the last bit of DLC for FromSoftware’s multimillion-selling action RPG.

In a wide-ranging interview with Chinese site Zhihu (machine translation), Elden Ring producer Hidetaka Miyazaki said “Shadow of the Erdtree” contains a lot of existing lore and content that was created for the original game but couldn’t fit into the final package. Miyazaki said the team decided to release all of that unused content as one large DLC expansion, rather than multiple smaller bits, because “if they were sold separately, the freedom of exploration and sense of adventure would be reduced.”

As for just how big the DLC will be, Miyazaki balked when the interviewer asked how long it would take players to complete. Miyazaki brought up memories of being called a liar after estimating in an earlier interview that the original game would only take about 30 hours of play to complete—crowdsourced game-length database HowLongToBeat puts the “main story” estimate closer to 60 hours.

While Miyazaki was definitive on the lack of plans for additional Elden Ring DLC, he left open the possibility of further games that could continue the story of the Elden Ring universe. “FromSoftware’s style of doing things is that it generally does not allow the future of an IP to be easily locked, but it is better to leave some possibilities” he said.

Previous games in FromSoftware’s Dark Souls series have split additional content across multiple episodic DLC expansions in the years after their respective releases (though Bloodborne only saw a single DLC expansion, “The Old Hunters“). Last year, Cyberpunk 2077 developer CD Projekt Red confirmed that the “Phantom Liberty” expansion would be that game’s only DLC, owing to an engine transition within the company.

Elsewhere in the interview, Miyazaki said the upcoming expansion would closely match the legendary difficulty of the original game’s second half. The DLC was designed with the expectation that “players… should already have a certain understanding of the game,” he said. But players who have grinded their characters into unstoppable, overpowered machines will be able to turn off the leveling system in the DLC area to add a bit of additional challenge.

Miyazaki also offered a few hints about the DLC’s plot, which will include new characters like St. Trina, a counterpart to Miquella, who was only hinted at via item names in the original game. Most characters featured in the DLC will be completely new to the expansion, Miyazaki said, if for no other reason than that “there may be a situation where the player kills the NPC [in the original game], causing him/her to be unable to appear in the DLC story.”

One and done: Elden Ring’s first DLC expansion will also be its last Read More »

geforce-now-has-made-steam-deck-streaming-much-easier-than-it-used-to-be

GeForce Now has made Steam Deck streaming much easier than it used to be

Easy, but we’re talking Linux easy —

Ask someone who previously did it the DIY way.

Fallout 4 running on a Steam Deck through GeForce Now

Enlarge / Streaming Fallout 4 from GeForce Now might seem unnecessary, unless you know how running it natively has been going.

Kevin Purdy

The Steam Deck is a Linux computer. There is, technically, very little you cannot get running on it, given enough knowledge, time, and patience. That said, it’s never a bad thing when someone has done all the work for you, leaving you to focus on what matters: sneaking game time on the couch.

GeForce Now, Nvidia’s game-streaming service that uses your own PC gaming libraries, has made it easier for Steam Deck owners to get its service set up on their Deck. On the service’s Download page, there is now a section for Gaming Handheld Devices. Most of the device links provide the service’s Windows installer, since devices like the ROG Ally and Lenovo Legion Go run Windows. Some note that GeForce Now is already installed on devices like the Razer Edge and Logitech G Cloud.

But Steam Deck types are special. We get a Unix-style executable script, a folder with all the necessary Steam icon image assets, and a README.md file.

It has technically been possible all this time, if a Deck owner was willing to fiddle about with installing Chrome in desktop mode, tweaking a half-dozen Steam settings, and then navigating the GeForce Now site with a trackpad. GeForce Now’s script, once you download it from a browser in the Deck’s desktop mode, does a few things:

  • Installs the Google Chrome browser through the Deck’s built-in Flatpak support
  • Adjusts Chrome’s settings to allow for gamepad support in the browser
  • Sets up GeForce Now in Steam with proper command line options and icons for every window.

That last bit about the icons may seem small, but it’s a pain in the butt to find properly sized images for the many different kinds of images Steam can show for a game in your library when selected, having recently played, and so on. As for the script itself, it worked fine, even with me having previously installed Chrome and created a different Steam shortcut. I got a notice on first launch that Chrome couldn’t update, so I was missing out on all its “new features,” but that could likely be unrelated.

I was almost disappointed that GeForce Now's script just quietly worked and then asked me to head back into Gaming Mode. Too easy!

I was almost disappointed that GeForce Now’s script just quietly worked and then asked me to head back into Gaming Mode. Too easy!

Kevin Purdy

GeForce Now isn’t for everyone, and certainly not for every Steam Deck owner. Because the standard Steam Deck LCD screen only goes to 800p and 60 Hz, paying for a rig running in a remote data center to power your high-resolution, impressive-looking game doesn’t always make sense. With the advent of the Steam Deck OLED, however, the games look a lot brighter and more colorful and run up to 90 Hz. You also get a lot more battery life from streaming than you do from local hardware, which is still pretty much the same as it was with the LCD model.

