Businesses

Sega CEO Hints at Raising Game Prices To $70 in Line With Other Platforms 43

An anonymous reader shares a report: CEO of Sega, Haruki Satomi, and CFO Koichi Fukuzawa have alluded to raising the price of specific titles to bring them in line with other AAA titles published by the likes of Xbox, PlayStation, and Nintendo. "In the global marketplace, AAA game titles for console have been sold at $59.99 for many years, but titles sold at $69.99 have appeared in the last year," Satomi and Fukuzawa said in a financial earnings call. "We would like to review the prices of titles that we believe are commensurate with price increases." Sega is slightly late to the price-raising party as multiple publishers have already shifted top AAA games to the heights of $70. PlayStation first advertised God of War Ragnarok for $70 on the PS5, and Xbox will also price Starfield at this amount for the Xbox Series X|S. It seems as if this is the new norm for the gaming industry.
Nintendo

The Legend of Zelda: Tears of the Kingdom Becomes Fastest-Selling Game For Any Nintendo System Ever (venturebeat.com) 25

An anonymous reader quotes a report from VentureBeat: Nintendo announced today that Tears of the Kingdom sold 10 million copies within the first three days of its launch. This makes it, according to the company, the fastest-selling title in The Legend of Zelda series. Market analysis company GfK revealed earlier this week that Tears of the Kingdom had the biggest physical release of any game in the UK in 2023, and the second-biggest launch in UK history by revenue. Link's latest adventure looks poised to break several more records within the next several months. "The Legend of Zelda: Tears of the Kingdom is the fastest-selling game in the Americas for any Nintendo system ever, and one of the hottest games worldwide for the Switch," adds Axios. "Tears of the Kingdom is on track to potentially become 2023's best-selling video game."
Games

Steam Now Offers 90-Minute Game Trials, Starting With Dead Space (gamespot.com) 22

Valve now offers Steam game trials, starting with 2023's Dead Space remake. GameSpot reports: Previously, players could buy a game on the platform and then return it within a two-hour window, but this new trial feature makes things a bit easier for consumers. It seems only Dead Space has a trial available on Steam right now, but the feature may come to other games later on. With Dead Space, you don't need to purchase the game to play during the 90-minute trial period. The Dead Space trial isn't restricted to a certain point in the game, allowing players to explore as much as they want within the 90-minute period. Valve and other publishers are likely watching this new feature closely to see if it's worth implementing across other games.
Games

Pinball is Booming in America, Thanks To Nostalgia and Canny Marketing 39

Twenty years ago, pinball seemed to be circling the drain. In the 1980s and 1990s video games stole market share from the mechanical sort, and home games-consoles stole market share from arcades. By 2000 WMS, the Chicago-based maker of the Bally and Williams brands of pinball machines, then the biggest manufacturer, closed its loss-making pinball division to focus on selling slot machines. Yet today, pinball is thriving again, both at places like Logan Arcade and in people's homes. Economist: Sales of new machines have risen by 15-20% every year since 2008, says Zach Sharpe, of Stern Pinball, which after WMS closed became the last remaining major maker. "We have not looked back," he says. Next year the firm is moving to a new factory, twice the size of its current one, in the north-west suburbs of Chicago. Sales of used machines are more buoyant still -- some favourites, such as Stern's Game of Thrones-themed game, can fetch prices well into five figures. Josh Sharpe, Zach's brother and president of the International Flipper Pinball Association, says that last year the IFPA approved 8,300 "official" tournaments, a four-fold increase on 2014.

