gaming

drag-x-drive-is-a-uniquely-fun-and-frustrating-showcase-for-switch-2-mouse-mode

Drag x Drive is a uniquely fun and frustrating showcase for Switch 2 mouse mode

In my decades as a video game player and reviewer, I’ve used the humble PC mouse in hundreds of games for everything from first-person aiming and third-person character movement to basic menu navigation and unit selection. In all that time, I can’t recall a game that required the use of two mice at once.

That was true until I spent some time with Nintendo’s utterly unique Drag x Drive. The game asks you to take a Switch 2 Joy-Con in each hand, turn them both so the narrow edge lies on a flat-ish surface, and then slide them around to power a game of full-contact wheelchair basketball.

It’s a fresh control scheme that comes with its share of issues, mostly stemming from the lack of convenient mouse surfaces in most living rooms. With a little bit of practice, a good playing surface, and some online friends to play with, though, I found myself enjoying the high-impact, full-contact, precision positional gameplay enabled by holding a mouse in each hand for the first time ever.

Still kind of buff from using the mouse

When you picture using two mice at once, you might imagine each wrist making a series of small, controlled movements, one controlling lateral movement and the other controlling directional angle. Drag x Drive‘s dual-mouse controls bear no resemblance to this vision. Instead, you end up vigorously swiping each mouse forward or backward in constant sweeps; side-to-side movement is neither required nor useful.

That repetitive front-and-back swiping is mirrored by your avatar’s hand on the top side of either wheel on the wheelchair, creating a sort of tank-like control scheme where you turn by moving one wheel forward and one wheel backward. Small swipes of the mice can be used for precision angling, but more often, you’ll be sweeping the mouse in long lines to build speed. To shoot, you simply lift up a Joy-Con and mime a basketball shot a la Wii Sports Resort (your accuracy seems to have more to do with distance and your angle to the basket than real-world form, thankfully).

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Google and Valve will kill “Steam for Chromebooks” experiment in January 2026

Bad news if you’re one of the handful of people using Steam to play games on a Chromebook: Google and Valve are preparing to end support for the still-in-beta ChromeOS version of Steam on January 1, 2026, according to 9to5Google. Steam can still be installed on Chromebooks, but it now comes with a notice announcing the end of support.

“The Steam for Chromebook Beta program will conclude on January 1st, 2026,” reads the notification. “After this date, games installed as part of the Beta will no longer be available to play on your device. We appreciate your participation in and contribution to learnings from the beta program, which will inform the future of Chromebook gaming.”

Steam originally launched on Chromebooks in early 2022 as an alpha that ran on just a handful of newer and higher-specced devices with Intel chips inside. A beta version arrived later that year, with reduced system requirements and support for AMD CPUs and GPUs. Between then and now, neither Google nor Valve had said much about it.

The Steam beta was one component of a “gaming Chromebook” push that Google made in 2022 and 2023. It saw the release of laptops with better hardware and high-refresh-rate screens and optimized versions of GeForce Now and Xbox Cloud Gaming. Google had reportedly been working to add Steam support to ChromeOS since at least 2020.

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review:-framework-desktop-is-a-mash-up-of-a-regular-desktop-pc-and-the-mac-studio

Review: Framework Desktop is a mash-up of a regular desktop PC and the Mac Studio


Size matters most for Framework’s first stab at a desktop workstation/gaming PC.

The Framework Desktop. Credit: Andrew Cunningham

The Framework Desktop. Credit: Andrew Cunningham

Framework’s main claim to fame is its commitment to modular, upgradeable, repairable laptops. The jury’s still out on early 2024’s Framework Laptop 16 and mid-2025’s Framework Laptop 12, neither of which has seen a hardware refresh, but so far, the company has released half a dozen iterations of its flagship Framework Laptop 13 in less than five years. If you bought one of the originals right when it first launched, you could go to Framework’s site, buy an all-new motherboard and RAM, and get a substantial upgrade in performance and other capabilities without having to change anything else about your laptop.

Framework’s laptops haven’t been adopted as industry-wide standards, but in many ways, they seem built to reflect the flexibility and modularity that has drawn me to desktop PCs for more than two decades.

That’s what makes the Framework Desktop so weird. Not only is Framework navigating into a product category where its main innovation and claim to fame is totally unnecessary. But it’s actually doing that with a desktop that’s less upgradeable and modular than any given self-built desktop PC.

The Framework Desktop has a lot of interesting design touches, and it’s automatically a better buy than the weird AMD Ryzen AI Max-based mini desktops you can buy from a couple of no-name manufacturers. But aside from being more considerate of PC industry standards, the Framework Desktop asks the same question that any gaming-focused mini PC does: Do you care about having a small machine so much that you would pay more money for less performance, and for a system you can’t upgrade much after you buy it?

