gaming

modder-packs-an-entire-nintendo-wii-into-a-box-the-size-of-a-pack-of-cards

Modder packs an entire Nintendo Wii into a box the size of a pack of cards

wii micro —

There’s no disc drive, but there are still ports for GameCube controllers.

Its creator calls the

Enlarge / Its creator calls the “Short Stack” the world’s smallest scale model replica of the Nintendo Wii (bottom).

The miniaturization of retro tech has always been a major obsession for modders, from the person who fit an original NES into a Game Boy-sized portable to the person who made a mini-er version of Apple’s Mac mini.

One mod in this storied genre that caught our eye this week is the “Short Stack,” a scale model of the Nintendo Wii that packs the 2006 console’s internal hardware into a 3D-printed enclosure roughly the size of a deck of playing cards.

“You could fit 13.5 of these inside an original Wii,” writes James Smith (aka loopj), the person behind the project. All the design details, custom boards, and other information about recreating the mod are available on GitHub.

Like many space-saving console mods, the Short Stack requires a cut-down version of the original Wii’s PCB, retaining (and occasionally relocating) the original console’s CPU, GPU, RAM, and NAND flash chip. Power delivery, USB, the Wi-Fi and Bluetooth chips, and GameCube controller ports were all relocated to separate custom PCBs, which also allowed Smith to add HDMI output and a microSD card slot (the original Wii used a full-size SD card and didn’t support digital video output).

  • The Short Stack cleverly hides its GameCube controller ports behind a sliding panel on the side.

  • A headphone jack-to-GameCube dongle preserves GameCube controller compatibility while saving space in the console itself.

  • The cut-down Wii PCB, featuring the original console’s CPU, GPU, RAM, and NAND flash.

  • The Short Stack next to a deck of cards.

Some sacrifices were made in the name of miniaturization. The console’s disc drive is gone, so any games will need to be loaded from a microSD card instead. And the four GameCube controller ports are actually headphone jacks that work over a special adapter. Smith made these headphone-to-GameCube dongles pin-compatible with an earlier mod called the GC Nano, a project that did for the GameCube what the Short Stack does for the Wii.

Smith also designed custom front and rear PCBs for the console to handle things like the power button and the glowing blue light around the Short Stack’s (aesthetic, non-functional) DVD slot. A custom heatsink (Smith uses aluminum, though it can also be made with copper to improve heat transfer at the expense of weight) and a tiny fan keep the console cool.

Nintendo released its own Wii Mini toward the end of the Wii’s life in 2012, but it came with significant compromises: no online connectivity, no GameCube controller ports or game compatibility, and no SD card slot. The Short Stack loses the optical drive for space-saving reasons but otherwise retains all of the features of the original Wii.

Smith says that the Short Stack could probably be as much as 20 to 30 percent smaller without giving up features. But one of the goals of the Short Stack project was to make a scale model of the original Wii, and further shrinkage would make the project “tricky to assemble.”

Modder packs an entire Nintendo Wii into a box the size of a pack of cards Read More »

meta’s-new-$199-quest-2-price-is-a-steal-for-the-vr-curious

Meta’s new $199 Quest 2 price is a steal for the VR-curious

Bargain basement —

Move comes as support winds down for the original Quest headset.

For just $199, you could be having as much fun as this paid model.

Enlarge / For just $199, you could be having as much fun as this paid model.

Meta has announced it’s permanently lowering the price of its aging Quest 2 headset to $199 for a 128GB base model, representing the company’s lowest price yet for a full-featured untethered VR headset.

The Quest 2, which launched in 2020 at $299, famously defied tech product convention by increasing its MSRP to $399 amid inflation and supply chain issues in mid-2022. Actual prices for the headset at retail have fallen since then, though; Best Buy offered new units for $299 as of last October and for $250 by the 2023 post-Thanksgiving shopping season, for instance.

And the Quest 2 is far from the company’s state-of-the-art headset at this point. Meta launched the surprisingly expensive Quest Pro in late 2022 before dropping that headset’s price from $1,499 to $999 less than five months later. And last year’s launch of the Quest 3 at a $499 starting price brought some significant improvements in resolution, processing power, thickness, and full-color passthrough images over the Quest 2.

But for how long?

Those looking to get the Quest 2 at its new bargain MSRP should keep in mind that Meta may not be planning to support the aging headset for the long haul. Meta is currently winding down support for the original Quest headset, which launched in 2019 and no longer has access to important online features, security updates, and even new apps. The Quest 2 is just 18 months younger than the original Quest, and the new price might represent an effort to clear out defunct stock in favor of newer, more powerful Quest options.

The Quest 2 (left) has a 40 percent thicker profile than the pancake-optics on the Quest 3 (right).

Enlarge / The Quest 2 (left) has a 40 percent thicker profile than the pancake-optics on the Quest 3 (right).

Meta

Then again, plenty of developers are still targeting apps and games at the comparatively large audience on the Quest 2, which sold an estimated 15 million units through mid-2022, roughly on par with the Xbox Series S|X in roughly the same time period. But there are some signs that Quest 2 software is selling relatively slower than those hardware numbers might suggest amid reports that many Quest purchasers are no longer active users. And Meta continues to lose massive amounts of money on the VR segment, while Sony is reportedly halting production of the PS5-tethered PSVR2 headset amid weaker than expected demand.

