gaming

baby-steps-is-the-most-gloriously-frustrating-game-i’ve-ever-struggled-through

Baby Steps is the most gloriously frustrating game I’ve ever struggled through


A real “walking simulator”

QWOP meets Death Stranding meets Getting Over It to form wonderfully surreal, unique game.

Watch out for that first step, it’s a doozy! Credit: Devolver Digital

Watch out for that first step, it’s a doozy! Credit: Devolver Digital

There’s an old saying that life is not about how many times you fall down but how many times you get back up. In my roughly 13 hours of walking through the surreal mountain wilderness of Baby Steps, I’d conservatively estimate I easily fell down 1,000 times.

If so, I got up 1,001 times, which is the entire point.

When I say “fell down” here, I’m not being metaphorical. In Baby Steps, the only real antagonist is terrain that threatens to send your pudgy, middle-aged, long-underwear-clad avatar tumbling to the ground (or down a cliff) like a rag doll after the slightest misstep. You pilot this avatar using an intentionally touchy and cumbersome control system where each individual leg is tied a shoulder trigger on your controller.

Unlike the majority of 3D games, where you simply tilt the control stick and watch your character dutifully run, each step here means manually lifting one foot, leaning carefully in the direction you want to go, and then putting that foot down in a spot that maintains your overall balance. It’s like a slightly more forgiving version of the popular ’00s Flash game QWOP (which was also made by Baby Steps co-developer Bennett Foddy), except instead of sprinting on a 2D track, you take your time carefully planning each footfall on a methodical 3D hike.

Keep wiggling that foot until you find a safe place to put it.

Credit: Devolver Digital

Keep wiggling that foot until you find a safe place to put it. Credit: Devolver Digital

At first, you’ll stumble like a drunken toddler, mashing the shoulder buttons and tilting the control stick wildly just to inch forward. After a bit of trial and error, though, you’ll work yourself into a gentle rhythm—press the trigger, tilt the controller, let go while recentering the controller, press the other trigger, repeat thousands of times. You never quite break into a run, but you can fall into a zen pattern of marching methodically forward, like a Death Stranding courier who has to actually focus on each and every step.

As you make your halting progress up the mountain, you’ll infrequently stumble on other hikers who seem to lord their comfort and facility with the terrain over you in manic, surreal, and often hilarious cut scenes. I don’t want to even lightly spoil any of the truly gonzo moments in this extremely self-aware meta-narrative, but I will say that I found your character’s grand arc through the game to be surprisingly touching, often in some extremely subtle ways.

Does this game hate me?

Just as you feel like you’re finally getting the hang of basic hiking, Baby Steps starts ramping up the terrain difficulty in a way that can feel downright trolly at time. Gentle paths of packed dirt and rock start to be replaced with narrow planks and rickety wooden bridges spanning terrifying gaps. Gentle undulating hills are replaced with sheer cliff faces that you sidle up and across with the tiniest of toe holds to precariously balance on. Firm surfaces are slowly replaced with slippery mud, sand, snow, and ice that force you to alter your rhythm and tread extremely lightly just to make incremental progress.

Grabbing that fetching hat means risking an extremely punishing fall.

Grabbing that fetching hat means risking an extremely punishing fall.

And any hard-earned progress can feel incredibly fragile in Baby Steps. Literally one false step can send you sliding down a hill or tumbling down a cliff face in a way that sets you back anywhere from mere minutes to sizable chunks of an hour. There’s no “reset from checkpoint” menu option or save scumming that can limit the damage, either. When you fall in Baby Steps, it can be a very long way down.

This extremely punishing structure won’t be a surprise to anyone who has played Getting Over It With Bennett Foddy, where a single mistake can send you all the way back to the beginning of the game. Baby Steps doesn’t go quite that hard, giving players occasional major checkpoints and large, flat plains that prevent you from falling back too far. Still, this is a game that is more than happy to force you to pay for even small mistakes with huge portions of your only truly irreplaceable resource: time.