GeForce Now also offers a free membership option and $4 “day passes” to test if your Wi-Fi (or docked Ethernet) connection would make a $10/month Priority or $20/month Ultimate membership worthwhile (both with cheaper pre-paid prices). The service has in recent months been adding games from Game Pass subscriptions and Microsoft Store purchases, Blizzard (i.e., Battle.net), and a lot of same-day Steam launch titles.

If you’re already intrigued by GeForce Now for your other screens and were wondering if it could fly on a Steam Deck, now it does, and it’s only about 10 percent as painful. Whether that’s more or less painful than buying your own GPU and running your own Deck streaming is another matter.

GeForce Now has made Steam Deck streaming much easier than it used to be Read More »

dave-&-buster’s-is-adding-real-money-betting-options-to-arcade-staples

Dave & Buster’s is adding real money betting options to arcade staples

Casino-cade or Arcade-sino? —

“Gamification layer” platform promises to streamline your friendly Skee-Ball wagers.

It's a good thing this kid is too young to bet on Skee-Ball, because his dad is getting <em>beat</em>.” src=”https://cdn.arstechnica.net/wp-content/uploads/2024/05/GettyImages-658352856-800×534.jpg”></img><figcaption>
<p><a data-height=Enlarge / It’s a good thing this kid is too young to bet on Skee-Ball, because his dad is getting beat.

Getty Images

Anyone who’s been to a Dave & Buster’s location in recent years knows the arcade’s heavy reliance on so-called redemption games makes the experience more like an ersatz casino than the quarter-munching video game halls of the ’70s and ’80s. On the vast majority of D&B games, you end up wagering money (in the form of gameplay chips) to win virtual tickets that can be traded for trinkets at the rewards counter.

Now, the massive arcade chain has announced that players will soon be able to use the D&B app to directly wager on the results of arcade games through “real-money contests.” The arcade giant, which has over 200 locations across North America, is partnering with “gamification layer” platform Lucra on a system that will let D&B Rewards members “digitally compete with each other, earn rewards, and unlock exclusive perks while competing with friends at Dave & Buster’s,” according to Tuesday’s announcement.

Neither Lucra nor Dave & Buster’s has responded to a request for comment from Ars Technica, so we’re still missing extremely basic information, like what games will support app-based wagering, minimum and maximum bet sizes, or what kinds of fees might be involved. CNBC’s report on the announcement suggests the system will be launching “in the next few months” to players 18 and older across 44 states (and specifically mention Skee-Ball and Hot Shots Basketball competitions). Lucra’s webpage simply says the integration will “provide… social connectivity and friendly competition,” suggesting you’ll probably face off against friends playing in the same location.

Lucra’s system has previously been integrated into Dupr (a Pickleball ranking platform) and TennisOne to let players make casual bets on recreational sports. The company says it has handled $20 million in bets from 150,000 customers across its platforms since its founding in 2019.

Money match

Gambling on arcade games is far from a new concept. Wagering on early pinball games was so common that many US cities banned pinball entirely starting around the 1940s until a landmark 1976 court case determined the tables weren’t games of chance. And the fighting game community has a long tradition of money matches that can often be found along the fringes of major tournaments to this day.

New York Police Commissioner William O'Brien destroys a pinball machine as part of a citywide crackdown on

Enlarge / New York Police Commissioner William O’Brien destroys a pinball machine as part of a citywide crackdown on “gambling devices” in 1949.

Getty Images

Still, Dave & Buster’s officially integrating real-money wagers into its arcade experience feels like the most direct acknowldgement yet of the ongoing casino-ization of the video game arcade. It’s important to note, though, that the arcade games being played at Dave & Buster’s have to have an element of skill, setting the arcades apart from real casinos that can offer purely chance-based wagering. CNBC reports this distinction lets Lucra and D&B avoid the complex web of regulations and licensing required to open a true casino or take bets on professional sports.

Ironically enough, though, many of those traditional casinos have been experimenting with so-called “skill-based” slot machines for years, in an attempt to draw in younger players who want to feel more in control of the experience. But at least one casino’s website admits “the influence that each player has on the reward [in a skill-based slot machine] is minimal, at best,” so maybe there’s still some distinction between arcades and casinos on that score.

Even without a gambling app, though, so-called “advantage players” have long made a lucrative business of racking up jackpots on Dave & Buster’s Redemption games and then selling the high-ticket prizes on eBay.

Dave & Buster’s is adding real money betting options to arcade staples Read More »

the-iphone’s-next-aaa-game,-assassin’s-creed-mirage,-gets-a-release-date

The iPhone’s next AAA game, Assassin’s Creed Mirage, gets a release date

Leap of faith —

The game launched on consoles and PC months ago.