The Quest 2’s new price is the first time Meta has offered a headset below the “$250 and 250 grams” target former Meta CTO John Carmack once envisioned for a “super cheap, super lightweight headset” that could bring in the mass market (the Quest 2 weighs in at 503 grams). The new price is also stunningly cheap when you consider that, just six or seven years ago, VR-curious consumers could easily end up paying $1,500 or more (in 2024 dollars) for a high-end tethered headset and the “VR-ready” computer needed to power it.

If you’ve waited this long to see what virtual reality gaming is all about, this price drop is the perfect opportunity to indulge your curiosity for a relative pittance. Heck, it might be worth it even if your headset ends up, like mine, a Beat Saber machine most of the time.

Meta’s new $199 Quest 2 price is a steal for the VR-curious Read More »

after-decades-of-mario,-how-do-developers-bridge-a-widening-generation-gap?

After decades of Mario, how do developers bridge a widening generation gap?

A prototype wonder effect—featuring Mario's head turned into blocks that could be eaten by enemies—didn't make it into the final game.

Enlarge / A prototype wonder effect—featuring Mario’s head turned into blocks that could be eaten by enemies—didn’t make it into the final game.

Nintendo

In a game industry that seems to engage in periodic layoffs as a matter of course, it’s often hard for even popular game franchises to maintain continuity in their underlying creative teams from sequel to sequel. Then there’s the Mario series, where every person credited with the creation of the original Super Mario Bros. in the 1980s ended up having a role in the making of Super Mario Bros. Wonder just last year.

In a recent interview with Ars Technica, Wonder producer Takashi Tezuka said it wasn’t that tough to get that kind of creative continuity at Nintendo. “The secret to having a long-tenured staff is that people don’t quit,” he said. “For folks who have been there together for such a long time, it’s easy for us to talk to each other.”

That said, Tezuka added that just getting a bunch of industry veterans together to make a game runs the risk of not “keeping up with the times. Really, for me, I have a great interest in how our newer staff members play, what they play, what they think, and what is appealing to them. I think it’s very interesting the things we can come up with when these two disparate groups influence each other to create something.”

Young and old

For Super Mario Bros. Wonder, the development team solicited literally thousands of ideas for potential game-changing Wonder Effects and badges from across Nintendo. In doing so, the game was able to incorporate the viewpoints of people with a wide variety of histories and memories of the series, Tezuka told Ars.

  • Super Mario Bros. Wonder Producer Takashi Tezuka.

    Nintendo

  • Super Mario Bros. Wonder Director Shiro Mouri.

    Nintendo

“Among our staff, there are folks who actually maybe haven’t played some of the [older] game titles we’re talking about,” he said. “So I think there was some familiarization for those folks with some of those titles. And maybe there was some inspiration drawn from those titles that I’m not aware of.”

For a series as long-running as Mario, though, even some of the relatively “younger” development cohort can have a deep history with the series. Super Mario Bros. Wonder Director Shiro Mouri, who joined Nintendo in 1997, recalled playing the original Super Mario Bros. back in elementary school, and being “so moved and awed by the secrets and mysteries I discovered in that game.” The Wonder Effects in Wonder were an explicit attempt to recapture that feeling of being young and discovering new things for the first time, which can be difficult in such an established series.

Mouri also drew some parallels between Yoshi’s Island—where Yoshi could sometimes turn into a vehicle—and Wonder transformation effects that could turn the player into slime or a spiky ball, for instance. “That’s not to say that we drew [direct] inspiration from [Yoshi’s Island] or anything, but I think… providing surprises has always been a theme throughout our philosophy,” he said.

After decades of Mario, how do developers bridge a widening generation gap? Read More »

apple-removes-the-first-ios-game-boy-emulator-released-under-new-app-store-rules

Apple removes the first iOS Game Boy emulator released under new App Store rules

Easy come, easy go —

iGBA seems to have taken unauthorized code from earlier GBA4iOS project.

Photos of iGBA that appeared on the App Store before the app was taken down.

Enlarge / Photos of iGBA that appeared on the App Store before the app was taken down.

Over the weekend, developer Mattia La Spina launched iGBA as one of the first retro game emulators legitimately available on the iOS App Store following Apple’s rules change regarding such emulators earlier this month. As of Monday morning, though, iGBA has been pulled from the App Store following controversy over the unauthorized reuse of source code from a different emulator project.

Shortly after iGBA’s launch, some people on social media began noticing that the project appeared to be based on the code for GBA4iOS, a nearly decade-old emulator that developer Riley Testut and a partner developed as high-schoolers (and distributed via a temporary security hole in the iOS App Store). Testut took to social media Sunday morning to call iGBA a “knock-off” of GBA4iOS. “I did not give anyone permission to do this, yet it’s now sitting at the top of the charts (despite being filled with ads + tracking),” he wrote.

GBA4iOS is an open source program released under the GNU GPLv2 license, with licensing terms that let anyone “use, modify, and distribute my original code for this project without fear of legal consequences.” But those expansive licensing terms only apply “unless you plan to submit your app to Apple’s App Store, in which case written permission from me is explicitly required.”

Images from the original, circa 2014 version of GBA4iOS.

Images from the original, circa 2014 version of GBA4iOS.

“To be clear, I’m not pissed at the developer [of iGBA],” Testut added on social media. “I’m pissed that Apple took the time to change the App Store rules to allow emulators and then approved a knock-off of my own app.”

Hurry up and wait

MacRumors reports that Apple cited two sections of its App Store guidelines in removing iGBA: one related to spam (Section 4.3) and one related to copyright (section 5.2). Right now, it’s a bit ambiguous whether the copyright violation refers to the copyright on the emulator source code itself or the emulator’s ability to easily play copyrighted games from Nintendo and others.