Design and assembly

Opening the Framework Desktop’s box. The PC and all its accessories are neatly packed away in all-recyclable carboard and paper. Andrew Cunningham

My DIY Edition Framework Desktop arrived in a cardboard box that was already as small or a bit smaller than my usual desktop PC, a mini ITX build with a dedicated GPU inside a 14.67-liter SSUPD Meshlicious case. It’s not a huge system, especially for something that can fit a GeForce RTX 5090 in it. But three of the 4.5-liter Framework Desktops could fit inside my build’s case with a little space leftover.

The PC itself is buried a couple of layers deep in this box under some side panels and whatever fan you choose (Framework offers RGB and non-RGB options from Cooler Master and Noctua, but any 120 mm fan will fit on the heatsink). Even for the DIY Edition, the bulk of it is already assembled: the motherboard is in the case, a large black heatsink is already perched atop the SoC, and both the power supply and front I/O ports are already hooked up.

The aspiring DIYer mainly needs to install the SSD and the fan to get going. Putting in these components gives you a decent crash course in how the system goes together and comes apart. The primary M.2 SSD slot is under a small metal heat spreader next to the main heatsink—loosen one screw to remove it, and install your SSD of choice. The system’s other side panel can be removed to expose a second M.2 SSD slot and the Wi-Fi/Bluetooth module, letting you install or replace either.

Lift the small handles on the two top screws and loosen them by hand to remove them, and the case’s top panel slides off. This provides easier access to both the CPU fan header and RGB header, so you can connect the fan after you install it and its plastic shroud on top of the heatsink. That’s pretty much it for assembly, aside from sliding the various panels back in place to close the thing up and reinstalling the top screws (or, if you bought or printed one, adding a handle to the top of the case).

The Framework Desktop includes a beefier version of Framework’s usual screwdriver with a longer bit. Credit: Andrew Cunningham

Framework includes a beefier version of its typical screwdriver with the Desktop, including a bit that can be pulled out and reversed to be switched between Phillips and Torx heads. The iFixit-style install instructions are clearly written and include plenty of high-resolution sample images so you can always tell how things are supposedto look.

The front of the system requires some assembly, too, but all of this stuff can be removed and replaced easily without opening up the rest of the system. The front panel, where the system’s customizable tiles can be snapped on and popped off, attaches with magnets and can easily be pried away from the desktop with your fingernails. At the bottom are slots for two of Framework’s USB-C Expansion Cards, the same ones that all the Framework Laptops use.

By default, those ports are limited to 5 Gbps USB transfer speeds in the BIOS, something the system says reduces wireless interference; those with all-wired networking and accessories can presumably enable the full 10 Gbps speeds without downsides. The front ports should support all of the Expansion Cards except for display outputs, which they aren’t wired for. (I also had issues getting the Desktop to boot from a USB port on the front of the system while installing Windows, but your mileage may vary; using one of the rear USB ports solved the issue for me.)

Standards, sometimes

Putting in the M.2 SSD. There’s another SSD slot on the back of the motherboard. Andrew Cunningham

What puts the Framework Desktop above mini PCs from Amazon or the various gaming NUCs that Intel and Asus have released over the years is a commitment to standards.

For reasons we’ll explore later, there was no way to build the system around this specific AMD chip without using soldered-on memory. But the motherboard is a regular mini ITX-sized motherboard. Other ITX boards will fit into Framework’s case, and the Framework Laptop’s motherboard will fit into other systems (as long as they can also fit the fan and heatsink).

The 400 W power supply conforms to the FlexATX standard. The CPU fan is just a regular 120 mm fan, and the mounting holes for system fans on the front can take any 92 mm fan. The two case fan headers on the motherboard are the same ones you’d find on any motherboard you bought for yourself. The front panel ports can’t be used for display outputs, but anything else ought to work.

Few elements of the Framework Desktop are truly proprietary, and if Framework went out of business tomorrow, you’d still have a lot of flexibility for buying and installing replacement parts. The problem is that the soldered-down, non-replaceable, non-upgradeable parts are the CPU, GPU, and RAM. There’s at least a little flexibility with the graphics card if you move the board into a different case—there’s a single PCIe x4 slot on the board that you could put an external GPU into, though many PCIe x16 graphics cards will be bandwidth starved. But left in its original case, it’s an easy-to-work-on, standards-compliant system that will also never be any better or get any faster than it is the day you buy it.

Hope you like plastic

Snapping some tiles into the Framework Desktop’s plastic front panel. Credit: Andrew Cunningham

The interior of the Framework Desktop is built of sturdy metal, thoughtfully molded to give easy access to each of the ports and components on the motherboard. My main beef with the system is the outside.