An Assassin stands over the city of Baghdad

Enlarge / Assassin’s Creed Mirage returned to the earlier games’ focus on stealth assassinations in a historical urban environment.

Ubisoft

Apple has spent the last year trying to convince gamers that they can get a console-like, triple-A experience on the latest iPhones. The newest test of that promise will be Ubisoft’s Assassin’s Creed Mirage, which now has a release date and pricing information.

Mirage will land on compatible iPhones—the iPhone 15, iPhone 15 Plus, iPhone 15 Pro, and iPhone 15 Pro Max—on June 6, according to Ubisoft (though the App Store listing says June 10.) That coincides pretty closely with Apple’s annual developer conference, so we’d expect it to get a shoutout there. Ubisoft’s blog post also says it will come to the iPad Air and iPad Pro models with an M1 chip or later.

The game will be a free download with a 90-minute free trial. After that, you’ll have to pay $50 to keep playing, which is pretty close to what the game costs on PC and consoles. It will support cross-progression, provided you sign into Ubisoft Connect. Ubisoft Connect is not exactly beloved by players, but it’s nice to be able to take your saves back and forth between other platforms if you can stomach it.

That cross-progression feature is key because the game launched several months ago on other platforms, so players interested in it probably already have made some progress in the story, if they haven’t finished it already.

Mirage is well over a dozen mainline games into the franchise, but it’s a smaller, more focused game than 2018’s Odyssey or 2020’s Valhalla. While those games expanded the franchise away from its stealth roots to become more of a full-fledged The Witcher 3-like open-world RPG experience, Mirage goes back to the old style of gameplay. It originally started as DLC for Valhalla but was expanded into a full game.

It won’t be the first triple-A game to hit the iPhone 15 and later, though the list has been short so far. A couple of Resident Evil games have made their way to phones (Resident Evil 4‘s remake and Resident Evil Village), and Apple has also managed to get respectable ports of No Man’s Sky, Death Stranding, and Baldur’s Gate 3 to Apple Silicon Macs.

When we tested the Resident Evil titles on the iPhone 15, we found that the graphics and performance were quite respectable—perhaps comparable to what you’d get on a PlayStation 4 Pro, a mid-range gaming laptop, or a Steam Deck—but that the touch controls never seem to cut it, so you’ll want to use a controller. iOS supports the latest PlayStation, Xbox, and Nintendo controllers, as well as attachable controllers like the Razer Kishi. Mirage will also support those controllers.

The iPhone’s next AAA game, Assassin’s Creed Mirage, gets a release date Read More »

there’s-never-been-a-better-time-to-get-into-fallout-76

There’s never been a better time to get into Fallout 76

More players have been emerging from this vault lately than have in years.

Enlarge / More players have been emerging from this vault lately than have in years.

Samuel Axon

War never changes, but Fallout 76 sure has. The online game that launched to a negative reception with no NPCs but plenty of bugs has mutated in new directions since its 2018 debut. Now it’s finding new life thanks to the wildly popular Fallout TV series that debuted a couple of weeks ago.

In truth, it never died, though it has stayed in decidedly niche territory for the past six years. Developer Bethesda Game Studios has released regular updates fixing (many of) the bugs, adding new ways to play, softening the game’s rough edges, and yes, introducing Fallout 3- or Fallout 4-like, character-driven quest lines with fully voiced NPCs—something many players felt was missing in the early days.

It’s still not for everybody, but for a select few of us who’ve stuck with it, there’s nothing else quite like it.

Like many older online games, it eventually settled into a situation where most of the players were high-level veterans on the PC and PlayStation platforms. (Microsoft’s Game Pass kept a steady trickle of new players coming in on the Xbox.) That’s all changed now, though; thanks to the TV series, the low-level newbies now outnumber the vets. There’s a wide range of players on every server, and the community’s reputation for being unusually welcoming has held strong amid the influx.

If you’re looking to give it a shot, here’s what you need to know.

A weirdly welcoming wasteland

I generally find the communities in most online games off-putting and toxic. I enjoy the gameplay in Overwatch, for example, but a whole buffet of bad actors makes it a poor experience for me a lot of the time.

That’s not the case with Fallout 76. It’s a phenomenon I also observed with No Man’s Sky’s online community: Games that had disastrous launches that drove away the enthusiastic core gamer crowd early on end up having the best communities.

With Fallout 76, the first few weeks were a storm of negativity like no other. But once the folks who were unimpressed calmed down and moved on, the smaller cadre of people who actually liked the game formed a strong bond. The community was small enough that bad behavior could have social consequences, and it turned out that the kinds of people who stick with a game like Fallout 76 tend to be patient and gracious. Who knew?

These donation boxes give experienced players a chance to give back.