On more than one occasion during my playthrough, I audibly cursed at my monitor and quit the game in a huff rather than facing the prospect of spending ten minutes retracing my steps after a particularly damaging fall. Invariably, though, I’d come back a bit later more determined than ever to learn from my mistakes, which I usually did quickly with the benefits of time and calm on my side.

It’s frequently not entirely clear where you’re supposed to go in Baby Steps.

Credit: Devolver Digital

It’s frequently not entirely clear where you’re supposed to go in Baby Steps. Credit: Devolver Digital

Baby Steps is also a game that’s happy to let you wander aimlessly. There’s no in-game map to consult, and any paths and landmarks that could point you in the “intended” way up the mountain are often intentionally confusing or obscured. It can be extremely unclear which parts of the terrain are meant to be impossibly steep and which are merely designed as difficult but plausible shortcuts that simply require pinpoint timing and foot placement. But the terrain is also designed so that almost every near-impossible barrier can be avoided altogether if you’re patient and observant enough to find a way around it.

And if you wander even slightly off the lightly beaten path, you’ll stumble on many intricately designed and completely optional points of interest, from imposing architectural towers to foreboding natural outcroppings to a miniature city made of boxes. There’s no explicit in-game reward for almost all of these random digressions, and your fellow cut-scene hikers will frequently explicitly warn you that there’s no point in climbing some structure or another. Your only reward is the (often marvelous) view from the top—and the satisfaction of saying that you conquered something you didn’t need to.

Are we having fun yet?

So was playing Baby Steps any fun? Honestly, that’s not the first word I’d use to describe the experience.

To be sure, there’s a lot of humor built into the intentionally punishing designs of some sections, so much so that I often had to laugh even as I fell down yet another slippery hill that erased a huge chunk of my progress. And the promise of more wild cut scenes serves as a pretty fun and compelling carrot to get you through some of the game’s toughest sections.

I’ve earned this moment of zen.

Credit: Devolver Digital

I’ve earned this moment of zen. Credit: Devolver Digital

More than “fun,” though, I’d say my time with the Baby Steps felt meaningful in a way few games do. Amid all the trolly humor and intentionally obtuse design decisions is a game whose very structure forces you to consider the value of perseverance and commitment.

This is a game that stands proudly against a lot of modern game design trends. It won’t loudly and explicitly point you to the next checkpoint with a huge on-screen arrow. You can’t inexorably grind out stat points in Baby Steps until your character is powerful enough to beat the toughest boss easily. You can’t restart a Baby Steps run and hope for a lucky randomized seed that will get you past a difficult in-game wall.

Baby Steps doesn’t hand you anything. Your abilities and inventory are the same at the game’s start as they are at the end. Any progress you make is defined solely by your mastery of the obtuse movement system and your slowly increasing knowledge of how to safely traverse ever more treacherous terrain.

It’s a structure that can feel punishing, unforgiving, tedious, and enraging in turns. But it’s also a structure that leads to moments of the most genuinely satisfying sense of achievement I can remember having in modern gaming.

It’s about a miles-long journey starting with a single, halting step. It’s about putting one foot in front of the other until you can’t anymore. It’s about climbing the mountain because it’s there. It’s about falling down 1,000 times and getting up 1,001 times.

What else is there in the end?

Photo of Kyle Orland

Kyle Orland has been the Senior Gaming Editor at Ars Technica since 2012, writing primarily about the business, tech, and culture behind video games. He has journalism and computer science degrees from University of Maryland. He once wrote a whole book about Minesweeper.

Baby Steps is the most gloriously frustrating game I’ve ever struggled through Read More »

google-play-is-getting-a-gemini-powered-ai-sidekick-to-help-you-in-games

Google Play is getting a Gemini-powered AI Sidekick to help you in games

The era of Google’s Play’s unrivaled dominance may be coming to an end in the wake of the company’s antitrust loss, but Google’s app store isn’t going anywhere. In fact, the Play Store experience is getting a massive update with more personalization, content, and yes, AI. This is Google, after all.

The revamped Google Play Games is a key part of this update. Gamer profiles will now have a public face, allowing you to interact with other players if you choose. Play Games will track your activity for daily streaks, which will be shown on your profile and unlock new Play Points rewards. Your profile will also display your in-game achievements.