As we discussed earlier this month, the wording of Apple’s recent App Store guidelines update makes it unclear if developers can release general-purpose emulators with the ability to play ROMs they don’t control the rights to. Aside from iGBA, a Commodore 64 emulator named Emu64 XL and built off of the open source VICE project was recently launched on the iOS App Store.

Apple has yet to respond to a request for comment from Ars Technica. But Testut wrote early Monday morning that “to Apple’s credit, though, once they were aware of the issue, they did take it seriously. So I really don’t believe this was malicious at all — just an unfortunate situation for everyone involved.” Testut added that iGBA maker La Spina “reached out to me via email to personally apologize for the mess. So no hard feelings there.”

But Testut did have some hard feelings regarding Apple’s treatment of AltStore, an alternative marketplace for sideloading iOS apps that he’s trying to launch under the EU’s new regulations. That would provide Testut with a legitimate way to distribute Delta, a “sequel” to GBA4iOS that emulates many classic Nintendo consoles on Apple devices.

“My frustration stemmed entirely from the fact we’ve been ready to launch Delta since last month,” Tetstut wrote on social media. “This whole situation could’ve been avoided if Apple hadn’t delayed approving us until after changing their rules to allow emulators.”

Apple removes the first iOS Game Boy emulator released under new App Store rules Read More »

nintendo-targets-switch-emulation-chat-servers,-decryption-tools-with-dmca

Nintendo targets Switch-emulation chat servers, decryption tools with DMCA

Tightening the clamps —

Legal fallout continues following Yuzu lawsuit.

Is a name like

Enlarge / Is a name like “Suyu” ironic enough to avoid facing a lawsuit?

Suyu

Nintendo continues to use DMCA requests to halt projects it says aid in the piracy of Switch content. Discord has shut down the discussion servers associated with two prominent Yuzu forks—Suyu and Sudachi—while GitHub has removed a couple of projects related to the decryption of Switch software for use with emulators or hacked consoles.

The takedowns are the latest aftershocks from Nintendo’s federal lawsuit against Switch emulator Yuzu, which led to a $2.4 million settlement weeks later. Yuzu voluntarily shut down its GitHub page and Discord server as part of that settlement, though archived discussions from Discord are still accessible.

That settlement includes a section prohibiting the makers of Yuzu from “acting in active concert and participation” with third parties in the distribution or promotion of Yuzu or any clones that make use of its code. But there’s no evidence that anyone enjoined by that settlement is actively working with Suyu or Sudachi on their projects.

“Discord responds to and complies with all legal and valid Digital Millennium Copyright Act requests,” a company spokesperson told The Verge. “In this instance, there was also a court-ordered injunction for the takedown of these materials, and we took action in a manner consistent with the court order.”

On GitHub, Nintendo’s latest DMCA requests focus on two tools: Sigpatch Updater, which the company says “allow[s] users to bypass the signature verification” in Switch games, and Lockpick, which allows “unauthorized access to, extraction of, and decryption of all the cryptographic keys, including product keys, contained in the Nintendo Switch” on modded consoles, Nintendo says.

You can run…

Last month, one of the moderators behind the Suyu project told Ars Technica that Suyu had taken pains to avoid the legal pitfalls that tripped up Yuzu before it. That includes Discord server rules that strictly prohibited any discussion of piracy, including “asking for system files, ROMs, encryption keys, shader caches, and discussion of leaked games etc.”

Discord’s “Copyright & IP policy” requires complaints to include “a description of where the material you think is infringing is located on our services.” Both Suyu and Sudachi host their core emulation files on services separate from Discord.

Suyu began hosting its Git files locally after a takedown request on its GitLab repository was served late last month. Following the Discord takedown, the project now also hosts its own chat service via its website. Sudachi’s emulator files, meanwhile, remain available on GitHub as of press time.

The Discord server for Ryujinx—a separate Switch emulator that doesn’t share any code with Yuzu—remains active as of press time. “Nothing is happening to Ryujinx,” reads an automated message on that server. “We know nothing more than you do. No dooming.”

Nintendo targets Switch-emulation chat servers, decryption tools with DMCA Read More »

why-there-are-861-roguelike-deckbuilders-on-steam-all-of-a-sudden

Why there are 861 roguelike deckbuilders on Steam all of a sudden

A very full house —

9 answers from 8 devs about why combat card games on screens have blown up.

A hand holding a set of cards from popular roguelike deckbuilders, including Slay the Spire and Balatro

Aurich Lawson

In a deckbuilding game, you start out with a basic set of cards, then upgrade it over time, seeking synergies and compounding effects. Roguelikes are games where death happens quite often, but each randomized “run” unlocks options for the future. In both genres, and when they’re fused together, the key is staying lean, trimming your deck and refining your strategy so that every card and upgrade works toward unstoppable momentum.

“Lean” does not describe the current scene for roguelike deckbuilder games, but they certainly have momentum. As of this writing, Steam has 2,599 titles tagged by users with “deckbuilding” and 861 with “roguelike deckbuilder” in all languages, more than enough to feed a recent Deckbuilders Fest. The glut has left some friends and co-workers grousing that every indie game these days seems to be either a cozy farming sim or a roguelike deckbuilder.

I, an absolute sucker for deckbuilders for nearly five years, wanted to know why this was happening.

  • In Slay the Spire, and most roguelike deckbuilders, you battle enemies by drawing cards and playing a limited number of them: attack, defend, buff, debuff, etc. Crucially, enemies show you what they are going to do next, so you can triage and strategize.

