Puzzle Games (Games)

NYT Says Wordle Drove 'Tens of Millions' of New Users, Record Growth (arstechnica.com) 30

An anonymous reader quotes a report from the New York Times: The New York Times' seven-figure purchase of viral hit Wordle in January was "incredibly valuable" to the company and was responsible for "an unprecedented tens of millions of new users to The Times," the media giant said in announcing its quarterly earnings (PDF) Wednesday morning. And while New York Times Co. CEO Meredith Kopit Levien said the "majority of these incremental users only played Wordle, many... stayed to play other games, which drove our best quarter ever for net subscriber additions to Games."

Levien said during an earnings call that the number of average weekly users for the Times' non-Wordle games "nearly doubled" during the quarter ending in March. The game "played an outsized role in the quarter's engagement and subscriber growth," she added. The Wordle acquisition was part of a larger effort to make The New York Times seem "more valuable to more people by helping them make the most of their lives and passions," Levien said during the call. [...] Despite all the Wordle love, Levien's remarks also offered a small hint that the Times doesn't necessarily expect the game to remain quite as strong of a draw going forward. Levien said the Times is "moving swiftly to leverage [Wordle's] massive audience to introduce Wordle players to our other games, recognizing that its audience may moderate over time." In other words, the Times seems aware that, across months and years, players may start to grow less interested in Wordle and that the simple five-letter daily guessing game may not be as consistent and long-lasting a draw as deeper and more complicated puzzles like the crossword.

Games

Square Enix Sells All of Its Western Game Studios, Games To Embracer (arstechnica.com) 11

Hmmmmmm shares a report from Ars Technica: On Monday, Japanese game publisher Square Enix confirmed that it was selling all three of its Western video game studios, along with many significant game series and intellectual property attached to those studios, to the European game publisher Embracer. The sale includes game studios Crystal Dynamics, Eidos Montreal, and Square Enix Montreal. All three had previously been wholly owned by Square Enix, and Embracer will acquire their entire staffs, combined at roughly 1,100 people, along with popular IP such as Tomb Raider, Deus Ex, and Legacy of Kain, and a game-publishing catalog of "over 50 games," for $300 million.

Not all of the deal's IP has been confirmed thus far, however, and an announcement from Square Enix indicates that its Western operations "will continue to publish franchises such as Just Cause, Outriders, and Life Is Strange." This suggests that Square Enix will retain some of its Western-specific IP and that its future collaborations with Western game makers will come via publishing deals with outside developers.
The report notes that Embracer "will likely also claim the rights to Tomb Raider's legacy as a Hollywood film series."

They also confirmed that "development has already begun on 'the next mainline Tomb Raider game,' complete with 'next-generation storytelling and gameplay experiences,' while several other 'AAA' projects were teased as being in development by the combined studios." Furthermore, Eidos Montreal confirmed that its next major game would be set in the world of Deus Ex.
Games

VR Researchers Have Basically Figured Out How to Simulate the Feel of Kisses (gizmodo.com) 37

Without adding any hardware that actually makes contact with the wearer's face, researchers from Carnegie Mellon University's Future Interfaces Group have modified an off-the-shelf virtual reality headset so that it recreates the sensation of touch in and around a user's mouth, finally fulfilling virtual reality's inevitable one true purpose. Gizmodo reports: The researchers upgraded what appears to be a Meta Quest 2 headset with an array of ultrasonic transducers that are all focused on the user's mouth, and it works without the need for additional accessories, or other hardware set up around the wearer. We've seen ultrasonic transducers used to levitate and move around tiny particles by blasting them with powerful sound waves before, but in this application, they create the feeling of touch on the user's lips, teeth, and even their tongue while their mouth is open. The transducers can do more than just simulate a gentle touch. By pulsing them in specific patterns, they can recreate the feeling of an object sliding or swiping across the lips, or persistent vibrations, such as the continuous splashing of water when leaning down to sip from a virtual drinking fountain.

The researchers have come up with other custom virtual reality experiences that demonstrate how their mouth haptics hardware can introduce more realism, including a hike through a spooky forest where spider webs can be felt across the face, a race where the user can feel the wind in their face, and even virtual eating experiences where food and drinks can be felt inside the mouth. But if and when someone runs with this idea and commercializes the mouth haptics hardware, we're undoubtedly going to see the world's first virtual reality kissing booth realized, among other experiences the researchers are probably wisely tip-toeing around.
The paper detailing the work can be found here.
Sony