The front and side panels of the Framework Desktop are all made out of plastic. The clear side panel, if you spring for it, is made of a thick acrylic instead of tempered glass (presumably because Framework has drilled holes in the side of it to improve airflow).

This isn’t the end of the world, but the kinds of premium ITX PC cases that the Desktop is competing with are predominantly made of nicer-looking and nicer-feeling metal rather than plastic. It just feels surprisingly cheap, which was an unpleasant surprise—even the plastic Framework Laptop 12 felt sturdy and high-quality, something I can’t really say of the Desktop’s exterior panels.

I do like the design on the front panel—a grid of 21 small square plastic tiles that users can rearrange however they want. Framework sells tiles with straight and diagonal lines on them, plus individual tiles with different logos or designs printed or embossed on them. If you install a fan in the front of the system, you’ll want to stick to the lined tiles in the top 9 x 9 section of the grid, which will allow air to pass through. The tiles with images on them are solid—putting a couple of them in front of a fan likely won’t hurt your airflow too much, but you won’t want to use too many.

Framework has also published basic templates for both the tiles and the top panel so that those with 3D printers can make their own.

PC testbed notes

We’ve compared the performance of the Framework Desktop to a bunch of other PCs to give you a sense of how it stacks up to full-size desktops. We’ve also compared it to the Ryzen 7 8700G in a Gigabyte B650I Aorus Ultra mini ITX motherboard with 32GB of DDR5-6400 to show the best performance you can expect from a similarly sized socketed desktop system.

Where possible, we’ve also included some numbers from the M4 Pro Mac mini and the M4 Max Mac Studio, two compact desktops in the same general price range as the Framework Desktop.

For our game benchmarks, the dedicated GPU results were gathered using our GPU testbed, which you can read about in our latest dedicated GPU review. The integrated GPUs were obviously tested with the CPUs they’re attached to.

AMD AM5 Intel LGA 1851 Intel LGA 1700
CPUs Ryzen 7000 and 9000 series Core Ultra 200 series 12th, 13th, and 14th-generation Core
Motherboard ASRock X870E Taichi or MSI MPG X870E Carbon Wifi (provided by AMD) MSI MEG Z890 Unify-X (provided by Intel) Gigabyte Z790 Aorus Master X (provided by Intel)
RAM config 32GB G.Skill Trident Z5 Neo (provided by AMD), running at DDR5-6000 32GB G.Skill Trident Z5 Neo (provided by AMD), running at DDR5-6000 32GB G.Skill Trident Z5 Neo (provided by AMD), running at DDR5-6000

Performance and power

Our Framework-provided review unit was the highest-end option; it has a 16-core Ryzen AI Max+395 processor, 40 graphics cores, and 128GB of RAM. At $1,999 before adding an SSD, a fan, an OS, front tiles, or Expansion Cards, this is the best, priciest configuration Framework offers. The $1,599 configuration uses the same chip with the same performance, but with 64GB of RAM instead.

All 16 of those CPU cores are based on the Zen 5 architecture, with none of the smaller-but-slower Zen 5c cores. But its total TDP is also limited to 120 W in total, which will hold it back a bit compared to socketed 16-core desktop CPUs like the Ryzen 9 9950X, which has a 170 W default TDP for the CPU alone.

In our testing, it seems clear that the CPU throttles when being tasked with intensive multi-core work like our Handbrake test, with temperatures that spike to around 100 degrees Celsius and hang out at around or just under that number for the duration of our test runs. The CPU package uses right around 100 W on average (this will vary based on the tests you’re running and how long you’re running them), compared to the 160 W and 194 W that the 12- and 16-core Ryzen 9 9900X and 9950X can consume at their default power levels.

Those are socketed desktop chips in huge cases being cooled by large AIO watercooling loops, so it’s hardly a fair comparison. The Framework Desktop’s CPU is also quite efficient, using even less power to accomplish our video encoding test than the 9950X in its 105 W Eco Mode. But this is the consequence of prioritizing a small size—a 16-core processor that, under heavy loads, performs more like a 12-core or even an 8-core desktop processor.

The upside is that the Framework Desktop is quieter than most desktops either under load or when idling. By default, the main CPU fan will turn off entirely when the system is under light load, and I often noticed it parking itself when I was just browsing or moving files around.

Based on our gaming tests, the Framework Desktop should be a competent 1080p-to-1440p  midrange gaming system. We observed similar performance from the Radeon 8060S integrated GPU when we tested it in the Asus ROG Flow Z13 tablet. For an integrated GPU, it’s head and shoulders over anything you can get in a socketed desktop system, and it easily ran three or four times faster than the Radeon 780M in the 8700G. The soldered RAM is annoying, but the extra speed it enables helps address the memory bandwidth problem that starves most integrated GPUs.