Enlarge / These donation boxes give experienced players a chance to give back.

Samuel Axon

For example, there has long been a tradition of experienced players dropping valuable healing items and ammunition by the game’s starting area for newbies to grab. Fallout 76 has strong survival elements, especially at the start, so those gifts make a big difference. This gifting became so common that Bethesda formalized it with a donation box in that starter area. In fact, there are donation boxes scattered all around the game’s map now, and they almost always have stuff in them.

Players will generally be happy to jump on voice chat and talk through the game’s concepts with you or help you defeat difficult enemies. That extends to some communities that talk about the game outside the game, too. (Be sure to look up the subreddit r/fo76FilthyCasuals and its associated Discord; they’re great places to make friends and get advice.)

Time will tell how all that holds as a huge influx of new players shifts the makeup of the community, but so far so good.

There’s never been a better time to get into Fallout 76 Read More »

switch-2-reportedly-replaces-slide-in-joy-cons-with-magnetic-attachment

Switch 2 reportedly replaces slide-in Joy-Cons with magnetic attachment

Switch-ing magnets, how do they work? —

Design choice may have implications for current Joy-Con compatibility.

The slide-on Joy-Con connection point shown in the center of the image may be a thing of the past on the Switch 2

Enlarge / The slide-on Joy-Con connection point shown in the center of the image may be a thing of the past on the Switch 2

The iconic slide-in “click” of the Switch Joy-Cons may be replaced with a magnetic attachment mechanism in the Switch 2, according to a report from Spanish-language gaming news site Vandal.

The site notes that this new design could make direct Switch 2 backward compatibility with existing Switch Joy-Cons “difficult.” Even so, we can envision some sort of optional magnetic shim that could make older Joy-Cons attachable with the new system’s magnetic connection points. Current Switch Pro Controllers, which do not physically attach to the Switch, should be fully compatible with the Switch 2, according to the report.

Vandal cites several unnamed accessory and peripheral makers who reportedly got to touch the new console inside of an opaque box, which was used to balance design secrecy with the need to provide general knowledge of the unit’s dimensions. According to those sources, the Switch 2 will be “larger than the Switch, although without reaching the size of the Steam Deck.”

In 2021, Vandal accurately reported some early details of the Switch OLED design shortly before the upgraded console’s launch, lending some credence to new Switch 2 reports from the same outlet.

Pick a controller and stick with it

Nintendo has a spotty history with forward-compatibility of controllers on its recent consoles. The company went out of its way to ensure that GameCube controllers worked on the Wii (and the Wii U, to a limited extent), while the Wii U was largely built around compatibility with existing Wii Remotes and control accessories. For the Switch, on the other hand, Nintendo has released a number of limited-edition retro-styled controllers specifically for use with classic Nintendo Switch Online games.

Microsoft has made a point of highlighting that the Xbox Series S/X works with all standard Xbox One controllers (not you, Kinect). PS4 owners, meanwhile, had to purchase new DualSense controllers to use on the PS5.

Regarding software, Nintendo has offered only vague answers on whether the upcoming Switch 2 will be compatible with the thousands of games designed for the current Switch generation. However, some reports suggest that developers are already testing this kind of backward compatibility on Nintendo’s upcoming hardware.

In February, numerous reports suggested that Nintendo was targeting an early 2025 launch for the Switch 2 to give developers more time to create a strong software launch for the unannounced console. Earlier reports suggested the new hybrid console will sport a larger 8-inch screen and could support DLSS upscaling on Ampere-based Nvidia processors.

Switch 2 reportedly replaces slide-in Joy-Cons with magnetic attachment Read More »

putting-microsoft’s-cratering-xbox-console-sales-in-context

Putting Microsoft’s cratering Xbox console sales in context

Down but not out —

Why declining quarterly numbers might not be awful news for Microsoft’s gaming business.

Scale is important, especially when talking about relative console sales.

Enlarge / Scale is important, especially when talking about relative console sales.

Aurich Lawson | Getty Images

Yesterday, Microsoft announced that it made 31 percent less off Xbox hardware in the first quarter of 2024 (ending in March) than it had the year before, a decrease it says was “driven by lower volume of consoles sold.” And that’s not because the console sold particularly well a year ago, either; Xbox hardware revenue for the first calendar quarter of 2023 was already down 30 percent from the previous year.

Those two data points speak to a console that is struggling to substantially increase its player base during a period that should, historically, be its strongest sales period. But getting wider context on those numbers is a bit difficult because of how Microsoft reports its Xbox sales numbers (i.e., only in terms of quarterly changes in total console hardware revenue). Comparing those annual shifts to the unit sales numbers that Nintendo and Sony report every quarter is not exactly simple.

Context clues

Significant declines in Xbox hardware revenue for four of the last five quarters stand out relative to competitors' unit sales.