Sony is Building a Game Preservation Team (engadget.com) 9

When Sony's expanded PlayStation Plus service starts rolling out next month, it will fold in PlayStation Now, which offers access to hundreds of games from older console generations. Now, it seems the company is getting even more serious about game preservation. From a report: According to Twitter and LinkedIn posts spotted by Video Games Chronicle, Sony has hired at least one engineer (Garrett Fredley, a former build engineer for mobile developer Kabam) to work on a new preservation team. "Today is my first day as a Senior Build Engineer at @PlayStation, working as one of their initial hires for the newly created Preservation team! Game Preservation was my first career passion, so I'm ecstatic that I get to go back to those roots," Fredley wrote. "Let's go and ensure our industry's history isn't forgotten!" [...] Sony historically hasn't done an incredible job with preserving games. Aside from the original PS3 models being able to run many PS1 and PS2 games, backward compatibility seemed like an afterthought until the PS5, which supports all but a few PS4 titles.
Games

Call of Duty Slumps Ahead of Potential Activision-Microsoft Deal (axios.com) 23

Millions of people stopped playing Call of Duty in the first quarter of 2022, as one of gaming's top franchises continued to cool off, according to Activision Blizzard's latest financial results. From a report: Call of Duty is the biggest annual franchise in gaming, so any struggles can have knock-on effects for the rest of the industry. Activision Blizzard said its Activision-branded games -- which nearly entirely consist of Call of Duty -- had 100 million monthly active users in the first three months of 2022. That's down from 107 million in the quarter before. And it's down from 150 million in the first three months of 2021. The drop comes as Microsoft presses forward on a bid to buy Activision Blizzard for $69 billion. In a press release, the company blamed the decline on "lower premium sales" for November's Call of Duty: Vanguard compared to November 2020's Call of Duty: Black Ops Cold War. It also cited "lower engagement" for free-to-play Call of Duty: Warzone and flat performance for its Call of Duty: Mobile title.
Open Source

Wolfire Games Open Sources 'Overgrowth' After 14 Years of Development (wolfire.com) 15

"We have worked on Overgrowth for 14 years," begins their new announcement. Development first began in 2008, and the game runs on Windows, macOS and Linux platforms. Overgrowth's page on Wikipedia describes the realistic 3D third-person action game as "set in a pre-industrial world of anthropomorphic fighter rabbits, wolves, dogs, cats and rats."

And now, "Just like they did with some earlier games, Wolfire Games have now open sourced the game code for Overgrowth," reports GamingOnLinux. "[J]ump, kick, throw, and slash your way to victory.... The source code is available on GitHub. You can buy it on Humble Store and Steam."

The Overwatch site adds as a bonus that "we're also permanently reducing the game's price by a third worldwide" (so U.S. prices drop from $29.99 to $19.99).

"Only the code is getting open sourced," the announcement notes, "not the art assets or levels, the reason is that we don't want someone to build and sell Overgrowth as their own." Wolfire CEO Max Danielsson explains in a video that "you'll still have to own the game to play and mod it." "What it does mean, however, is that everyone will have full and free access to all our source code, including the engine, project files, scripts, and shaders.

"We'll be releasing it under the Apache 2.0 license, which allows you to do whatever you want with the code, including relicensing and selling it, with very few obligations. We tried to keep this easy...

"This isn't the next big engine. We don't intend to compete with any other great open source game engines like Godot, which is a great option if you're looking for a general-purpose game engine. But if you're interested in looking at what shipped game code can look like, want to look at specific code, like the procedural animation system, or if you're an Overgrowth modder who wants to make an involved total conversion mod, then this is for you.

"We have wanted to open source Overgrowth for a long time," says the announcement on Wolfire's site, "and we are incredibly grateful to our team and community for making this happen.

"We are excited to see what people do with this code and we look forward to the spirit of Overgrowth living on for another 14 years."
Sony

Sony Plans To Sell Advertising in PlayStation Games (businessinsider.com) 67

Sony is building a program to let advertisers buy ads in PlayStation games. From a report: It's doing testing with adtech partners to place in-game ads, similar to an initiative by rival Microsoft. The program is expected to launch before the end of the year. Sony is working on a plan to put ads inside PlayStation games, sources said, similar to a move by Microsoft to run ads in Xbox. Three people who are involved in the plans said Sony is doing testing with adtech partners to help game developers create in-game ads through a software developer program. The idea is to encourage developers to keep building free-to-play games, which have soared in the pandemic, by giving them a way to monetize them, they said. PlayStation's current ad inventory is limited to in-menu ads like game publishers promoting their own titles in the console's store, the sources said. PlayStation also serves ads on streaming video to people who stream via their consoles through apps like Hulu .
Emulation (Games)

Leaked Game Boy Emulators For Switch Were Made By Nintendo, Experts Suggest (arstechnica.com) 9