Compared to other desktop GPUs, though, the 8060S is merely fine. It’s usually a little slower than the last-generation Radeon RX 7600 XT, a card that cost $329 when it launched in early 2024—and with a performance hit that’s slightly more pronounced in games with ray-tracing effects on.

The 8060S stacks up OK to older midrange GPUs like the GeForce RTX 3060 and 4060, but it’s soundly beaten by the RTX 5060 or the 16GB version of the Radeon RX 9060 XT, cards currently available for $300-to-$400. (One problem for the 8060S—it’s based on the RDNA3.5 architecture, so it’s missing ray-tracing performance improvements introduced in RDNA4 and the RX 9000 series).

All of that said, the GPU may be more interesting than it looks on paper for people whose workloads need gobs and gobs of graphics memory but who don’t necessarily need that memory to be attached to the blazing-fastest GPU that exists. For people running certain AI or machine learning workloads, the 8060S’s unified memory setup means you can get a GPU with 64GB or 128GB of VRAM for less than the price of a single RTX 5090 (Framework says the GPU can use up to 112GB of RAM on the 128GB Desktop). Framework is advertising that use case pretty extensively, and it offers a guide to setting up large language models to run locally on the system.

That memory would likely be even more useful if it were attached to an Nvidia GPU instead of an AMD model—Nvidia’s hold on the workstation graphics market is at least as tight as its hold on the gaming GPU market, and many apps and tools support Nvidia GPUs and CUDA first/best/only. But it’s still one possible benefit the Framework Desktop might offer, relative to a desktop with a dedicated GPU.

You can’t say it isn’t unique

The Framework Desktop is a bit like a PC tower blended with Apple’s Mac Studio. Credit: Andrew Cunningham

In one way, Framework has done the same thing with the Desktop that it has done with all its laptops: found a niche and built a product to fill it. And with its standard-size components and standard connectors, the Framework Desktop is a clear cut above every Intel gaming NUC or Asus ROG thingamajig that’s ever existed.

I’m always impressed by the creativity, thoughtfulness, and attention to detail that Framework brings to its builds. For the Desktop, this is partially offset by how much I don’t care for most of its cheap plastic-and-acrylic exterior. But it’s still thoughtfully designed on the inside, with as much respect for standards, modularity, and repairability as you can get, once you get past that whole thing where that the major functional components are all irrevocably soldered together.

The Framework Desktop is also quiet, cute, and reasonably powerful. You’re paying some extra money and giving up both CPU and GPU speed to get something small. But you won’t run into games or apps that simply refuse to run for performance-related reasons.

It does feel like a weird product for Framework to build, though. It’s not that I can’t imagine the kind of person a Framework Desktop might be good for—it’s that I think Framework has built its business targeting a PC enthusiast demographic that will mainly be turned off by the desktop’s lack of upgradeability.

The Framework desktop is an interesting option for people who want or need a compact and easy-to-build workstation or gaming PC, or a Windows-or-Linux version of Apple’s Mac Studio. It will fit comfortably under a TV or in a cramped office. It’s too bad that it isn’t easier to upgrade. But for people who would prefer the benefits of a socketed CPU or a swappable graphics card, I’m sure the people at Framework would be the first ones to point you in the direction of a good-old desktop PC.

The good

  • Solid all-round performance and good power efficiency.
  • The Radeon 8060S is exceptionally good for an integrated GPU, delivering much better performance than you can get in something like the Ryzen 7 8700G.
  • Large pool of RAM available to the GPU could be good for machine learning and AI workloads.
  • Thoughtfully designed interior that’s easy to put together.
  • Uses standard-shaped motherboard, fan headers, power supply, and connectors, unlike lots of pre-built mini PCs.
  • Front tiles are fun.

The bad

  • Power limits keep the 16-core CPU from running as fast as the socketed desktop version.
  • A $300-to-$400 dedicated GPU will still beat the Radeon RX 8060S.
  • Cheap-looking exterior plastic panels.

The ugly

  • Soldered RAM in a desktop system.

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.

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citing-“market-conditions,”-nintendo-hikes-prices-of-original-switch-consoles

Citing “market conditions,” Nintendo hikes prices of original Switch consoles

Slowed tech progress, inflation, and global trade wars are doing a number on game console pricing this year, and the bad news keeps coming. Nintendo delayed preorders of the Switch 2 in the US and increased accessory prices, and Microsoft gave its Series S and X consoles across-the-board price hikesin May.

Today, Nintendo is back for more, increasing prices on the original Switch hardware, as well as some Amiibo, the Alarmo clock, and some Switch and Switch 2 accessories. The price increases will formally take effect on August 3.

The company says that there are currently no price increases coming for the Switch 2 console, Nintendo Online memberships, and physical and digital Switch 2 games. But it didn’t take future price increases off the table, noting that “price adjustments may be necessary in the future.”