    MegaCrit

  • Winning battles nets you random new card choices, which may or may not fit your strategy.

    MegaCrit

  • You choose which path to take, full of battles, stores, random “encounters,” rest stops, and “Elite” battles that are more rewarding.

    MegaCrit

  • Stores and encounters will often let you buy cards or artifacts, and sometimes remove them, too.

    MegaCrit

  • Roguelike deckbuilder bosses are often designed to challenge build strategies and force adaptability.

    MegaCrit

  • Or, as often happens, you just die and start over with more cards and upgrades unlocked for next time.

    MegaCrit

What is so appealing to developers and players about single-player card games made for screens? How do developers differentiate their deckbuilders? And how do you promote a title in a niche but crowded field?

Seeking these answers, I spoke with a bunch of roguelike deckbuilder developers, and I read interviews and watched conference talks from others. Some common themes and trends revealed themselves. Like a well-honed deck, each element fed into and bolstered the others.

But let’s first go back to the beginning, to perhaps the most powerful single element of roguelike deckbuilders’ success: two college friends in their 20s, tired of working QA jobs.

Slay the Spire’s starting point

Slay the Spire marked what was arguably the start of modern, single-player roguelike deckbuilder video games. Some games may technically have combined combat-oriented deckbuilding with the procedural generation and die/improve/repeat nature of roguelikes, but the 2019 game was the first to crack the formula and build a big audience around it. Slay the Spire also broadly boosted enthusiasm for single-player card games on computers in general—games other than Windows’ Solitaire, at least.

Video directed by Justin Wolfson, edited by John Cappello. Click here for transcript.

In a video interview with Ars Technica, and at Game Developer Conference (GDC) talks in 2019 on marketing and balancing, developers Anthony Giovannetti and Casey Yano told the game’s story. Giovannetti and Yano had met in college and made some one-off games, then graduated and got jobs. Giovannetti was a card game and tabletop enthusiast, even briefly managing a game store. He was certainly familiar with deckbuilding pioneer Dominion, but his main game was Netrunner—he still maintains the community site StimHack. Yano worked at Amazon, where he said he picked up the company’s “customer obsession” mentality.

In mid-2015, the two reconnected and went all-in on making their genre-melding concept, initially named “Card Crawl.” Starting with stick-figure drawings, a procedurally generated progression scheme cribbed from FTL, and input from some advanced Netrunner playtesters, they worked until the game was ready for early access on Steam. Chief among their in-development discovery was broadcasting enemy intents to the player and simplifying visuals and indicators until they were readable at a glance, even in a foreign language.

Slay the Spire launched in Steam’s Early Access after more than two years of development in November 2017. It sold 200 copies on day one, 300 on day two, and 150 on day three, declining from then on. The developers had made trailers, sent more than 600 emails to press and other outlets, and in the critical first two weeks of release, they had only sold 2,000 copies.

Things looked grim, but eventually, some of the 200 keys they sent to streamers led to some live play. An influential Chinese streamer’s Slay session garnered more than 1 million views, which nudged the game up the top seller list, leading to further sales, which sparked more streams, and so on. Grateful for their second wind, the team released new patches every week and used statistical feedback from early sessions to further tune the game. They took care not to remove “overpowered” strategy discoveries because they understood the joy of “a well-powered Rube Goldberg machine.”

Despite critical raves, a 99 percent positive Steam review rating, and more than 1.5 million sales by September 2019, Yano told the GDC crowd that “we never really improved how to, like, sell the game. I would say it’s still really word-of-mouth. But it’s been doing well that way, so I think we’re gonna keep going that way.”

Multiple developers I spoke with cited Slay the Spire as inspiration; one had more than 1,000 hours in it. The game’s design and success have compounded a few times over, creating new starting points. Balatro‘s developer claimed to have not played deckbuilders before making his own, but he was fascinated by streams of Luck Be a Landlord. That slot machine roguelike was, per its developer’s blog, heavily influenced by Slay the Spire. Even if you don’t know it, you probably know it.

<em>SpellRogue</em>, from a two-person team, has cards, but you use them by rolling dice and fitting the results into the cards’ slots (Yahtzee!).” height=”1440″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/Screenshot_EarlyAccess_3840x2160-2-scaled.jpg” width=”2560″></img><figcaption>
<p><em>SpellRogue</em>, from a two-person team, has cards, but you use them by rolling dice and fitting the results into the cards’ slots (Yahtzee!).</p>
<p>Guidelight Games/Ghost Ship Publishing</p>
</figcaption></figure>
</p></div>
<nav>Page: <span>1 <a href=2 3 4 Next

Why there are 861 roguelike deckbuilders on Steam all of a sudden Read More »

google-mocks-epic’s-proposed-reforms-to-end-android-app-market-monopoly

Google mocks Epic’s proposed reforms to end Android app market monopoly

Google mocks Epic’s proposed reforms to end Android app market monopoly

Epic Games has filed a proposed injunction that would stop Google from restricting third-party app distribution outside Google Play Store on Android devices after proving that Google had an illegal monopoly in markets for Android app distribution.

Epic is suggesting that competition on the Android mobile platform would be opened up if the court orders Google to allow third-party app stores to be distributed for six years in the Google Play Store and blocks Google from entering any agreements with device makers that would stop them from pre-loading third-party app stores. This would benefit both mobile developers and users, Epic argued in a wide-sweeping proposal that would greatly limit Google’s control over the Android app ecosystem.