What is driving the boom? Much of it is nostalgia. A generation raised on pinball in arcades in the 1980s and 1990s are now at an age where they have disposable income, and kids with whom they want to play the games they played as children. Marty Friedman, who runs an arcade in Manchester, a tourist town in southern Vermont, says that he and his wife opened their business after he realised it would allow him to indulge his hobby. "I compiled a list of the games I felt were essential to a collection you would deem museum-worthy," he said, and went about acquiring them. But canny marketing is also drawing in fresh blood. Newer Stern machines are now connected to the internet, so players can log in and have their scores uploaded to an online profile. Both Sharpes suggest that the mechanical nature of the games appeals to people bored with purely screen-based play.
The Internet

Gambling Firm Allegedly Paid Blogs To Link New Members To Its Online Games (theguardian.com) 12

An anonymous reader quotes a report from The Guardian: One of the UK's leading gambling brands allegedly paid blogs advising new mothers to recommend its online casino games and link to its website, in a tactic that has been condemned as "predatory" by leading mental health and addiction experts. Coral struck deals with parenting bloggers to embed links in posts offering tips, including on how to relieve the stress of caring for a new baby. One post, ostensibly about baby food recipes, said: "If as a mum you can't leave the house, then why not consider bingo online? "You can click here to play Bingo online at Coral -- this momentary break from childcare can prove beneficial."

The Advertising Standards Authority's (ASA) guidelines state that gambling adverts must not be "socially irresponsible," including presenting betting as a way to relieve loneliness or depression. Another parenting blog recommended "opulent games of online roulette that are easy to learn and can provide some handy winnings too." The ASA guidelines also state that gambling must not be presented as a "solution to financial concerns." A further three parenting blogs posted parenting articles that also contained segments recommending online casino or bingo and linking to the Coral website. A source familiar with the arrangements said Coral had paid the bloggers to include the links.

Entain, which owns Coral, said the articles including links to the Coral website had been posted between 2014 and 2016, before it bought Ladbrokes Coral in 2018. On Tuesday, the company said it would try to get them taken down as soon as possible, although they remained live on Sunday. The source, who used to work for a company that arranged such deals with bloggers, said Coral staff had read the articles and signed them off before publication. [...] Only one of the blog posts disclosed that links contained in the article were the result of a sponsorship or affiliate marketing arrangement. The Guardian has chosen not to name the blogs because the authors could not be reached for comment. The source said the practice was chiefly aimed at manipulating Google's search results by creating an association between women and online casino and bingo games.

Wine

Goodbye To Roblox On Linux With Their New Anti-Cheat and Wine Blocking (gamingonlinux.com) 97

Roblox's new anti-cheat software puts a stop to in-game exploits, but at what cost? According to Liam Dawe from Gaming On Linux, it's blocking the Wine application, meaning "you won't be able to play it on Linux any more, at all, unless you find some sort of special workaround." He adds: "Previously the roll-out of this update was being tested only with some users. Now though it's here for everyone giving a 64 bit client and introducing their Hyperion anti-cheat software which they are intentionally blocking Wine with." Here's what one of their staff had to say about this: Hi - thanks for the question. I definitely get where you're coming from, and as you point out, you deserve a clear, good-faith answer. Unfortunately that answer is essentially "no."

From a personal perspective, a lot of people at Roblox would love to support Linux (including me). Practically speaking, there's just no way for us to justify it. If we release a client, we have to support it, which means QA, CS, documentation, etc., all of which is much more difficult on a fragmented platform. We release weekly on a half-dozen platforms. Adding in the time to test, debug, and release a Linux client would be expensive, which means time taken away from improving Roblox on our current platforms.

Even Wine support is difficult because of anti-cheat. As wonderful as it would be to allow Roblox under Wine, the number of users who would take advantage of that is minuscule compared with our other platforms, and it's not worthwhile if it makes it easy for exploiters to cheat.

I'm sorry to be such a downer about this, but it's the reality. We have to spend our time porting to and supporting the platforms that will grow our community.

Again, I'm personally sorry to have to say this. Way back in 2000 I had a few patches accepted into the kernel, and I led the port of Roblox game servers from Windows to Linux several years ago. From a technical and philosophical perspective, it would be a wonderful thing to do. But our first responsibility is to our overall community, and the opportunity cost of supporting a Linux client is far, far too high to justify.