Nintendo didn’t announce how large the price increases would be, but some retailers were already listing higher prices as of Friday. Target now lists the Switch Lite for $229.99, up from $199.99; the original Switch for $339.99, up from $299.99; and the OLED model of the Switch for a whopping $399.99, up from $349.99 and just $50 less than the price of the much more powerful Switch 2 console.

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the-king-is-watching-condenses-kingdom-building-strategy-to-a-single-screen

The King Is Watching condenses kingdom-building strategy to a single screen

The kinds of randomized options you’ll have to choose between waves.

The kinds of randomized options you’ll have to choose between waves.

Those inter-wave upgrades are also randomized in each run, adding some roguelike unpredictability that means no two play sessions develop quite the same way. You have to be flexible, adapting to the blueprints and units you’re given, while being willing to abandon plans that are no longer feasible.

Between waves, you’ll often get the opportunity to buy emergency resource drops, useful upgrades that last through the whole run, or one-time spells that can strengthen your units or hinder the opposition. Figuring out the best potential upgrade paths requires a lot of trial and error, and you’ll need a little luck in drawing some of the more powerful upgrade options. While experience and skill can make things more manageable, some runs end up a lot more winnable than others.

Playing through successful waves also earns you tokens you can spend between runs on permanent upgrades (including crucial expansions of that 4×4 grid) and new selectable kings with their own unique gaze shapes and special powers. But even as these upgrades make it easier to succeed in successive runs, the game cranks up the “threat level” in turn to raise the enemy strength level (and the stakes) accordingly.

That kind of self-balancing means The King Is Watching always manages to feel engaging without coming off as totally unfair. And individual runs are zippy enough to not wear out their welcome; you can make it through a full run of two or three bosses in about 30 minutes or so, especially if you use the “fast forward” option to speed up the routine resource production between enemy waves.

Best of all, those 30 minutes are so dense with important decisions and split-second management of your kingly gaze that you never have time to feel bored. The King Is Watching perfectly rides the fine line between engrossing and overwhelming, making it perfect for quick, lunch-break-sized brain breaks that combine positional reasoning, reflexes, and strategic planning.

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nvidia-announces-end-of-gpu-driver-updates-for-geforce-10-series,-windows-10

Nvidia announces end of GPU driver updates for GeForce 10-series, Windows 10

The Maxwell, Pascal, and Volta GPUs won’t be totally abandoned after 2025; Nvidia says it will release quarterly security updates for these cards through October 2028. These updates won’t optimize performance or fix bugs in any new games, but if you still have an older or hand-me-down PC using one of these cards to play Minecraft or Roblox, you won’t be leaving yourself open to GPU-related security exploits.

Nvidia has dropped hints that the end of support for these older GPUs was coming. The company announced back in January that CUDA support for the Maxwell, Pascal, and Volta architectures was considered “feature complete” and was being frozen. This is the first time since 2021 that Nvidia has dropped support for older GPUs.

As for Windows 10, Microsoft has been pushing users toward Windows 11 for years, including by using full-screen ads encouraging people to buy new Copilot+ PCs, but the older operating system still has a sizable user base. According to the Steam Hardware Survey, Windows 10 is in decline, but it still powers over a third of the PCs in the survey as of June 2025, compared to a little over 60 percent for Windows 11.

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not-(just)-seeing-red:-virtual-boy-emulator-adds-full-color-support

Not (just) seeing red: Virtual Boy emulator adds full color support

With Red Viper’s built-in color support, though, anyone with a 3DS modded for homebrew software can now easily add a bit of color to the Virtual Boy library. And running the emulator on the 3DS means you don’t even have to give up the Virtual Boy’s stereoscopic graphics to do so; Red Viper works with the filtered LCD screen on the 3DS to emulate the visual depth built into Virtual Boy games.

More than just Wario Land

Red Viper currently doesn’t have any “default” palettes to choose from, meaning it can take some manual fiddling to get multicolor games to look halfway decent (you can save your palettes on a per-game basis). Once you do, though, it’s impressive just how much color adds to games that were never designed to be seen in more than a few shades of red.

The higher contrast between the road and the racers helps make homebrew Virtual Boy Mario Kart much more playable. Kyle Orland / Red Viper

We’ve found that high contrast yellow or green can really help sprites stand out from the jet black backgrounds that dominate most Virtual Boy releases. Accent colors in the blue or purple range, meanwhile, can help set off background elements and make them easier to distinguish from the foreground gameplay. Those color enhancements can be more than just aesthetic, too; in a game like Red Viper, distinct colors make it much easier to distinguish enemies from stationary obstacles in the game’s awkward wire-framed 3D.