Enlarge / Significant declines in Xbox hardware revenue for four of the last five quarters stand out relative to competitors’ unit sales.

Kyle Orland

To attempt some direct contextual comparison, we took unit sales numbers for some recent successful Sony and Nintendo consoles and converted them to Microsoft-style year-over-year percentage changes (aligned with the launch date for each console). For this analysis, we skipped over each console’s launch quarter, which contains less than three months of total sales (and often includes a lot of pent-up early adopter demand). We also skipped the first four quarters of a console’s life cycle, which don’t have a year-over-year comparison point from 12 months prior.

This still isn’t a perfect comparison. Unit sales don’t map directly to total hardware revenue due to things like inflation, remainder sales of Xbox One hardware, and price cuts/discounts (though the Xbox Series S/X, PS5, and Switch still have yet to see official price drops). It also doesn’t take into account the baseline sales levels from each console’s first year of sales, making total lifetime sales performance on the Xbox side hard to gauge (though recent data from a Take-Two investment call suggests the Xbox Series S/X has been heavily outsold by the PS5, at this point).

Even with all those caveats, the comparative data trends are pretty clear. At the start of their fourth full year on the market, recent successful consoles have been enjoying a general upswing in their year-over-year sales. Microsoft stands out as a major outlier, making less revenue from Xbox hardware in four of the last five quarters on a year-over-year basis.

Falling like dominoes.

Enlarge / Falling like dominoes.

Aurich Lawson

Those numbers suggest that the hardware sales rate for the Xbox Series S/X may have already peaked in the last year or two. That would be historically early for a console of this type; previous Ars analyses have shown PlayStation consoles generally see their sales peaks in their fourth or fifth year of life, and Nintendo portables have shown a similar sales trend, historically. The Xbox Series S/X progression, on the other hand, looks more similar to that of the Wii U, which was already deep in a “death spiral” at a similar point in its commercial life.

This is not the end

In the past, console sales trends like these would have been the sign of a hardware maker’s wider struggles to stay afloat in the gaming business. However, in today’s gaming market, Microsoft is in a place where console sales are not strictly required for overall success.

For instance, Microsoft’s total gaming revenue for the latest reported quarter was up 51 percent, thanks in large part to the “net impact from the Activision Blizzard acquisition.” Even before that (very expensive) merger was completed, Microsoft’s total gaming revenue was often partially buoyed by “growth in Game Pass” and strong “software content” sales across PC and other platforms.

Owning Call of Duty means being one of the biggest PS5 game publishers almost by definition.

Enlarge / Owning Call of Duty means being one of the biggest PS5 game publishers almost by definition.

Activision

Perhaps it’s no surprise that Microsoft has shown increasing willingness to take some former Xbox console exclusives to other platforms in recent months. In fact, following the Activision/Blizzard merger, Microsoft is now publishing more top-sellers on the PS5 than Sony. And let’s not forget the PC market, where Microsoft continues to sell millions of games above and beyond its PC Game Pass subscription business.

So, while the commercial future of Xbox hardware may look a bit uncertain, the future of Microsoft’s overall gaming business is in much less dire straits. That would be true even if Microsoft’s Xbox hardware revenue fell by 100 percent.

Putting Microsoft’s cratering Xbox console sales in context Read More »

can-an-online-library-of-classic-video-games-ever-be-legal?

Can an online library of classic video games ever be legal?

Legal eagles —

Preservationists propose access limits, but industry worries about a free “online arcade.”

The Q*Bert's so bright, I gotta wear shades.

Enlarge / The Q*Bert’s so bright, I gotta wear shades.

Aurich Lawson | Getty Images | Gottlieb

For years now, video game preservationists, librarians, and historians have been arguing for a DMCA exemption that would allow them to legally share emulated versions of their physical game collections with researchers remotely over the Internet. But those preservationists continue to face pushback from industry trade groups, which worry that an exemption would open a legal loophole for “online arcades” that could give members of the public free, legal, and widespread access to copyrighted classic games.

This long-running argument was joined once again earlier this month during livestreamed testimony in front of the Copyright Office, which is considering new DMCA rules as part of its regular triennial process. During that testimony, representatives of the Software Preservation Network and the Library Copyright Alliance defended their proposal for a system of “individualized human review” to help ensure that temporary remote game access would be granted “primarily for the purposes of private study, scholarship, teaching, or research.”

Lawyer Steve Englund, who represented the ESA at the Copyright Office hearing.

Enlarge / Lawyer Steve Englund, who represented the ESA at the Copyright Office hearing.

Speaking for the Entertainment Software Association trade group, though, lawyer Steve Englund said the new proposal was “not very much movement” on the part of the proponents and was “at best incomplete.” And when pressed on what would represent “complete” enough protections to satisfy the ESA, Englund balked.