Games

Activision Is Making More Money On PC Than Consoles For the First Time (pcgamer.com) 33

According to Activision Blizzard's latest financial report, the video game company's PC platform outperformed consoles by $27 million at the start of 2023, "continuing a trend with the Call of Duty, World of Warcraft, Diablo, and Overwatch 2 publisher that's been consistent for nearly a year now," reports PC Gamer. From the report: Between January 1 and March 31, Activision made $666 million on PC versus $639 on console. Its PC segment also outsold its console business throughout half of last year, though console did outsell PC overall for Activision in 2022. This is a notable change: As far back as far as I can look at Activision's publicly available financial reports, console has always been king. This was the case in the early 2000s at the peak of Tony Hawk and Guitar Hero, in the 2010s when Call of Duty was on the rise, and even after Activision bought Blizzard in 2008 (WoW subscriptions were still big, but not Call of Duty big).

Activision's latest financial report marks the third quarter in a row that PC outsold console, and there's reason to believe the trend will continue throughout 2023. Activision attributes its 74% increase in PC revenue since this time last year to the success of Call of Duty and Overwatch 2, but it also specifically highlights higher revenues for WoW: Dragonflight and Diablo Immortal (two games that aren't on console). Blizzard is currently the largest factor in the PC's growth within Activision. While Blizzard games are only making about half as much as Call of Duty, 72% of that revenue is on PC and just 8% is on console. Call of Duty's revenue is more evenly split: 59% console, 26% PC, and 15% mobile. Blizzard's console audience could grow significantly when Diablo 4 launches in June simultaneously on PC and consoles (a first for the series).

Zoom out on Activision's numbers, and you can see the PC is gaining ground in Activision's yearly reports, too. Last year, the company recorded the smallest gap between console and PC revenue in recent history: just $100 million. That's several hundred million less than 2021, 2020, 2019, 2018, and 2017. If the year goes on like this, 2023 could be the year that the PC becomes Activision's second-biggest platform behind mobile (Candy Crush continues to crush).

Nintendo

Nintendo, Ticked by Zelda Leaks, Does a DMCA Run on Switch Emulation Tools (arstechnica.com) 35

Perhaps woken by news of its next premier first-party title already looking really impressive on emulators, Nintendo has moved to take down key tools for emulating and unlocking Switch consoles, including one that lets Switch owners grab keys from their own device. From a report: Simon Aarons maintained a forked repository of Lockpick, a tool (along with Lockpick_RCM) that grabbed the encryption keys from a Nintendo Switch and allowed it to run officially licensed games. Aarons tweeted on Thursday night that Nintendo had issued DMCA takedown requests to GitHub, asking Lockpick, Lockpick_RCM, and nearly 80 forks and derivations to be taken down under section 1201 of the Digital Millennium Copyright Act, which largely makes illegal the circumvention of technological protection measures that safeguard copyrighted material.

Nintendo's takedown request (RTF file) notes that the Switch contains "multiple technological protection measures" that allow the Switch to play only "legitimate Nintendo video game files." Lockpick tools, combined with a modified Switch, let users grab the cryptographic keys from their own Switch and use them on "systems without Nintendo's Console TPMs" to play "pirated versions of Nintendo's copyright-protected game software." GitHub typically allows repositories with DMCA strikes filed against them to remain open while their maintainers argue their case. Still, it was an effective move. Seeing Nintendo's move on Lockpick, a popular Switch emulator on Android, Skyline, called it quits over the weekend, at least as a public-facing tool you can easily download to your phone. In a Discord post (since removed, along with the Discord itself), developer "Mark" wrote that "the risks associated with a potential legal case are too high for us to ignore, and we cannot continue knowing that we may be in violation of copyright law."