After you’re done colorizing all the Virtual Boy ROMs you’ve dumped off of your own legitimately purchased cartridges (cough), it’s worth dipping a toe in the impressive collection of homebrew Virtual Boy games created by homebrew coders over the years. That includes impressive ports of games like Street Fighter II and Mario Kart and original efforts like a cartoony fish-eat-fish simulator or a hamburger based shoot-’em-up.

Whether you’re a Virtual Boy aficionado or new to the world, the newly colorized Red Viper is the perfect excuse to visit this odd cul-de-sac in Nintendo’s hardware history. Now if we could just convince Nintendo to release an official miniaturized set of Virtual Boy VR goggles à la the NES Classic.

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remembering-descent,-the-once-popular,-fully-3d-6dof-shooter

Remembering Descent, the once-popular, fully 3D 6DOF shooter


Descent is a big part of gaming history, but not many people talk about it.

The sound these enemies make is an instant hit of menacing nostalgia. Credit: GOG

I maintain a to-do list of story ideas to write at Ars, and for about a year “monthly column on DOS games I love” has been near the top of the list. When we spoke with the team at GOG, it felt less like an obligation and more like a way to add another cool angle to what I was already planning to do.

I’m going to start with the PC game I played most in high school and the one that introduced me to the very idea of online play. That game is Descent.

As far as I can recall, Descent was the first shooter to be fully 3D with six degrees of freedom. It’s not often in today’s gaming world that you get something completely and totally new, but that’s exactly what Descent was 30 years ago in 1995.

Developed by Parallax Studios and published by Interplay, the game was a huge success at the time, moving millions of copies in a market where only an elite few had ever achieved that. It was distributed in part via shareware and played a role in keeping that model alive and bringing it from the just-retail-and-friends-sharing-floppies era to the Internet-download era.

And fittingly for this list, Descent is also a part of GOG history. For one thing, it was one of the launch titles for GOG’s open beta in 2008. Later, it and its sequels mysteriously disappeared from the platform in 2015. It came out that the game’s publisher had not been paying royalties as owed to the developer, leading to a breakdown in the relationship that resulted in the game being pulled from all storefronts. In 2017, the Descent titles returned to GOG and other digital sales platforms.

Unfortunately, the story of the studio that evolved from the one that originally made Descent ended sadly, as is so often the case for classic studios these days. Parallax morphed into Volition, the company that most recently made the Saints Row games, among others. Volition was acquired by Embracer Group, a holding company that has made a reputation for itself by gutting storied studios and laying off industry luminaries. Volition was among the ones it shuttered completely.

So, let’s pour one out for Parallax->Volition and take a flight through the memory of Descent‘s evil-robot-infested mines.

Single player

I played Descent when I was a teenager. Obviously, some of you were older, playing it in college or well into adulthood. Others reading this probably weren’t even born when it came out. But for me, this was a defining game of my teenage years, alongside Mechwarrior 2, Command & Conquer, Meridian 59, Civilization II, and The Elder Scrolls II: Daggerfall.

I remember my friend giving me the shareware demo, telling me that it was the most technically impressive and visceral thing he’d ever played. I installed it and launched it, and the whole vibe immediately resonated with me: It was just the kind of gritty, corpo-sci-fi I loved then and still do today.

It took some getting used to, though. The default keyboard controls were not great, and it was a lot to learn trying to operate in so many axes of movement and rotation. I’ll admit I had trouble making it stick at first.

That changed a few months later; the same friend who was obsessed with Descent often played the tabletop game BattleTech with his brother and me, and so we were all eyeing Mechwarrior 2—which launched not long after Descent—with great interest. I had never purchased a flight stick before, but that seemed important for Mechwarrior 2, so I did, and that was the secret to unlocking Descent‘s charms for me.

(Of course, the GOG version of Descent and various community patches offer mouse support, so it’s far easier to get into without extra hardware now than it was back then.)

Once my flying went from chaos to control, I became completely hooked. I beat the game more than a dozen times, though I’ll admit in the later playthroughs I made liberal use of cheats (gabbagabbahey!).

I loved the loop of destroying the reactor then escaping through the labyrinthine tunnels—something I don’t think many other games have truly copied since then. I loved the music (though Descent 2‘s astoundingly good soundtrack by Skinny Puppy far surpassed it) and the process of getting better at the movement through practice.

The story is minimal, but something about the vibes just work for me in that ’80s anti-corporate sci-fi sort of way. Credit: GOG

I played so much that as I improved, I found even the harder difficulty levels were not enough to challenge me. That’s when the world of online deathmatches (or Anarchy, as Descent called the mode) opened to me for the first time.

Multiplayer

To be clear, I had played some multiplayer games online before, but up to that point, that only included text MUDs. I loved MUDs and still do, but there’s nothing like a fast-paced, action-packed online deathmatch.