US District Court Judge James Donato will ultimately decide the terms of the injunction. Google has until May 3 to respond to Epic’s filing.

A Google spokesperson confirmed to Ars that Google still plans to appeal the verdict—even though Google already agreed to a $700 million settlement with consumers and states following Epic’s win.

“Epic’s filing to the US Federal Court shows again that it simply wants the benefits of Google Play without having to pay for it,” Google’s spokesperson said. “We’ll continue to challenge the verdict, as Android is an open mobile platform that faces fierce competition from the Apple App Store, as well as app stores on Android devices, PCs, and gaming consoles.”

If Donato accepts Epic’s proposal, Google would be required to grant equal access to the Android operating system and platform features to all developers, not just developers distributing apps through Google Play. This would allow third-party app stores to become the app update owner, updating any apps downloaded from their stores as seamlessly as Google Play updates apps.

Under Epic’s terms, any app downloaded from anywhere would operate identically to apps downloaded from Google Play, without Google imposing any unnecessary distribution fees. Similarly, developers would be able to provide their own in-app purchasing options and inform users of out-of-app purchasing options, without having to use Google’s APIs or paying Google additional fees.

Notably, Epic filed its lawsuit after Google removed the Epic game Fortnite from the Google Play Store because Epic tried to offer an “Epic Direct Payment” option for in-game purchases.

“Google must also allow developers to communicate directly with their consumers, including linking from their app to a website to make purchases and get deals,” Epic said in a blog post. “Google would be blocked from using sham compliance programs like User Choice Billing to prevent competing payment options inside an app or on a developer’s website.”

Unsurprisingly, Epic’s proposed injunction includes an “anti-retaliation” section specifically aimed at protecting Epic from any further retaliation. If Donato accepts the terms, Google would be violating the injunction order if the tech giant fails to prove that it is not “treating Epic differently than other developers” by making it “disproportionately difficult or costly” for Epic to develop, update, and market its apps on Android.

That part of the injunction would seem important since, last month, Epic announced that an Epic Games Store was “coming to iOS and Android” later this year. According to Inc, Epic told Game Developers Conference attendees that its app-distribution platform will be the “first ever game-focused, multiplatform store,” working across “Android, iOS, PC and macOS.”

Google mocks Epic’s proposed reforms to end Android app market monopoly Read More »

three-episodes-in,-the-fallout-tv-series-absolutely-nails-it

Three episodes in, the Fallout TV series absolutely nails it

I Don’t Want to Set the World on Fire —

Hyperviolence, strong characters, cool visuals, and some humor make a good show.

  • Like the games, the show depicts a Vault Dweller making her way out into the Wasteland.

    Amazon

  • This Brotherhood of Steel Initiate is another central character.

    Amazon

  • And there’s The Ghoul, one of the show’s standout characters.

    Amazon

  • Lost‘s Michael Emerson plays a compelling supporting character.

    Amazon

  • Some scenes take place inside the games’ famous Vaults.

    Amazon

  • And, of course, there’s power armor.

    Amazon

Amazon has had a rocky history with big, geeky properties making their way onto Prime Video. The Wheel of Time wasn’t for everyone, and I have almost nothing good to say about The Lord of the Rings: The Rings of Power.

Fallout, the first season of which premiered this week, seems to break that bad streak. All the episodes are online now, but I’ve watched three episodes so far. I love it.

I’ve spent hundreds of hours playing the games that inspired it, so I can only speak to that experience; I don’t know how well it will work for people who never played the games. But as a video game adaptation, it’s up there with The Last of Us.

In my view, Fallout is about three things: action, comedy, and satire. In this spoiler-free review of the first three episodes, I’ll go over each of these touchstones and discuss how the show hit them or didn’t.

I hope to find the time to revisit the show with another, much more spoiler-y article sometime next week after I’ve seen the rest of the episodes, and we’ll save discussions about the story for then.

Fallout as an action spectacle

To say Fallout is about high-octane action might be a controversial statement, given the divide between fans of the first two games (turn-based tactical RPGs) and most of the newer games (open-world action RPGs).

Hyperviolence was being depicted and simulated in those original titles even if they weren’t part of the action genre, so I hope you’ll agree that one would expect some action and gore in a TV adaptation regardless of which Fallout games you liked.

Boy, does this show deliver. While there is some dispute over which genre the Fallout games are supposed to be, there’s no such confusion about Fallout the TV series. If it were at Blockbuster in the ’80s or ’90s, its box would be in the “Action” section.

All three episodes have at least one big-screen-worthy action set piece. They’re not expertly choreographed like a John Wick movie, but they’re thrilling regardless—mostly because of how extreme and darkly funny the violence can be.

The first big action sequence in the first episode reminded me that this show is coming to us by way of Jonathan Nolan and Lisa Joy, producers of HBO’s Westworld series. As in that show, Fallout‘s violence can be sudden, brutal, and casual. Heads explode from shotgun blasts like popped bubbles in Cronenbergian splatters. Someone’s face gets ripped right off, and another person gets a fork plunged into their eyeball.

Fallout‘s gore goes beyond Westworld’s shock factor into the territory of humor, and that’s clearly intentional. Homages to the Bethesda games’ slow-motion VATS kills are aplenty, with gratuitous shots of bullets tearing through bodies and painting the walls red.

It’s so over the top it that doesn’t bother me; it’s cartoon violence, ultimately. Most of the time, I enjoy it, though a couple of instances of dog-related violence didn’t feel too great. But if you’re squeamish, you’re going to want to steer clear. Of course, the games were like this, too. It just hits a little differently when it’s live action.