“I don’t think there is at the moment any combination of limitations that ESA members would support to provide remote access,” Englund said. “The preservation organizations want a great deal of discretion to handle very valuable intellectual property. They have yet to… show a willingness on their part in a way that might be comforting to the owners of that IP.”

Getting in the way of research

Research institutions can currently offer remote access to digital copies of works like books, movies, and music due to specific DMCA exemptions issued by the Copyright Office. However, there is no similar exemption that allows for sending temporary digital copies of video games to interested researchers. That means museums like the Strong Museum of Play can only provide access to their extensive game archives if a researcher physically makes the trip to their premises in Rochester, New York.

Currently, the only way for researchers to access these games in the Strong Museum's collection is to visit Rochester, New York, in person.

Enlarge / Currently, the only way for researchers to access these games in the Strong Museum’s collection is to visit Rochester, New York, in person.

During the recent Copyright Office hearing, industry lawyer Robert Rothstein tried to argue that this amounts to more of a “travel problem” than a legal problem that requires new rule-making. But NYU professor Laine Nooney argued back that the need for travel represents “a significant financial and logistical impediment to doing research.”

For Nooney, getting from New York City to the Strong Museum in Rochester would require a five- to six-hour drive “on a good day,” they said, as well as overnight accommodations for any research that’s going to take more than a small part of one day. Because of this, Nooney has only been able to access the Strong collection twice in her career. For researchers who live farther afield—or for grad students and researchers who might not have as much funding—even a single research visit to the Strong might be out of reach.

“You don’t go there just to play a game for a couple of hours,” Nooney said. “Frankly my colleagues in literary studies or film history have pretty routine and regular access to digitized versions of the things they study… These impediments are real and significant and they do impede research in ways that are not equitable compared to our colleagues in other disciplines.”

Limited access

Lawyer Kendra Albert.

Enlarge / Lawyer Kendra Albert.

During the hearing, lawyer Kendra Albert said the preservationists had proposed the idea of human review of requests for remote access to “strike a compromise” between “concerns of the ESA and the need for flexibility that we’ve emphasized on behalf of preservation institutions.” They compared the proposed system to the one already used to grant access for libraries’ “special collections,” which are not made widely available to all members of the public.

But while preservation institutions may want to provide limited scholarly access, Englund argued that “out in the real world, people want to preserve access in order to play games for fun.” He pointed to public comments made to the Copyright Office from “individual commenters [who] are very interested in playing games recreationally” as evidence that some will want to exploit this kind of system.

Even if an “Ivy League” library would be responsible with a proposed DMCA exemption, Englund worried that less scrupulous organizations might simply provide an online “checkbox” for members of the public who could easily lie about their interest in “scholarly play.” If a human reviewed that checkbox affirmation, it could provide a legal loophole to widespread access to an unlimited online arcade, Englund argued.

Will any restrictions be enough?

VGHF Library Director Phil Salvador.

Enlarge / VGHF Library Director Phil Salvador.

Phil Salvador of the Video Game History Foundation said that Englund’s concern about this score was overblown. “Building a video game collection is a specialized skill that most libraries do not have the human labor to do, or the expertise, or the resources, or even the interest,” he said.

Salvador estimated that the number of institutions capable of building a physical collection of historical games is in the “single digits.” And that’s before you account for the significant resources needed to provide remote access to those collections; Rhizome Preservation Director Dragan Espenschied said it costs their organization “thousands of dollars a month” to run the sophisticated cloud-based emulation infrastructure needed for a few hundred users to access their Emulation as a Service art archives and gaming retrospectives.

Salvador also made reference to last year’s VGHF study that found a whopping 87 percent of games ever released are out of print, making it difficult for researchers to get access to huge swathes of video game history without institutional help. And the games of most interest to researchers are less likely to have had modern re-releases since they tend to be the “more primitive” early games with “less popular appeal,” Salvador said.

The Copyright Office is expected to rule on the preservation community’s proposed exemption later this year. But for the moment, there is some frustration that the industry has not been at all receptive to the significant compromises the preservation community feels it has made on these potential concerns.

“None of that is ever going to be sufficient to reassure these rights holders that it will not cause harm,” Albert said at the hearing. “If we’re talking about practical realities, I really want to emphasize the fact that proponents have continually proposed compromises that allow preservation institutions to provide the kind of access that is necessary for researchers. It’s not clear to me that it will ever be enough.”

Can an online library of classic video games ever be legal? Read More »

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No more refunds after 100 hours: Steam closes Early Access playtime loophole

Steam refund policy —

It’s largely a win against scammers, but a simple policy doesn’t fit all games.

Steam logo on a computer

Getty Images

Early Access” was once a novel, quirky thing, giving a select set of Steam PC games a way to involve enthusiastic fans in pre-alpha-level play-testing and feedback. Now loads of games launch in various forms of Early Access, in a wide variety of readiness. It’s been a boon for games like Baldur’s Gate 3, which came a long way across years of Early Access.