Your gaming exploits can also span multiple platforms. Google Play Games for PC is officially leaving beta. Google says there are now 200,000 games that work across mobile and PC, and even more PC-friendly titles, like Deep Rock Galactic: Survivor, are on the way. Your stats and streaks will apply across both mobile and PC as long as the title comes from the Play Store.

At the core of Google’s app store revamp is the You Tab, which will soon take its place in the main navigation bar of the Play Store. This page will show your rewards, subscriptions, game, stats, and more—and it goes beyond gaming. The You Tab will recommend a variety of content on Google Play, including books and podcasts.

Google Play is getting a Gemini-powered AI Sidekick to help you in games Read More »

steam-will-wind-down-support-for-32-bit-windows-as-that-version-of-windows-fades

Steam will wind down support for 32-bit Windows as that version of Windows fades

Though the 32-bit versions of Windows were widely used from the mid-90s all the way through to the early 2010s, this change is coming so late that it should only actually affect a statistically insignificant number of Steam users. Valve already pulled Steam support for all versions of Windows 7 and Windows 8 in January 2024, and 2021’s Windows 11 was the first in decades not to ship a 32-bit version. That leaves only the 32-bit version of Windows 10, which is old enough that it will stop getting security updates in either October 2025 or October 2026, depending on how you count it.

According to Steam Hardware Survey data from August, usage of the 32-bit version of Windows 10 (and any other 32-bit version of Windows) is so small that it’s lumped in with “other” on the page that tracks Windows version usage. All “other” versions of Windows combined represent roughly 0.05 percent of all Steam users. The 64-bit version of Windows 10 still runs on just over a third of all Steam-using Windows PCs, while the 64-bit version of Windows 11 accounts for just under two-thirds.

The change to the Steam client shouldn’t have any effects on game availability or compatibility. Any older 32-bit games that you can currently run in 64-bit versions of Windows will continue to work fine because, unlike modern macOS versions, new 64-bit versions of Windows still maintain compatibility with most 32-bit apps.

Steam will wind down support for 32-bit Windows as that version of Windows fades Read More »

microsoft-raises-xbox-console-prices-for-the-second-time-this-year

Microsoft raises Xbox console prices for the second time this year

Here we go again

Higher than usual inflation can help explain some of the nominal price increases for the oldest Xbox consoles affected by today’s price hikes. The $300 for an Xbox Series S at launch in November 2020 is worth roughly $375 in August 2025 dollars, for instance. And the $500 for an Xbox Series X in 2020 is now worth about $625.

But the particularly sharp price increases for more recent Xbox configurations can’t really use that inflation excuse. The disc-drive-free Digital Xbox Series X Digital and 2TB “Galaxy Special Edition” are now a whopping 33 percent more expensive than they were at launch in October 2024. A year’s worth of inflation would account for only a small fraction of that.

Even accounting for inflation, though, the current spate of nominal console price increases goes against a near-universal, decades-long trend of game console prices dropping significantly in the years following their launch. Those days seem well and truly gone now, as console makers’ costs remain high thanks in part to current tariff uncertainty and in part to the wider slowdown of Moore’s Law.

We’ll see just how much the market can bear aging console hardware that increases in price over time rather than decreases. But until and unless consumers start balking, it looks like ever-increasing console prices are here to stay.

Microsoft raises Xbox console prices for the second time this year Read More »

nvidia-will-invest-$5-billion-in-intel,-co-develop-new-server-and-pc-chips

Nvidia will invest $5 billion in Intel, co-develop new server and PC chips


Intel once considered buying Nvidia outright, but its fortunes have shifted.

In a major collaboration that would have been hard to imagine just a few years ago, Nvidia announced today that it was buying a total of $5 billion in Intel stock, giving Intel’s competitor ownership of roughly 4 percent of the company. In addition to the investment, the two companies said that they would be co-developing “multiple generations of custom data center and PC products.”

“The companies will focus on seamlessly connecting NVIDIA and Intel architectures using NVIDIA NVLink,” reads Nvidia’s press release, “integrating the strengths of NVIDIA’s AI and accelerated computing with Intel’s leading CPU technologies and x86 ecosystem to deliver cutting-edge solutions for customers.”