Fallout as a comedy

There are numerous executive producers attached to this show, including Nolan, Joy, and Bethesda Game Studios’ Todd Howard, among others. But the two people most creatively responsible for what we’re seeing here are the writers Geneva Robertson-Dworet (Tomb Raider, Captain Marvel) and Graham Wagner (Portlandia, Silicon Valley, The Office).

That makes sense—you have one showrunner with action and video game adaptation chops and another known for comedy.

The Fallout games are hilarious—goofy, even, and that tracks right into the show. It’s not always as laugh-out-loud funny as I expected (though it sometimes is), but it’s definitely fun, and there are some strong jokes.

It’s hard to discuss them without spoiling some punchlines, but a lot of the humor comes from the fact that one of the show’s three central characters grew up deeply sheltered, both literally and figuratively. “Okey-dokey,” she says in the face of the most horrific situations imaginable. The contrast really works.

There’s humor in other places in the show, too, especially if you like dark humor. As I said a moment ago, the violence is hilarious if you have the stomach for it. Like the games, the show has many winks and nods.

I’d like to see a little more of this in the future than there is now, but it’s enough for it to feel like, well, Fallout.

Three episodes in, the Fallout TV series absolutely nails it Read More »

slay-the-spire-2,-vampire-survivors-meets-contra,-and-other-“triple-i”-games

Slay the Spire 2, Vampire Survivors meets Contra, and other “Triple-i” games

Triple-i Initiative —

More than 30 games in 45 minutes, and a lot of them look wishlist-able.

Bloody battle scene from the game Norland

Enlarge / Norland is a game that communicates its intent well through screenshots.

Hooded Horse

The Triple-i initiative is a gaming showcase that gets it, and is also in on the joke.

The thing Triple-i gets is that most gaming “showcases” are full of corporate fluff, go on way too long, and are often anchored around a couple huge titles. Triple-i’s first event on Wednesday delivered 30-plus game trailers and teases within 45 minutes, and there was a consistent intrigue to all of them. There were some big names with some bigger studios loosely attached, and the definition of what is “triple-i” is quite vague, maybe intentionally. But there were a lot of games worth noting, especially on PC.

What kind of games? Triple-i’s website notes the announcement “may contain traces of rogue-lites.” At a breakpoint in the showcase, the omniscient text narrator notes there are “Only a few more rogue-lites (promise).” Triple-i was stuffed full of rogue-lites, roguelikes, survival, city-builders, deckbuilders, Hades-likes, 16-bit-esque platformers, Vampire Survivors and its progeny, turn-based tacticals, and then a car that sometimes has legs. There are strong trends in indie and indie-adjacent gaming, but also some real surprises.

The inaugural Triple-I Initiative showcase.

If you want a whole bunch of Steam wishlist ideas, go ahead and watch the whole thing. But here is a cheat sheet of the newest titles and notable updates I found most intriguing.

<em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/sts2_2.jpg” width=”1920″></img><figcaption>
<p><em>Slay the Spire 2</em> has the same looks and card-based play of the original, but new mechanics are in store.</p>
<p>MegaCrit</p>
</figcaption></figure>
<p><a href=Slay the Spire 2, the sequel to the 2019 game that launched hundreds of roguelike deckbuilders, announced its existence with a trailer that featured no cards. But look at the Steam page and you’ll see that the Ironclad and Silent characters from the original will return, along with The Necrobinder, a skeleton wielding a scythe and glowing with undead flame. The game is rewritten entirely from the original, with all-new visuals and “modern features,” according to the devs. The only bad news is the timing: It’s launching in early access in 2025.

<em>Dinolords</em>.” height=”1080″ src=”https://cdn.arstechnica.net/wp-content/uploads/2024/04/dinolords2.jpg” width=”1920″></img><figcaption>
<p><em>Dinolords</em>.</p>
<p>Ghost Ship Publishing</p>
</figcaption></figure>
<p><a href=Dinolords (trailer) has you building up a village in medieval England, fortifying it and training your troops to resist Viking invaders. Which is a game that’s been made before, except these marauding Danes have dinosaurs. They will ram right through the walls and eat your stupid villagers. A Stegosaurus will spin its spiky tail in a circle and knock a dozen of them over.

Vampire Survivors: Operation Guns DLC trailer.

Vampire Survivors: Operation Guns DLC feat. Contra tells you most of what you need to know if you’re familiar with the original. The “bullet heaven” auto-shooter will get 11 new characters, 22 new weapons, new stages (some of them with very side-scrolling perspectives), and lots of music remixes inspired by the “bullet hell” classic, Contra. It’s downloadable content that arrives on May 9.

The Rogue Prince of Persia trailer.

The Rogue Prince of Persia is from publisher Ubisoft, which doesn’t typically evoke “indie,” even at the “iii” level. But developer Evil Empire, one of the two teams behind rogue-lite action classic Dead Cells, is the one taking the Prince of Persia license into rogue-y directions. As you might expect, you will jump, you will fight with impossible elegance, and you will die a whole bunch. The art style is eye-catching, and the run-by-run changes should open up more approaches. The expected release date is May 24.

Norland release date trailer.

Norland, due out May 16, calls out its inspirations of Rimworld and Crusader Kings right upfront on its Steam page, and I believe it. The game looks like a fun mix of goofy, grim, tactical, and oh-God-it’s-all-falling-apart chaos, with some ruling-class concerns, too. Nasty, brutish, short, but also pretty fun?