Games

Fortnite Headed To the Olympics as an Official Esport (gamespot.com) 36

Fortnite is now an official Olympic (e)sport, as Epic's metaverse game will be part of the inaugural Olympic Esports Week line-up. From a report Taking place in Singapore, the four-day festival of "virtual sports and gaming" created by the International Olympics Committee will see a dozen players from the Fortnite Champion Series compete in a sharpshooting competition backed by the International Shooting Sport Federation. This event will be (virtually) held on a Fortnite Creative Island that was created just for the event and will showcase the marksmanship of Fortnite's best sharpshooters. If you can't make it to Singapore on June 24, the competition will be livestreamed through the official Olympics website and through the organization's social media channels.
Games

The 2023 Video Game Hall of Fame Inductees (museumofplay.org) 44

Slashdot reader Dave Knott shares the four class of 2023 inductees into the Video Game Hall Of Fame. They were announced today at The Strong National Museum of Play. From the press release: Barbie Fashion Designer : "The 1996 hit Barbie Fashion Designer emerged at a time when many games were marketed to male players. Published by Digital Domain/Mattel Media, it proved that a computer game targeted to girls could succeed, selling more than 500,000 copies in two months. The game helped greatly expanded the market for video games and in the process opened important -- and ongoing -- discussions about gender and stereotypes in gaming. Barbie Fashion Designer was also innovative in bridging the gap between the digital and the physical, allowing players to design clothes for their Barbie dolls and print them on special fabric."

Computer Space : "Nutting Associate's Computer Space appeared in 1971 and was the first commercial video game. Inspired by the early minicomputer and previous World Video Game Hall of Fame inductee -- Spacewar! (1962) -- the coin-operated Computer Space proved that video games could reach an audience outside of computer labs. While not a best-seller, it was a trailblazer in the video game world and inspired its creators to go on to establish Atari Inc., a video game giant in the 1970s and 1980s."

The Last of Us : "Released by Naughty Dog and Sony Interactive Entertainment in 2013, The Last of Us jumped into an oversaturated field of post-apocalyptic zombie games and quickly stood out among the rest with its in-depth storytelling, intimate exploration of humanity, thrilling game jumps and cutscenes, and its memorable characters. More than 200 publications named it the game of the year in 2013. Its story has since made the jump to Hollywood, inspiring an HBO adaptation in 2023 watched weekly by millions."

Wii Sports : "Wii Sports launched with the Nintendo Wii home video game system in 2006 and introduced motion-based technology to living rooms across the world. With a simple swipe of the controller, players could serve a tennis ball, hurl a bowling bowl, throw a left hook, or drive a golf ball. The simple mechanics made the game accessible to almost anyone -- allowing it to be played by young children and seniors alike -- and helped to redefine the idea of who is a "gamer." Ultimately, the game helped Nintendo to sell more than 100 million Wii consoles worldwide."
These titles managed to beat out several other incredibly popular titles, including Angry Birds, Age of Empires, Call of Duty 4: Modern Warfare, GoldenEye 007, NBA 2K, FIFA International Soccer, Quake, and Wizardry.
XBox (Games)

'Just Making Great Games' Won't Change Xbox Console Market Share, Says Spencer (videogameschronicle.com) 54

While claiming that "the console is the core of the Xbox brand," Microsoft's head of gaming has reiterated the company needs to focus on the wider gaming market if it's to be successful. From a report: During the Kinda Funny Games Xcast podcast, Spencer was asked if Xbox has taken its eye off the console market by focusing too much on PC. In response, Spencer said Microsoft would be wrong to think that just building great console titles could help it overtake Sony and Nintendo in terms of hardware sales. Instead, it has chosen to pursue a different strategy to the Japanese companies, one focused on fulfilling developers' vision of enabling customers to play their games on any screen. "We're not in the business of out-consoling Sony or out-consoling Nintendo," Spencer said. "There isn't really a great solution or win for us. And I know that will upset a ton of people, but it's just the truth of the matter that when you're third place in the console marketplace and the top two players are as strong as they are, and have in certain cases a very, very discrete focus on doing deals and other things that kind of make being Xbox hard for us as a team, [and] that's on us, not on anybody else."

He added: "I see commentary that if you just built great games everything would turn around. It's just not true that if we go off and build great games then all of a sudden you're going to see console share shift in some dramatic way. We lost the worst generation to lose in the Xbox One generation where everybody built their digital library of games. So, when you go and you're building on Xbox, we want our Xbox community to feel awesome, but this idea that if we just focused more on great games on our console that somehow we're going to win the console race, I think doesn't really lay into the reality of most people." Spencer claimed that 90% of the people who buy a console every year already own a PlayStation, Nintendo or Xbox console, and their digital game library lives on that ecosystem.