Rather than combining the two companies’ technologies, the data center chips will apparently be custom x86 chips that Intel builds to Nvidia’s specifications. Nvidia will “integrate [the CPUs] into its AI infrastructure platforms and offer [them] to the market.”

On the consumer side, Intel plans to build x86 SoCs that integrate both Intel CPUs and Nvidia RTX GPU chiplets—Intel’s current products use graphics chiplets based on its own Arc products. More tightly integrated chips could make for smaller gaming laptops, and could give Nvidia a way to get into handheld gaming PCs like the Steam Deck or ROG Xbox Ally.

It takes a while to design, test, and mass-produce new processor designs, so it will likely be a couple of years before we see any of the fruits of this collaboration. But even the announcement highlights just how far the balance of power between the two companies has shifted in the last few years.

A dramatic reversal

Back in 2005, Intel considered buying Nvidia outright for “as much as $20 billion,” according to The New York Times. At the time, Nvidia was known almost exclusively for its GeForce consumer graphics chips, and Intel was nearing the launch of its Core and Core 2 chips, which would manage to win Apple’s business and set it up for a decade of near-total dominance in consumer PCs and servers.

But in recent years, Nvidia’s income and market capitalization have soared on the strength of its data center chips, which have powered most of the AI features that tech companies have been racing to build into their products for years now. And Intel’s recent struggles are well-documented—it has struggled for years now to improve its chip manufacturing capabilities at the same pace as competitors like TSMC, and a yearslong effort to convince other chip designers to use Intel’s factories to build their chips has yielded one ousted CEO and not much else.

The two companies’ announcement comes one day after China banned the sale of Nvidia’s AI chips, including products that Nvidia had designed specifically for China to get around US-imposed performance-based export controls. China is pushing domestic chipmakers like Huawei and Cambricon to put out their own AI accelerators to compete with Nvidia’s.

Correlation isn’t causation, and it’s unlikely that Intel and Nvidia could have thrown together a $5 billion deal and product collaboration in the space of less than 24 hours. But Nvidia could be looking to prop up US-based chip manufacturing as a counterweight to China’s actions.

There are domestic political considerations for Nvidia, too. The Trump administration announced plans to take a 10 percent stake in Intel last month, and Nvidia CEO Jensen Huang has worked to curry favor with the Trump administration by making appearances at $1 million-per-plate dinners at Trump’s Mar-a-Lago golf course and promising to invest billions in US-based data centers.

Although the US government’s investment in Intel hasn’t gotten it seats on the company’s board, the investment comes with possible significant downsides for Intel, including disruptions to the company’s business outside the US and limiting its eligibility for future government grants. Trump and his administration could also decide to alter the deal for any or no reason—Trump was calling for Tan’s resignation for alleged Chinese Communist Party ties just days before deciding to invest in the company instead. Investing in a sometime-competitor may be a small price for Nvidia and Huang to pay if it means avoiding the administration’s ire.

Outstanding questions abound

Combining Intel CPUs and Nvidia GPUs makes a lot of sense, for certain kinds of products—the two companies’ chips already coexist in millions of gaming desktops and laptops. Being able to make custom SoCs that combine Intel’s and Nvidia’s technology could make for smaller and more power-efficient gaming PCs. It could also provide a counterbalance to AMD, whose willingness to build semi-custom x86-based SoCs has earned the company most of the emerging market for Steam Deck-esque handheld gaming PCs, plus multiple generations of PlayStation and Xbox console hardware.

But there are more than a few places where Intel’s and Nvidia’s products compete, and at this early date, it’s unclear what will happen to the areas of overlap.

Future Intel CPUs could use an Nvidia-designed graphics chiplet instead of one of Intel’s GPUs. Credit: Intel

For example, Intel has been developing its own graphics products for decades—historically, these have mostly been lower-performance integrated GPUs whose only job is to connect to a couple of monitors and encode and decode video, but more recent Arc-branded dedicated graphics cards and integrated GPUs have been more of a direct challenge to some of Nvidia’s lower-end products.