In no particular order, a few other highlights of Triple-i:

  • Risk of Rain 2 is getting some free content, a “Devotion Update,” which includes some Dead Cells skins.
  • Kill Knight is a brutal, dark, grim isometric game, but your demonic knight has guns.
  • Laysara: Summit Kingdom takes city builders and civ games to new heights, literally, on mountains, where you deal with avalanches and sky bridges.
  • Cataclismo, from the Moonlighter folks, is a brick-by-brick castle builder and defense game.
  • Darkest Dungeon 2 is getting a new play mode, “Kingdoms.”
  • What the Car? has you play a car with legs. Sometimes you race, sometimes you cook. It’s silly time on Sept. 5.
  • Palworld is getting an arena mode, sometime in 2024.
  • Mouse, the “some kinds of Mickey Mouse are public domain now” first-person shooter, actually looks a lot more interesting than my snarky intro clause suggests.
  • V Rising, the open-world vampire game, will launch out of early access on May 8, along with a Legacy of Castlevania crossover. Finally, you can bring down the (literally) holier-than-thou Simon Belmont.

Slay the Spire 2, Vampire Survivors meets Contra, and other “Triple-i” games Read More »

intel-is-investigating-game-crashes-on-top-end-core-i9-desktop-cpus

Intel is investigating game crashes on top-end Core i9 desktop CPUs

i’m giving her all she’s got —

Crashes may be related to CPUs running above their specified power limits.

Intel's high-end Core i9-13900K and 14900K are reportedly having crashing problems in some games.

Enlarge / Intel’s high-end Core i9-13900K and 14900K are reportedly having crashing problems in some games.

Andrew Cunningham

If you own a recent high-end Intel desktop CPU and you’ve been running into weird game crashes lately, you’re not alone.

Scattered reports from Core i9-13900K and i9-14900K users over the last couple of months have pointed to processor power usage as a possible source of crashes even in relatively undemanding games like Fortnite. Games like Hogwarts Legacy, Remnant 2, Alan Wake 2, Horizon: Zero Dawn, The Last of Us Part 1, and Outpost: Infinity Siege have also reportedly been affected; the problem primarily seems to affect titles made with Epic’s Unreal Engine. Intel said in a statement to ZDNet Korea (via The Verge) that it’s looking into the problems, escalating it from an “isolated issue” to something that may be more widespread and could require a more systemic fix.

Related CPUs like the i9-13900KF, i9-14900KF, i9-13900KS, and i9-14900KS may be affected, too, since they’re all the same basic silicon. Some user reports have also indicated that the i7-13700K and i7-14700K series may also be affected.

“Intel is aware of reports regarding Intel Core 13th and 14th Gen unlocked desktop processors experiencing issues with certain workloads,” an Intel spokesperson told Ars. “We’re engaged with our partners and are conducting analysis of the reported issues.”

While Intel hasn’t indicated what it thinks could be causing the issue, support documents from Epic Games and other developers have suggested that the processors’ power settings are to blame, recommending that users change their BIOS settings or manually restrict their processors’ speed with tools like Intel’s Extreme Tuning Utility (XTU). Most enthusiast motherboards will set the power limits on Intel’s processors to be essentially infinite, squeezing out a bit more performance (especially for i7 and i9 chips) at the expense of increased power use and heat.

Epic suggests using a BIOS power setting called “Intel Fail Safe” on Asus, MSI, and Gigabyte motherboards—its name makes it sound like some kind of low-power safe mode, but it’s most likely just setting the processors’ power limits to Intel’s specified defaults. This could result in somewhat reduced performance, particularly when all CPU cores are active at the same time. But we and other reviewers have seen sharply diminishing returns when letting these chips use more power. This can even be a problem with Intel’s stock settings—the recently announced i9-14900KS can use as much as 31 percent more power than the standard i9-14900K while delivering just 1 or 2 percent faster performance.

If power limits are to blame, the good news is that users can adjust these in the short term and that motherboard makers could fix the problem in the long run by tweaking their default settings in future BIOS updates.

Updated April 9, 2024, at 2: 12 pm to add Intel spokesperson statement.

Intel is investigating game crashes on top-end Core i9 desktop CPUs Read More »

apple-now-allows-retro-game-emulators-on-its-app-store—but-with-big-caveats

Apple now allows retro game emulators on its App Store—but with big caveats

RETRO GAMES —

It’s probably not the Wild West of game emulation you’re hoping for. Here’s why.

A screenshot of Sonic the Hedgehog on an iPhone

Enlarge / The classic Sega Genesis game Sonic the Hedgehog running on an iPhone—in this case, as a standalone app.

Samuel Axon

When Apple posted its latest update to the App Store’s app review and submission policies for developers, it included language that appears to explicitly allow a new kind of app for emulating retro console games.

Apple has long forbidden apps that run code from an external source, but today’s announced changes now allow “software that is not embedded in the binary” in certain cases, with “retro game console emulator apps can offer to download games” specifically listed as one of those cases.

Here’s the exact wording:

4.7 Mini apps, mini games, streaming games, chatbots, plug-ins, and game emulators

Apps may offer certain software that is not embedded in the binary, specifically HTML5 mini apps and mini games, streaming games, chatbots, and plug-ins. Additionally, retro game console emulator apps can offer to download games. You are responsible for all such software offered in your app, including ensuring that such software complies with these Guidelines and all applicable laws. Software that does not comply with one or more guidelines will lead to the rejection of your app. You must also ensure that the software adheres to the additional rules that follow in 4.7.1 and 4.7.5. These additional rules are important to preserve the experience that App Store customers expect, and to help ensure user safety.