Classic Games (Games)

Chess has a New World Champion: China's Ding Liren (theguardian.com) 70

The Guardian reports: The Magnus Carlsen era is over. Ding Liren becomes China's first world chess champion. The country now can boast the men's and women's titleholders: an unthinkable outcome during the Cultural Revolution when it was banned as a game of the decadent West.
After 14 games which ended in a 7-7 draw, the championship was decided by four "rapid chess" games — with just 25 minutes on each players clock, and 10 seconds added after each move. Reuters reports that the competition was still tied after three games, but in the final match 30-year-old Ding capitalized on mistakes and "time management" issues by Ian Nepomniachtchi. Ding's triumph means China holds both the men's and women's world titles, with current women's champion Ju Wenjun set to defend her title against compatriot Lei Tingjie in July... Ding had leveled the score in the regular portion of the match with a dramatic win in game 12, despite several critical moments — including a purported leak of his own preparation. The Chinese grandmaster takes the crown from five-time world champion Magnus Carlsen of Norway, who defeated Nepomniachtchi in 2021 but announced in July he would not defend the title again this year...

[Ding] had only been invited to the tournament at the last minute to replace Russia's Sergey Karjakin, whom the international chess federation banned for his vocal support of Russia's invasion of Ukraine. Ding ranks third in the FIDE rating list behind Carlsen and Nepomniachtchi.

It's the second straight world-championship defeat for Nepomniachtchi, the Guardian reports: "I guess I had every chance," the Russian world No 2 says. "I had so many promising positions and probably should have tried to finish everything in the classical portion. ... Once it went to a tiebreak, of course it's always some sort of lottery, especially after 14 games [of classical chess]. Probably my opponent made less mistakes, so that's it."
Ding wins €1.1 million, The Guardian reports — also sharing this larger story: "I started to learn chess from four years old," Ding says. "I spent 26 years playing, analyzing, trying to improve my chess ability with many different ways, with different changing methods. with many new ways of training."

He continues: "I think I did everything. Sometimes I thought I was addicted to chess, because sometimes without tournaments I was not so happy. Sometimes I struggled to find other hobbies to make me happy. This match reflects the deepness of my soul."

Classic Games (Games)

Six Months Later, Poker Player Garrett Adelstein Still Thinks He Was Cheated (pokernews.com) 66

In October professional poker player Garrett Adelstein lost to a relative newcomer. Last month 15,000 viewers tuned in for his first new public interview, Poker News reports. Adelstein "reiterated his confidence that he was cheated," and said he will not fund the $135,000 the newcomer gave hiim as a peace offering. [Newcomer Robbi Jade Lew] denied cheating and Hustler's third-party investigation concluded there was "no evidence of wrongdoing." Early in the two-hour interview, Polk asked his guest if he still feels the same about what went down on that memorable evening. "In essence, I stand completely by the statement I made. I think it's extremely likely that I was cheated," the high-stakes pro responded... Adelstein said that Lew "has a lot of balls" to return to live-stream poker after, as he claims, cheating him out of a massive pot...

Over the past six months, numerous poker fans have called for Adelstein to return [the $135,000] to, as they believe, its rightful owner. He instead donated it to a charity. But still many believe the right decision is for him to give it back to Lew. Polk asked him if he would do so. "No, I will not be refunding Robbi the money, period. I am extremely confident I was cheated in this hand," Adelstein defiantly stated. Adelstein then pleaded with those who are on "Team Robbi" to put themselves in his shoes and and think about how they'd react if they felt they were cheated at the poker table.

The next week — on April 1st — Poker News jokingly reported that Robbi Jade Lew had published a new book titled If I Did It..