Intel told Ars that the company “will continue to have GPU product offerings,” which means that it will likely continue developing Arc and its underlying Intel Xe GPU architecture. But that could mean that Intel will focus on low-end, low-power GPUs and leave higher-end products to Nvidia. Intel has been happy to discard money-losing side projects in recent years, and dedicated Arc GPUs have struggled to make much of a dent in the GPU market.

On the software side, Intel has been pushing its own oneAPI graphics compute stack as an alternative to Nvidia’s CUDA and AMD’s ROCm, and has provided code to help migrate CUDA projects to oneAPI. And there’s a whole range of plausible outcomes here: Nvidia allowing Intel GPUs to run CUDA code, either directly or through some kind of translation layer; Nvidia contributing to oneAPI, which is an open source platform; or oneAPI fading away entirely.

On Nvidia’s side, we’ve already mentioned that the company offers some Arm-based CPUs—these are available in the Project DIGITS AI computer, Nvidia’s automotive products, or the Nintendo Switch and Switch 2. But rumors have indicated for some time now that Nvidia is working with MediaTek to create Arm-based chips for Windows PCs, which would compete not just with Intel and AMD’s x86 chips but also Qualcomm’s Snapdragon X-series processors. Will Nvidia continue to push forward on this project, or will it leave this as-yet-unannounced chip unannounced, to shore up its new investment in the x86 instruction set?

Finally, there’s the question of where these chips will be built. Nvidia’s current chips are manufactured mostly at TSMC, though it has used Samsung’s factories as recently as the RTX 3000 series. Intel also uses TSMC to build some chips, including its current top-end laptop and desktop processors, but it uses its own factories to build its server chips, and plans to bring its next-generation consumer chips back in-house.

Will Nvidia start to manufacture some of its chips on Intel’s 18A manufacturing process, or another process on Intel’s roadmap? Will the combined Intel and Nvidia chips be manufactured by Intel, or will they be built externally at TSMC, or using some combination of the two? (Nvidia has already said that Intel’s SoCs will integrate Nvidia GPU chiplets, so it’s likely that Intel will continue using its Foveros packaging technology to combine multiple bits of silicon into a single chip.)

A vote of confidence from Nvidia would be a big shot in the arm for Intel’s foundry, which has reportedly struggled to find major customers—but it’s hard to see Nvidia doing it if Intel’s manufacturing processes can’t compete with TSMC’s on performance or power consumption, or if Intel can’t manufacture chips in the volumes that Nvidia would need.

We’ve posed all of these questions to both Intel and Nvidia. This early, it’s unlikely that either company wants to commit to any plans other than the broad, vague collaborations that were part of this morning’s announcement. But we’ll update this article if we can shake any other details loose. Both Nvidia and Intel CEOs Huang and Tan will also be giving a joint press conference at 1 pm ET today, where they may discuss the answers to these and other questions.

Photo of Andrew Cunningham

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

Nvidia will invest $5 billion in Intel, co-develop new server and PC chips Read More »

modder-injects-ai-dialogue-into-2002’s-animal-crossing-using-memory-hack

Modder injects AI dialogue into 2002’s Animal Crossing using memory hack

But discovering the addresses was only half the problem. When you talk to a villager in Animal Crossing, the game normally displays dialogue instantly. Calling an AI model over the Internet takes several seconds. Willison examined the code and found Fonseca’s solution: a watch_dialogue() function that polls memory 10 times per second. When it detects a conversation starting, it immediately writes placeholder text: three dots with hidden pause commands between them, followed by a “Press A to continue” prompt.

“So the user gets a ‘press A to continue’ button and hopefully the LLM has finished by the time they press that button,” Willison noted in a Hacker News comment. While players watch dots appear and reach for the A button, the mod races to get a response from the AI model and translate it into the game’s dialog format.

Learning the game’s secret language

Simply writing text to memory froze the game. Animal Crossing uses an encoded format with control codes that manage everything from text color to character emotions. A special prefix byte (0x7F) signals commands rather than characters. Without the proper end-of-conversation control code, the game waits forever.