Early Access, and the “Advanced Access” provided for complete games by major publishers for “Deluxe Editions” and the like, has also been a boon to freeloaders. Craven types could play a game for hours and hours, then demand a refund within the standard two hours of play, 14 days after the purchase window of the game’s “official” release. Steam-maker Valve has noticed and, as of Tuesday night, updated its refund policy.

“Playtime acquired during the Advanced Access period will now count towards the Steam refund period,” reads the update. In other words: Playtime is playtime now, so if you’ve played more than two hours of a game in any state, you don’t get a refund. That closes at least one way that people could, with time-crunched effort, play and enjoy games for free in either Early or Advanced access.

Not that it’s a complete win for either developers or cautious buyers. Steam refunds are a tricky matter for developers, especially those smaller in size. The two-hour playtime window can give people a decent idea of how a game runs, what it’s like, and whether it’s clicking with a certain player. But some games enter Early Access in very rough shape or have features that later get dropped. Some games pack their most appealing elements into the early game. And some indie games are intended to provide an experience that’s much closer to two hours than 40 or 80, still giving players a faceless way to grab back some cash.

Steam’s approach to refunds remains an imperfect science, full of quirky stories and examples of why it exists. But it has moved toward a more unified and at least understandable policy now.

No more refunds after 100 hours: Steam closes Early Access playtime loophole Read More »

war-never-changes:-a-fallout-fan’s-spoiler-laden-review-of-the-new-tv-series

War never changes: A Fallout fan’s spoiler-laden review of the new TV series

The nukes went off in 2077 in Fallout's universe. The show tells us more about this event than we've learned from the games before.

Enlarge / The nukes went off in 2077 in Fallout’s universe. The show tells us more about this event than we’ve learned from the games before.

Amazon

It’s been just over a week since the Fallout TV series premiered on Amazon Prime, and one thing’s for sure: It’s a huge hit. You can hardly open a social media app without seeing content about it, the reviews are positive, and the active players for the Fallout games have doubled over the past week.

A few days ago, I shared some spoiler-free impressions of the first three episodes. I loved what I’d seen up to that point—the show seemed faithful to the games, but it was also a great TV show. A specific cocktail of tongue-in-cheek humor, sci-fi campiness, strong themes, great characters, and visceral violence really came together into a fantastic show.

Still, I had some questions at that point: Would the franchise’s penchant for satire and its distinct political and social viewpoint come through? Where was all this headed?

Like a lot of us, I’ve now finished the series. So if you have, too (or if you haven’t but just don’t care about spoilers), it’s time to dive into all eight episodes of season one together.

I’m a long-time Fallout fan, so I’ll focus on how the show ties in with the games, but like the show itself, I aim to make this interesting even for the newbies.

Heavy spoilers for Fallout season one start here, as well as a few spoilers about Fallout New Vegas and Fallout 4.

Something for everybody

So was the show as good after eight episodes as it was after three? Absolutely. If anything, the show only got better as it progressed. The more inducted into the world, lore, and characters new viewers became, the more effective the show could be.

There was a lot to set up, after all. Some of us have been playing the games for years, so we knew all about Vault-Tec, the Brotherhood of Steel, the Enclave, the New California Republic, Pip-Boys, gulpers, and ghouls. But if you’re coming into the world fresh, that’s a lot to take on.

I was worried while watching that despite the show’s efforts to introduce new viewers, it might not be good enough, but I’ve been told by multiple people who haven’t played the games that they didn’t have trouble keeping up.

Once the various elements were established, the show was able to hit its stride and start bringing in the aspects of Fallout that weren’t prominent in the opening stretch.

Further, it expertly walked the line to give established fans something to chew on at the same time. The timeline of Fallout lore and stories spans hundreds of years, but the TV show is actually set after all of the games.

Event Year
Bombs Drop 2077
Fallout 76 (2018)

2102
Fallout (1997)

2161
Fallout 2 (1998) 2241
Fallout 3 (2008)

2277
Fallout New Vegas (2010) 2281
Fallout 4 (2015)

2287
Fallout Season 1 (2024)

2296

That meant the show revealed some things about what happened to certain factions and places that previously appeared in the games. Most notably, Shady Sands is a crater, and the New California Republic—one of the most important factions and one of the strongest governments from the games—no longer exists as we knew it.

That led some fans to speculate that TV series executive producer and game creative director Todd Howard was trying to make the popular New Vegas game (which was not made by his team) non-canon, but in a recent interview, he clarified that both the show and New Vegas are very much canon, noting that the bomb fell on Shady Shands very shortly after the events of that game. The timeline on the show is cutting it close, but a generous interpretation allows it all to line up.