It’s a little fuzzy how this will play out, but it may not allow the kind of emulators you see on Android and desktop, which let you play retro games from any outside source.

Retro game emulators run what are colloquially called ROM files, which are more or less images of the game cartridges or discs that played on console hardware. By now, it’s well-established that the emulators themselves are completely legal, but the legality of the ROM files downloaded from ROM sites on the Internet depends on the specific files and circumstances.

There are ROMs that are entirely public domain or in some license where the creator allows distribution; there are ROMs that are technically copyrighted intellectual property but where the original owner no longer exists, and the current ownership is unknown or unenforced; and there are some ROMs (like many games made by Nintendo) where the owner still has an interest in controlling distribution and often takes action to try to curb illegal sharing and use of the files.

Additionally, many game publishers use emulators to run ROMs of their own retro games, which they sell to consumers either as standalone games or in collections for modern platforms.

It’s not completely clear from Apple’s wording, but our interpretation of Apple’s new rules is that it’s likely only the last of those examples will be possible; companies that own the intellectual property could launch emulator apps for downloading ROMs of their (and only their) games. So, for example, Sega could offer a Sega app that would allow users to download an ever-expanding library of Sega games, either as part of a subscription, for free, or as in-app purchases. Sega has offered its retro games on the iPhone before in emulation but with a standalone app for each game.

“You are responsible for all such software offered in your app, including ensuring that such software complies with these Guidelines and all applicable laws,” Apple writes. And it specifically says “retro game console emulator apps can offer to download games” in the list of exceptions to the rules against “software that is not embedded inside the binary”—but it doesn’t list any other method for retro game console emulator apps.

Whatever the case, this update is not limited to the European Union. Apple has been subjected to regulatory scrutiny in both the EU and the United States regarding its App Store rules. It’s likely the company is making this change to preempt criticism in this area, though it did not name its reasons when announcing the change other than to say it has been made to “support updated policies, upcoming features, and to provide clarification.”

Apple now allows retro game emulators on its App Store—but with big caveats Read More »

new-catan-game-has-overpopulation,-pollution,-fossil-fuels,-and-clean-energy

New Catan game has overpopulation, pollution, fossil fuels, and clean energy

The Unsettling of Catan —

If pollution levels go too high, the game ends for everyone. It’s a fun escape!

Catan: New ENergies box in a green hill landscape with nearby wind turbines

Enlarge / If you didn’t know what “New Energies” meant, this promotional image puts a windmill on it.

Catan GmbH

In Klaus Teuber’s Catan (previously Settlers of Catan), the player is tasked with starting from scratch and building as much as they can: the largest army, the most cities, the best sea ports for easy trading, even the longest road. It’s all beneficial, and the only real drawback is that you have to prioritize certain things over others. There wasn’t direct conflict or battle, but there were scarce resources, and the savviest player could corner the market for them.

Catan was released in 1995. Now, in 2024, Teuber’s son, Benjamin Teuber, is releasing Catan: New Energieswhich he developed with his late father. While it is “rooted in classic Catan mechanics of trading, harvesting, and building,” there are some decidedly 2024 issues at play now that the Vikings have settled in for more than a millennia.

As detailed by Benjamin Teuber in a Fast Company interview, New Energies will see players:

  • Choosing between cheaper fossil fuel power or research-intensive renewables
  • Limited in resources as pollution grows
  • Ending the game entirely if pollution hits a certain level
  • Countering pollution with “green tokens” from renewable building
  • Dealing with the effects worldwide climate change exacts on smaller islands
  • Realizing that “As in real life, the most sustainable player does not always win.”

It is, however, a hopeful game. The game comes by its “meaningful, evidence-based message” as sincerely as is possible for a mass-produced product. New Energies is printed and assembled in the US, contains no plastic, and uses sustainably sourced wood and paper materials. It’s available now for preorder at $70 and due in the spring of 2024.

  • Catan: New Energies with all pieces and boards laid out

    Catan GmbH

  • A player board from Catan: New Energies. The brown pieces are drawn more frequently at the beginning, but gradually transition to green tokens.

    Catan GmbH

  • Dev cards from Catan: New Energies.

    Catan GmbH

As with Catan games in general, the game’s competition for land and resources is balanced by the presence of other players, whose actions, appetite for trading, and even collaboration can affect outcomes.

“Very often at the end of the game, you see everybody completely freaking out, like, ‘Oh man, we’ve got to save the world!’” Benjamin Teuber told Fast Company. “But the pollution is already here, like what did you expect? And then maybe people start working together, and that’s a really nice effect that makes you think ‘if we do all work together and all did our share, then it can work, and all it cost is that we grow a little bit slower.’”

If you haven’t played a Catan game in a while or missed most of the variants and alternate settings, New Energies might provide a distinctly fresh experience. The artwork, by Ian O’Toole (On Mars, Rococo, Fit to Print), is distinct from the original. And the new systems look like they’ll provide some new layers of strategy for those who might feel too familiar with the core Catan concepts.

At a minimum, you can test your friends’ patience and sense of humor by playing as a game-ending cheap coal villain. Global footprint marker? Environmental inspector? Not your problem.

This post was updated at 3: 30 p.m. Eastern to note the game’s overall hopeful nature, which might not have been apparent at first glance.

New Catan game has overpopulation, pollution, fossil fuels, and clean energy Read More »