“Think of it like HTML,” Fonseca explains. “Your browser doesn’t just display words; it interprets tags … to make text bold.” The decompilation community had documented these codes, allowing Fonseca to build encoder and decoder tools that translate between a human-readable format and the GameCube’s expected byte sequences.

A screenshot of LLM-powered dialog injected into Animal Crossing for the GameCube.

A screenshot of LLM-powered dialog injected into Animal Crossing for the GameCube. Credit: Joshua Fonseca

Initially, he tried using a single AI model to handle both creative writing and technical formatting. “The results were a mess,” he notes. “The AI was trying to be a creative writer and a technical programmer simultaneously and was bad at both.”

The solution: split the work between two models. A Writer AI creates dialogue using character sheets scraped from the Animal Crossing fan wiki. A Director AI then adds technical elements, including pauses, color changes, character expressions, and sound effects.

The code is available on GitHub, though Fonseca warns it contains known bugs and has only been tested on macOS. The mod requires Python 3.8+, API keys for either Google Gemini or OpenAI, and Dolphin emulator. Have fun sticking it to the man—or the raccoon, as the case may be.

Modder injects AI dialogue into 2002’s Animal Crossing using memory hack Read More »

over-three-decades-later,-nintendo-remembers-the-virtual-boy-exists

Over three decades later, Nintendo remembers the Virtual Boy exists

It’s been a long wait

Nintendo says 14 Virtual Boy titles will be made available to Switch Online Expansion Pack subscribers over time. The eventual software list includes cult-classic Nintendo first-party titles like Virtual Boy Wario Land and Mario’s Tennis, as well as extremely hard-to-find third-party games like Jack Bros. and Virtual Bowling, which can command hundreds or thousands of dollars for an original cartridge.

The fact that Nintendo is officially acknowledging these games at all is a bit surprising after all these years of neglect. Even the 3DS Virtual Console—which would have seemed like a natural place for a Virtual Boy resurgence—never got official support for the retro system. Instead, fans of Nintendo’s least successful console (it’s estimated to have sold fewer than 800,000 units) have either had to track down rare original hardware and software or resort to unofficial emulators (one of which recently added full-color support beyond the usual red tints displayed by the original console).

The Nintendo Switch will eventually host a large majority of the entire library of official software released for the Virtual Boy.

The Nintendo Switch will eventually host a large majority of the entire library of official software released for the Virtual Boy. Credit: Nintendo

The Switch-docking strategy Nintendo is using for stereoscopy here is more than a bit reminiscent of 2019’s Nintendo Labo VR, which slotted the original Switch into a lens-equipped cardboard sleeve for a low-resolution, bare bones introduction to the idea of VR. At the time, we called that experiment a “fine, serviceable, decent” introduction to virtual reality seemingly designed for small children.

Today’s Virtual Boy announcement, of course, comes with a hefty added dose of nostalgia and represents a long-overdue official recognition of an often-ignored part of Nintendo history. For all its faults, the Virtual Boy was a prime example of Nintendo designer Gunpei Yokoi’s philosophy of “lateral thinking with withered technology,” as Ars’ own Benj Edwards laid out in detail when contributing to a book-length treatise on the console.

Over three decades later, Nintendo remembers the Virtual Boy exists Read More »

accessory-maker-will-pay-nintendo-after-showing-illicit-switch-2-mockups-at-ces

Accessory maker will pay Nintendo after showing illicit Switch 2 mockups at CES

Nintendo also accused Genki of “extensive use of Nintendo trademarks” in association with their unlicensed products, a move that “exploit[ed] and appropriate[d] for [Genki] the public goodwill associated with… Nintendo Switch marks.”

The Switch 2 mockup Genki showed in a CES video ended up matching very closely with the final console as released.

The Switch 2 mockup Genki showed in a CES video ended up matching very closely with the final console as released. Credit: Genki

The lawsuit also dealt in part with conflicting reports that Genki may have had “unauthorized, illegal early access to the Nintendo Switch 2,” as Nintendo put it. Media reports around CES quoted Genki representatives asserting that their 3D-printed case mockup was based on early access to a real Switch 2 console. But the company later publicly backtracked, writing on social media that “we do not own or possess a black market console, as some outlets have suggested.”