The April Fool's day satire quotes Robbi Jade Lew as saying "I thought it would be fun to write a book about how I would have cheated if I'd actually done it. Which I didn't...."
Games

Why There's No Room For Suburbs In Open-World Games (vice.com) 94

VICE's Ade Adeniji booted up The Crew 2, GTA V, GTA San Andreas, Saints Row, and Watch Dogs 2, and noticed a interesting pattern: there are no suburbs to be seen. "We are transported to major cities and vast countrysides, but nothing that really speaks to the in between -- to the suburbs," writes Adeniji. "[H]ow can open world games leave out a space that we fundamentally see as Americana? Is this about design choices and constraints, or does it speak to something deeper about how we really view American suburbs -- and how desperately we want to escape them?" Here's an excerpt from the report: I figured I would first take my suburbia question to someone who has been creating games since the early 1970s. Don Daglow, pioneer of the MMORPG genre with Neverwinter Nights, broke down his answer into three parts: scale, visual interest, and stereotypes. In terms of scale, suburbs typically have lots of smaller, more repetitive environmental elements when compared to cities. Think strip malls and identical homes versus the Statue of Liberty and the Empire State Building. "Big objects in the environment create vertical movement opportunities as well as horizontal movement in 3D spaces. You can support superhero skills, think Spider Man, and jumping, think early Assassins Creed." Daglow said. "Godzilla never attacked a small suburb on the rail line north of Tokyo. Why would he waste his time there when there's so much more to chomp downtown?"

Lazlow Jones, voice of GTA III's Chatterbox FM and a longtime director, writer, and producer at Rockstar Games, agreed. But Rockstar itself made a gradual progression from the chaotic cities of GTA to the open natural worlds of Red Dead. Then the company brought the two together in GTA V. "When I was at Rockstar, we started off focusing on open world games set in urban areas because it gave us great density," Lazlow began. "But over the years we expanded to rural environments while keeping them interesting and engaging." [...] Carly Kocurek, who teaches in the Game Design and Experiential Media program at Illinois Tech, says suburbs operate in the realm of "perceived beigeness" making it hard to imagine them as settings for the kinds of stories and worlds we see most often in open world games. To the extent that suburbia does show up strongly, these spaces often serve as a starting or transition point for a character, akin to maybe the first 10 minutes of a film, or the movie's midpoint.

There are other design reasons why suburbs don't feature prominently in video games and why sparse areas away from intriguing points of interest are often the first to get cut. "You're really trying to compress a massive space in real life, into a virtual space which is actually really small. It's like taking something and cutting it down by 10x," explained Will Harris, who led the open world design team at Light Speed LA. Harris says that in world building, one of the first steps is thinking about defining features. What makes Chicago, for instance, feel different than Washington D.C.? Huge landmarks immediately orient us in a specific space and differentiate it from others. And woe unto you if you do try to architect suburbs in large numbers. Developers could try to build out distinct houses, began Erik Villarreal, an environmental artist at Visual Concepts/2K. "But this requires a developer to create homes that stand out from each other, which can be time consuming and tie up a lot of resources," he said. Harris adds that there are only so many mechanics in sandbox gameplay and design. He calls the suburbs "interstitial spaces." But the larger these spaces become, the more unwieldy, and the more quickly the player realizes that these spaces are superficial. We've all had the frustrating experience in gaming where we reach a certain part of a map, but then discover there's nothing actually to do there. "So the Staten Island kit gets vaporized. We trim the fat." Harris says.

PlayStation (Games)

Sony Closes In On 40 Million PS5s Sold (theverge.com) 25

Sony says it sold a total of 38.4 million PlayStation 5 consoles, according to the company's latest earnings release. In the first three months of the year, it shipped 6.3 million units -- "more than triple what the company shipped in the same quarter the previous year (2 million)," reports The Verge. From the report: On the software side things were more mixed, Bloomberg notes. Revenue from game software was up overall, but units shipped fell from 70.5 million in the fourth quarter of 2021 to 68 million in the same quarter of 2022. PlayStation Network monthly active users were up slightly from 106 million to 108 million, but the number of PlayStation Plus subscribers were flat at 47.4 million.