It started with playing with my friends via direct dial-up; I have distinct memories of Descent Anarchy matches that were interrupted at pivotal moments by parents picking up the phone to make a call and inadvertently killing the connection.

As a side note, it turns out that my colleague Lee Hutchinson was also heavily into Descent matches with his friends, and he was so kind as to provide a short clip of one of those original matches from 30 years ago to include here, which you can watch below. (Unfortunately, I was not so forward thinking as Lee, and I did not preserve my replays for posterity.)

Lee Hutchinson attempting to defeat his friend with flares

I was the first of my friends to put in the effort to test my skills against the wider world. My memory of the details is fuzzy, but as I recall, online matches were arranged through Kali, an MS-DOS emulator of the IPX protocol for TCP/IP connections. It was nontrivial to set up, but it could have been worse.

I still remember, like it was last week, the Friday night I spent playing Descent online for the first time. It was a defining moment of my gamer origin story.

I’m not saying it was the best-balanced game in the world; balance was barely a thought then, and multiplayer game design was nascent. But the range of skills, the trash talk (which I’m not into now, but at the time I enjoyed, being the young punk I was), the rage-inducing lag: these were all a taste of an experience I still enjoy to this day in games like Call of Duty, The Finals, and Overwatch 2, among others.

Maybe it’s pure nostalgia talking, but there was nothing quite like playing Descent on Kali.

Entering the mines in 2025

For this article, I spent several hours playing Descent for the first time in I don’t even know how long. It was just as fun as I remembered. I was surprised at how well it holds up today, apart from the visual presentation.

Fortunately, the game’s community has done an amazing job with patches. DXX-Rebirth and DXX-Redux add support for modern display resolutions, bring much-needed quality of life and input changes, and more. In my opinion, you shouldn’t even launch the game without installing one of them. The GOG version has the essential tweaks to make the game run on modern systems and input devices, but these community patches go the extra mile to make it feel more like a modern remaster without sacrificing the art or vibe of the original release in any way.

Single-player is easier to get into than ever, and you might be surprised to learn that there are still people playing multiplayer. A “getting started guide” post by Reddit user XVXCHILLYBUSXVX lists Discord channels you can join to arrange games with other players; some have regularly scheduled matches in addition to impromptu, ad hoc matchups.

If you give it a shot, maybe you’ll run into me there. Or at least, you’ll run into my mega missile!

Ars Technica may earn compensation for sales from links on this post through affiliate programs.

Photo of Samuel Axon

Samuel Axon is the editorial lead for tech and gaming coverage at Ars Technica. He covers AI, software development, gaming, entertainment, and mixed reality. He has been writing about gaming and technology for nearly two decades at Engadget, PC World, Mashable, Vice, Polygon, Wired, and others. He previously ran a marketing and PR agency in the gaming industry, led editorial for the TV network CBS, and worked on social media marketing strategy for Samsung Mobile at the creative agency SPCSHP. He also is an independent software and game developer for iOS, Windows, and other platforms, and he is a graduate of DePaul University, where he studied interactive media and software development.

Remembering Descent, the once-popular, fully 3D 6DOF shooter Read More »

julian-lefay,-“the-father-of-the-elder-scrolls,”-has-died-at-59

Julian LeFay, “the father of The Elder Scrolls,” has died at 59

Julian LeFay, the man often credited as “the father of The Elder Scrolls,” has died at the age of 59, his creative partners announced this week.

“It is with profound sadness and heavy hearts that we inform our community of the passing of Julian LeFay, our beloved Technical Director and co-founder of Once Lost Games,” his colleagues wrote in a Bluesky post.

LeFay spent most of the 1990s at Bethesda Softworks, culminating in his work on The Elder Scrolls series into the late ’90s.

His career didn’t start with The Elder Scrolls, though. Beginning in 1988, LeFay made music for the Amiga hack-and-slash game Sword of Sodan as well as the NES game Where’s Waldo, and he did design and programming work on titles like Wayne Gretzky Hockey, the DOS version of Dragon’s Lair, and two DOS games based on the Terminator movie franchise.

In the early ’90s, he joined fellow Bethesda developers Ted Peterson and Vijay Lakshman on an Ultima Underworld-inspired RPG that would come to be called The Elder Scrolls: Arena. Though famed creative director Todd Howard has helmed the franchise since its third entry, The Elder Scrolls: Arena and The Elder Scrolls II: Daggerfall were chiefly spearheaded by LeFay. One of the gods of The Elder Scrolls universe was named after LeFay, and the setting was inspired by the literature and tabletop role-playing games LeFay and Peterson enjoyed.