In their settlement, Nintendo and Genki simply note that “Genki represents and attests that it didn’t obtain any unreleased Nintendo property or documents before the system’s official reveal.”

The public settlement document doesn’t go into detail on the confidential “payment in an agreed-upon amount” that Genki will make to Nintendo to put this matter to rest. But the settlement outlines how Genki is barred from referencing Nintendo trademarks or even parody names like “Glitch” and “Glitch 2” in its future marketing. Under the settlement, packaging for Genki accessories also has to “make clear to consumers Genki’s status as an unlicensed accessory manufacturer” and not mimic the color scheme of official Switch 2 hardware.

Accessory maker will pay Nintendo after showing illicit Switch 2 mockups at CES Read More »

switch-modder-owes-nintendo-$2-million-after-representing-himself-in-court

Switch modder owes Nintendo $2 million after representing himself in court

Daly’s pro se legal representation in the case was notable for its use of several novel affirmative defenses, including arguments that Nintendo’s “alleged copyrights are invalid,” that Nintendo “does not have standing to bring suit,” and that Nintendo “procured a contract [with Daly] through fraudulent means.” For the record, the judgment in this case reasserts that Nintendo “owns valid copyrights in works protected by the TPMs, including Nintendo games and the Nintendo Switch operating system.”

In addition to $2 million in damages, Daly is specifically barred from “obtaining, possessing, accessing, or using” any DRM circumvention device or hacked console, with or without the intent to sell it. The judgment also bars Daly from publishing or “linking to” any website with instructions for hacking consoles and from “reverse engineering” any Nintendo consoles or games. Control of Daly’s ModdedHardware.com domain name will also be transferred to Nintendo.

Nintendo’s latest legal victory comes years after a $4.5 million plea deal with Gary “GaryOPA” Bowser, one of the leaders behind Team Xecuter and its SX line of Switch hacking devices. Bowser also served 14 months of a 40-month prison sentence in that case and said last year that he will likely be paying Nintendo back for the rest of his life.

Switch modder owes Nintendo $2 million after representing himself in court Read More »

all-54-lost-clickwheel-ipod-games-have-now-been-preserved-for-posterity

All 54 lost clickwheel iPod games have now been preserved for posterity

Last year, we reported on the efforts of classic iPod fans to preserve playable copies of the downloadable clickwheel games that Apple sold for a brief period in the late ’00s. The community was working to get around Apple’s onerous FairPlay DRM by having people who still owned original copies of those (now unavailable) games sync their accounts to a single iTunes installation via a coordinated Virtual Machine. That “master library” would then be able to provide playable copies of those games to any number of iPods in perpetuity.

At the time, the community was still searching for iPod owners with syncable copies of the last few titles needed for their library. With today’s addition of Real Soccer 2009 to the project, though, all 54 official iPod clickwheel games are now available together in an easily accessible format for what is likely the first time.

All at once, then slowly

GitHub user Olsro, the originator of the iPod Clickwheel Games Preservation Project, tells Ars that he lucked into contact with three people who had large iPod game libraries in the first month or so after the project’s launch last October. That includes one YouTuber who had purchased and maintained copies of 39 distinct games, even repurchasing some of the upgraded versions Apple sold separately for later iPod models.

Ars’ story on the project shook out a few more iPod owners with syncable iPod game libraries, and subsequent updates in the following days left just a handful of titles unpreserved. But that’s when the project stalled, Olsro said, with months wasted on false leads and technical issues that hampered the effort to get a complete library.

“I’ve put a lot of time into coaching people that [had problems] transferring the files and authorizing the account once with me on the [Virtual Machine],” Olsro told Ars. “But I kept motivation to continue coaching anyone else coming to me (by mail/Discord) and making regular posts to increase awareness until I could find finally someone that could, this time, go with me through all the steps of the preservation process,” he added on Reddit.

Getting this working copy of Real Soccer 2009 was an “especially cursed” process, Olsro said.