This disparity partly reflects the lack of major first-party games releases in the quarter. But there are also concerns that the PS5's earlier hardware supply issues are having a knock on effect on software sales and subscriptions, which are important if the company wants to build a "virtuous cycle" of mutually reinforcing console and game sales.
CNBC notes that the company reported an operating profit of a record 1.21 trillion yen (around $8.9 billion) for the year, with revenue in the quarter rising 35 percent to 3.06 trillion yen (around $22.5 billion).
Graphics

New Intel Linux Graphics Driver Patches Released, Up To 10-15% Better Performance (phoronix.com) 7

A new set of patches have been released for the Intel Linux graphics driver that "can provide 10-15% better performance when operating in the tuned mode," reports Phoronix. From the report: The set of Intel i915 Linux kernel graphics driver patches are about exposing the Intel RPS (Requested Power State) up/down thresholds. Right now the Intel Linux kernel driver has static values set for the up/down thresholds between power states while these patches would make them dynamically configurable by user-space. Google engineer Syed Faaiz Hussain raised the issue that they experimented with the Intel RPS tuning and were able to manage up to 15% better performance. With Counter-Strike: Global Offensive with OpenGL was a 14.5% boost, CS:GO with Vulkan was 12.9% faster, and Civilization VI with OpenGL was 11% faster while Strange Brigade was unchanged. No other game numbers were provided.

But as this is about changing the threshold for how aggressively the Intel graphics hardware switches power states, the proposed patches leave it up to user-space to adjust the thresholds as they wish. Google engineers are interested in hooking this into Feral's GameMode so that the values could be automatically tuned when launching games and then returning to their former state when done gaming, in order to maximize battery life / power efficiency. The only downside with these current patches are that they work only for non-GuC based platforms... So the latest Alder/Raptor Lake notebooks as well as Intel DG2/Alchemist discrete graphics currently aren't able to make use of this tuning option.

Businesses

Atari Acquires the Rights To Over 100 PC and Console Classics (engadget.com) 43

Atari has announced the acquisition of over 100 PC and console titles launched in the 1980s and 1990s from Accolade, Micropose and Infogrames. Engadget reports: Atari's ownership and catalogue have changed hands a bit since its heyday, so the purchase includes a homecoming for some of Atari's IPs. It's also adding Accolade's trademark to its vault. The newly Atari-owned games include the Demolition Racer series, Bubsy and Hardball. "Many of these titles are a part of Atari history, and fans can look forward to seeing many of these games re-released in physical and digital formats, and in some cases, even ported to modern consoles," Wade Rosen, Atari's CEO, said in a statement.

Atari is really gunning for a comeback, with a "multi-year effort to transform the company" and investments in IPs people care about (reimagined versions of Asteroids and Missile Command are reportedly in the works). [...] With its latest purchase, Atari says it will rerelease already existing games on modern consoles and create new adaptations of past storylines.

Sony

PlayStation To Acquire AAA Multiplayer Developer Firewalk Studios (gamesindustry.biz) 12

PlayStation has agreed to acquire Firewalk Studios, the AAA multiplayer developer that is working on a live service game for PS5 and PC. From a report: If the name sounds familiar, it's because Sony had already announced it would be publishing Firewalk's first game back in April 2021. It is the third dedicated live-service game studio that PlayStation has acquired over the last 18 months, alongside Bungie and Haven Studios. Firewalk was set-up in 2018 as part of ProbablyMonsters (a collective of AAA game developers). It was formed by a number of Bungie veterans, including studio head Tony Hsu (previously general manager and senior vice president of Destiny at Activision) and game director Ryan Ellis (previously creative director at Bungie). It now boasts almost 150 employees. Firewalk is the 20th developer to join PlayStation Studios.
Crime

Nintendo 'Hacker' Gary Bowser Released From Federal Prison (torrentfreak.com) 73

An anonymous reader quotes a report from TorrentFreak: Last year, a U.S. federal court handed a 40-month prison sentence to Gary Bowser. The Canadian pleaded guilty to being part of the Nintendo hacking group "Team Xecuter" and has now served his time. In part due to his good behavior, Bowser got an early release from federal prison. [...] In a recent video interview with Nick Moses, Bowser explains that he was released from federal prison on March 28th. He is currently in processing at the Northwest Detention Center in Tacoma, Washington, to prepare for his return to Canada.