Julian LeFay, “the father of The Elder Scrolls,” has died at 59 Read More »

after-5-years-in-development,-the-assassin’s-creed-tv-series-is-happening

After 5 years in development, the Assassin’s Creed TV series is happening

The long-running video game series Assassin’s Creed will get a live-action TV series adaptation. Variety and The Hollywood Reporter report that Netflix has greenlit the series after years of development hell; the intention to produce the series was announced in 2020.

The series had been through multiple creative teams even before it was greenlit, but Netflix settled on two co-showrunners. Roberto Patino, a writer on FX’s Sons of Anarchy and HBO’s Westworld, will join David Wiener, who led Paramount+’s Halo TV series as well as Fear the Walking Dead.

The two released a joint statement with the news that the show is moving forward:

We’ve been fans of Assassin’s Creed since its release in 2007. Every day we work on this show, we come away excited and humbled by the possibilities that Assassin’s Creed opens to us. Beneath the scope, the spectacle, the parkour and the thrills is a baseline for the most essential kind of human story—about people searching for purpose, struggling with questions of identity and destiny and faith. It is about power and violence and sex and greed and vengeance. But more than anything, this is a show about the value of human connection, across cultures, across time. And it’s about what we stand to lose as a species, when those connections break. We’ve got an amazing team behind us with the folks at Ubisoft and our champions at Netflix, and we’re committed to creating something undeniable for fans all over the planet.

Not many details are known about the series, beyond the obvious: like the games, it will follow a shadow war between the rival Templars and Assassins factions fought across centuries and cultures, with characters diving into genetic memory to experience the lives of ancestors who played pivotal roles in the war. There are no public details about characters or casting.

After 5 years in development, the Assassin’s Creed TV series is happening Read More »

steam-cracks-down-on-some-sex-games-to-appease-payment-processors

Steam cracks down on some sex games to appease payment processors

Valve’s famously permissive rules for what games are and are not allowed on Steam got a little less permissive this week, seemingly in response to outside pressure from some of its partner companies. In a Tuesday update to the “Rules and Guidelines” section of Steam’s Onboarding Documentation, the company added a new rule prohibiting “Content that may violate the rules and standards set forth by Steam’s payment processors and related card networks and banks, or Internet network providers. In particular, certain kinds of adult only content.”

On its own, the new rule seems rather vague, with no details on which of the many kinds of “adult only content” would belong in the “certain” subset prohibited by these unnamed payment processors and ISPs. But the trackers over at SteamDB noticed that the publication of the new rule coincides with the removal of dozens of Steam games whose titles make reference to incest, along with a handful of sex games referencing “slave” or “prison” imagery.

Holding the keys to the bank

Valve isn’t alone in having de facto restrictions on content imposed on it by outside payment processors. In 2022, for instance, Visa suspended all payments to Pornhub’s ad network after the adult video site was accused of profiting from child sexual abuse materials. And PayPal has routinely disallowed payments to file-sharing sites and VPN providers over concerns surrounding piracy of copyrighted materials.

Steam cracks down on some sex games to appease payment processors Read More »

mac-graphics-settings-for-cyberpunk-2077-aim-for-console-like-simplicity

Mac graphics settings for Cyberpunk 2077 aim for console-like simplicity

PC-like power, console-like benefits

Cyberpunk is a big get for the Mac’s gaming team, as it’s an enduringly popular open-world game with a distinctive look, but it’s also of a piece with all of the AAA gaming launches the Mac has seen in the last couple of years. It’s a popular and graphically impressive game from a major studio, but it’s also coming to the Mac years after it initially arrived on PCs and consoles.

Cyberpunk’s graphics settings show where the Mac could have advantages as a gaming platform, though. Like PCs, Apple Silicon Macs are available at all kinds of price and performance levels, from the low-end fanless MacBook Air to the top-tier M3 Ultra Mac Studio. But unlike PCs, where developers can’t account for all of the possible CPU, GPU, motherboard, storage, and RAM configurations, Windows versions, and graphics driver updates, the Mac comes in a more finite number of configurations with more tightly controlled software. This makes it easier for developers to target and tune for specific hardware.

Case in point, Cyberpunk’s “For this Mac” preset. Unlike the PC game’s Steam Deck preset, this isn’t a fixed collection of specific settings made with one particular hardware configuration in mind. Rather, it’s a dynamic preset that chooses different settings based on which specific Mac hardware you’re running the game on. An M1 Mac using this preset would get different settings than an M4 Max Mac using the same preset, and players can choose it knowing that they ought to get reasonably smooth and consistent performance with the best settings that their individual Mac can reasonably handle. (The one setting “For this Mac” doesn’t touch is ray-tracing, which can be manually enabled on M3- and M4-series Macs with the GPU hardware to support it but which won’t be turned on automatically.)

Mac graphics settings for Cyberpunk 2077 aim for console-like simplicity Read More »