Getting this working copy of Real Soccer 2009 was an “especially cursed” process, Olsro said. Credit: Olsro / Reddit

Getting working access to the final unpreserved game, Real Soccer 2009, was “especially cursed,” Olsro tells Ars. “Multiple [people] came to me during this summer and all attempts failed until a new one from yesterday,” he said. “I even had a situation when someone had an iPod Nano 5G with a playable copy of Real Soccer, but the drive was appearing empty in the Windows Explorer. He tried recovery tools & the iPod NAND just corrupted itself, asking for recovery…”

All 54 lost clickwheel iPod games have now been preserved for posterity Read More »

civilization-vii-team-at-firaxis-games-faces-layoffs

Civilization VII team at Firaxis Games faces layoffs

However, it’s important to note that neither of those metrics gives as complete a picture as some Internet discussions suggest they do; Civilization VII launched on other platforms and game stores like the PlayStation 5, Xbox, Nintendo Switch, and Epic Game Store, and those wouldn’t be captured in Steam numbers—even though it intuitively seems likely that Steam would account for the significant majority of players for this particular franchise. Twitch viewership is also not necessarily representative of sales or the number of players.

It’s also difficult to know for sure whether the layoffs are tied to the game’s performance.

Just a month ago, Take-Two CEO Strauss Zelnick said that while the game had a “slow start,” he believes “Civ has always been a slow burn.” He said the projections for the “lifetime value of the title” are consistent with the company’s initial projections.

There have been numerous other examples of studios and publishers laying off staff from teams that worked on both successful and unsuccessful releases as the industry continues to roll back pandemic-era over-hiring and respond to inflation, rising borrowing costs, global economic instability, trade uncertainty, ballooning development costs, and efficiency pressures.

Civilization VII team at Firaxis Games faces layoffs Read More »

dev-says-switch-2’s-physical-game-cards-were-too-slow-for-star-wars-outlaws-port

Dev says Switch 2’s physical Game Cards were too slow for Star Wars Outlaws port

A video shows how different storage media can affect Mario Kart World load times.

CD Projekt Red VP of Technology Charles Tremblay has alluded to this same challenge when talking about the Switch 2 port of Cyberpunk 2077. In a June interview with IGN, Tremblay said the data transfer speeds enabled by MicroSD Express were “great,” while streaming data from a Switch 2 Game Card was merely “okay.” Tremblay did go on to say that “all the performance we have on [input/output] is very good on [the Switch 2],” especially compared to the extremely slow physical hard drives that plagued Cyberpunk 2077‘s performance on older hardware.

Slow down, you move too fast

From the outside, it’s a bit odd that Nintendo allowed this loading-speed dichotomy to exist on the Switch 2 in the first place. On the original Switch, read speeds for both SD cards and Game Cards reportedly maxed out around 90 MB/s. But when designing the new Switch 2 game cards, Nintendo settled on a format that would stream data much more slowly than for downloaded games on the same console.

That decision might have been an attempt to minimize hardware costs for the Switch 2’s Game Card interface. If so, though, it doesn’t seem to have done much to reduce the costs of manufacturing Switch 2 game cards themselves. The cost of manufacturing those physical Game Cards has been frequently cited as a major reason many publishers are using cheaper Game Key Cards in the first place, though Bantin said that he “[didn’t] recall the cost of the cards ever entering the discussion [for Star Wars: Outlaws]—probably because it was moot.”

Nintendo could get around this variable loading speed issue by letting players pre-install games from a Switch 2 Game Card to internal or expansion storage, as Microsoft and Sony have either allowed or required on their disc-based consoles for decades now. But that solution might prove onerous for physical game card players who want to avoid clogging up the limited 256GB of internal storage on the Switch 2 (and/or avoid investing in pricey MicroSD Express cards).

As time goes on, many developers will likely learn how to adapt to and tolerate the Switch 2’s relatively slow Game Card interface. But as gamers and the industry at large continue to transition away from physical media, some developers might decide it’s not worth compromising on loading speeds just to satisfy a shrinking portion of the market.

Dev says Switch 2’s physical Game Cards were too slow for Star Wars Outlaws port Read More »