Of course, the show expanded on some elements from the games in ways that could be seen as breaching canon. You could write most of them away as things the games never addressed—like the vials ghouls must consume to avoid going feral or the origin story of gulpers. The games at times implied different things about both of those aspects, but they didn’t necessarily contradict them.

The series also canonized some specific choices that players could make in some prior games. For example, it’s confirmed that the Brotherhood of Steel airship seen in the show is the same one seen in Fallout 4, meaning that the canon outcome for Fallout 4 is obviously not one where that airship was destroyed. (Players of that game had the option of pursuing paths that led to its destruction or not.)

  • Shady Sands as it’s seen in the show.

    Amazon

  • New Vegas is teased as the next destination.

    Amazon

  • The last moments had a brief tease with what appears to be a Deathclaw skull, too.

    Amazon

With minimal exceptions, previous games in the series avoided canonizing outcomes like that by being set decades or even centuries (as well as hundreds or even thousands of miles) apart—such that it wasn’t necessary to reveal what happened in those cases. Since this show is set in a region that is well-documented in prior Fallout titles, that’s not the case here.

The tease that we’re going to New Vegas next season probably means that several multiple-choice outcomes from that game will have to be canonized, too. Is Mr. House still running the show? What happened to Caesar’s Legion? Why does New Vegas look so bombed out compared to how it appeared in the game? We’ll probably find out.

All told, new fans got to explore the world of Fallout for the first time, even as longtime fans got to see where the story has gone since they last played the games. The story hadn’t been moved forward in nine years, since 2018’s Fallout 76 was actually a prequel that took place long before any of the other games in the series.

It took some skillful work to serve both of those audiences without compromising the experience of the other, so kudos to the show’s writers.

War never changes: A Fallout fan’s spoiler-laden review of the new TV series Read More »

cities:-skylines-2-team-apologizes,-makes-dlc-free-and-promises-a-fan-summit

Cities: Skylines 2 team apologizes, makes DLC free and promises a fan summit

Cities: Skylines 2 development —

A “complete focus on improving the base game” will happen before more paid DLC.

A beach house alone on a large land plot

Enlarge / Like the Beach Properties DLC itself, this property looks a bit unfinished and in need of some focus.

Paradox Interactive

Perhaps the first clue that something was not quite right about Beach Properties, the first $10 DLC “expansion” for the already off-kilter city-building sim Cities: Skylines 2, was that it did not contain a real beach house, which one might consider a key beach property. The oversight seemed indicative of a content pack that lacked for content.

C:S2‘s developers and publisher now agree and have published a letter to Cities fans, in which they offer apologies, updates, and refunds. Beach Properties is now a free add-on, individual buyers will be refunded (with details at a FAQ page), and Ultimate Edition owners will receive additional Creator Packs and Radio Stations, since partial refunds are tricky across different game stores.

“We thought we could make up for the shortcomings of the game in a timeframe that was unrealistic, and rushed out a DLC that should not have been published in its current form. For all this, we are truly sorry,” reads the letter, signed by the CEOs of developer Colossal Order and publisher Paradox Interactive. “When we’ve made statements like this one before, it’s included a pledge to keep making improvements, and while we are working on these updates, they haven’t happened at a speed or magnitude that is acceptable, and it pains us that we’ve now lost the trust of many of you. We want to do better.”

What will happen next, according to the letter, are changes in how the game is improved and how those improvements are communicated. To wit:

  • A “complete focus on improving the base game and modding tools”
  • Better community involvement in choosing priorities
  • Focusing on free patches and updates ahead of paid content
  • Relatedly pushing “Bridges and Ports” expansion to 2025
  • Shifting Creator Packs work to independent developers
  • An “advisory meeting” between a small group of player representatives with significant followings and developer and publisher heads

For those eager to see the game on consoles, despite all this signaling of how far the base PC game might have to go, the letter offers an update. An “upcoming build delivery in April” should show sufficient optimization progress to move ahead, with “a release build targeted for October.” Yet until they can see the real results, no firm release date can be made. The console team will operate separately from the PC team, however, so it should move ahead “without splitting our focus or time.”

Put together, the C:S2 team’s actions, and plan for the way forward, seem like reasonable ways to make sure their work meets with fans’ expectations. There’s a fair amount of positive feedback to the forum post, however self-selecting “Paradox Forum members” may be. I do wonder if there’s a danger of some owners and fans never considering the game to be “good enough” to not react negatively to paid add-ons showing up in the store. It’s a tricky thing, releasing a game that almost inherently demands a swath of future add-ons, packs, and expansions—the original Cities: Skylines had more than 60 add-ons.

In an interview with Ars, Colossal Order CEO Mariina Hallikainen said that “working on new content for the game” was the thing she most looked forward to, “after, of course, we have sorted outstanding issues.” There are seemingly many more months of sorting to go before the fun new stuff arrives.

Cities: Skylines 2 team apologizes, makes DLC free and promises a fan summit Read More »