What his life will look like in Canada remains uncertain. However, in federal prison, Bowser has shown that he doesn't shy away from putting in work and helping other people in need. Aside from his prison job, he spent several nightly hours on suicide watch. The prison job brought in some meager income, a large part of which went to pay for the outstanding restitution he has to pay, which is $14.5 million in total. Thus far, less than $200 has been paid off. "I've been making payments of $25 per month, which they've been taking from my income because I had a job in federal prison. So far I paid $175," Bowser tells Nick Moses.

If Bowser manages to find a stable source of income in Canada, Nintendo will get a chunk of that as well. As part of a consent judgment, he agreed to pay $10 million to Nintendo, which is the main restitution priority. "The agreement with them is that the maximum they can take is 25 to 30 percent of your gross monthly income. And I have up to six months before I have to start making payments," Bowser notes. At that rate, it is unlikely that Nintendo will ever see the full amount. Or put differently, Bowser will carry the financial consequences of his Team-Xecuter involvement for the rest of his life.

First Person Shooters (Games)

The Rise of DOOM Chronicled on Retro Site for 'Shareware Heroes' Book (sharewareheroes.com) 26

SharewareHeroes.com recreates all the fonts and cursor you'd see after dialing up a local bulletin-board system in the early 1990s. It's to promote a new book — successfully crowdfunded by 970 backers — to chronicle "a critical yet long overlooked chapter in video game history: the rise and eventual fall of the shareware model.

The book promises to explore "a hidden games publishing market" that for several years "had no powerful giants," with games instead distributed "across the nascent internet for anyone to enjoy (and, if they liked it enough, pay for)."

And the site features a free excerpt from the chapter about DOOM: It seemed there was no stopping id Software. Commander Keen had given them their freedom, and Wolfenstein 3D's mega-success had earned them the financial cushion to do anything. But all they wanted was to beat the last game — to outdo both themselves and everyone else. And at the centre of that drive was a push for ever-better technology. By the time Wolfenstein 3D's commercial prequel Spear of Destiny hit retail shelves, John Carmack had already built a new engine.

This one had texture-mapped floors and ceilings — not just walls. It supported diminished lighting, which meant things far away could recede into the shadows, disappearing into the distance. And it had variable-height rooms, allowing for elevated platforms where projectile-throwing enemies could hang out, and most exciting of all it allowed for non-orthogonal walls — which meant that rooms could be odd-shaped, with walls jutting out at any arbitrary angle from each other, rather than the traditional rectangular boxed design that had defined first-person-perspective games up until then.

It ran at half the speed of Wolfenstein 3D's engine, but they were thinking about doing a 3D Keen game next — so that wouldn't matter. At least not until they saw it in action. Everyone but Tom Hall suddenly got excited about doing another shooter, which meant Carmack would have to optimise the hell out of his engine to restore that sense of speed. Briefly they considered a proposal from 20th Century Fox to do a licensed Aliens shooter, but they didn't like the idea of giving up their creative independence, so they considered how they could follow up Wolfenstein 3D with something new. Fighting aliens in space is old hat. This time it could be about fighting demons in space. This time it could be called DOOM.

The book's title is Shareware Heroes: The Renegades Who Redefined Gaming at the Dawn of the Internet — here's a page listing the people interviewed, as well as the book's table of contents.

And this chapter culminates with what happened when the first version of DOOM was finally released. "BBSs and FTP servers around America crashed under the immense load of hundreds of thousands of people clamouring to download the game on day one.

"Worse for universities around the country, people were jumping straight into the multiplayer once they had the game — and they kept crashing the university networks..."

Slashdot Top Deals