An anonymous reader quotes a report from Ars Technica: In most cases, the release of yet another classic console emulator for the Switch wouldn't be all that noteworthy. But experts tell Ars that a pair of Game Boy and Game Boy Advance emulators for the Switch that leaked online Monday show signs of being official products of Nintendo's European Research & Development division (NERD). That has some industry watchers hopeful that Nintendo may be planning official support for some emulated classic portable games through the Nintendo Switch Online subscription service in the future. The two leaked emulators -- codenamed Hiroko for Game Boy and Sloop for Game Boy Advance -- first hit the Internet as fully compiled NSP files and encrypted NCA files linked from a 4chan thread posted to the Pokemon board Monday afternoon. Later in that thread, the original poster suggested that these emulators "are official in-house development versions of Game Boy Color/Advance emulators for Nintendo Switch Online, which have not been announced or released."

In short order, dataminers examining the package found a .git folder in the ROM. That folder includes commit logs that reference supposed development work circa August 2020 from a NERD employee and, strangely enough, a developer at Panasonic Vietnam. NERD's history includes work on the software for the NES Classic and SNES Classic, as well as the GameCube emulation technology in last year's Super Mario All-Stars, so the division's supposed involvement wouldn't be out of the ordinary. Footage from the leaked Game Boy Advance emulator also includes a "(c) Nintendo" and "(c) 2019 -- 2020 Nintendo" at various points. While suggestive, none of this is exactly hard evidence of Nintendo's involvement in making these emulators. Some skepticism might be warranted, too, because there is some historical precedent for an emulator developer trying to get more attention by pretending their homebrew product is a "leaked" official Nintendo release.

Some observers also pointed to other reasons to doubt that these leaks were an "official" Nintendo work product. ModernVintageGamer and others noted that the leaked GBA emulator includes an "export state to Flashcart" option designed "to confirm original behavior" on "original hardware," according to the GUI. That option is illustrated with a picture of an EZFlash third-party flash cartridge in the emulator interface, an odd choice given Nintendo's previous litigious attacks on such flashcart makers. A "savedata memory" option in the emulator also references the ability to "inter-operate with flashcarts, other emulators, [and] fan websites..." That's a list that would serve as a decent Johnny Carson "Carnac the Magnificent" setup for "things Nintendo wouldn't want to reference in an official product."
A prominent video game historian that Ars consulted with said they were "99.9% sure [the emulators are] real" and that "personally I'm absolutely convinced of its legitimacy."
Games

Sega Reboots Crazy Taxi, Jet Set Radio To Chase Fortnite Riches (bloomberg.com) 18

Sega is developing big-budget reboots of its Dreamcast games Crazy Taxi and Jet Set Radio as it taps its back catalog in search of global hits like Epic Games's Fortnite, Bloomberg reported Tuesday, citing people familiar with its plans. From the report: The two titles would be the first entries in Sega's Super Game initiative, which the company announced a year ago as an effort to develop recurring revenue sources and build online communities around its software portfolio. Fortnite has become the role model for such games: free to play, it's available across platforms, hosts large multiplayer contests and includes extras like vehicles, construction and social events on top of the usual combat, spurring player purchases of in-game items.

The new Crazy Taxi has already been in development for over a year and the Tokyo-based entertainment group aims to release it within two to three years, the people said, asking not to be named as the information is not yet public. It was named alongside Jet Set Radio in Sega's annual report a year ago on a list of intellectual property assets that Sega wanted to recapitalize by bringing them up to date. Both new games are in the early stages of creation and could still be canceled, the people said.

Portables (Games)

Playdate, the Pocket-Sized Game Console With a Crank, Begins Shipping (oregonlive.com) 28

Playdate, the hotly anticipated video game system from Portland tech company Panic, began shipping Monday after a succession of manufacturing setbacks delayed the gadget by more than two years. OregonLive reports: Playdate is a throwback to the handheld video games of the 1980s. Designers eschewed the latest graphics technology in favor of a simple, black-and-white screen and an old-fashioned directional button pad. In a note of whimsey, the $179 Playdate also has a crank on the side. The crank provides various functions across the 24 games that come with purchase. (Games will be released online, two at a time, over the next 12 weeks.)

Panic is a software company, not an electronics manufacturer, and its first foray into computer hardware encountered a string of problems -- exacerbated by the pandemic and the resulting global shortage in computer chips. Most recently, Panic announced last November that many of its first 5,000 Playdates had faulty batteries. The company responded by sending them all back to its manufacturing contractor in Malaysia for replacement with new batteries from a different supplier.

Playdate fielded 20,000 orders in just 20 minutes when the first gadgets went on sale last July. And despite the delays, initial reviews Monday were very enthusiastic [...]. All the reviews noted, though, that Panic is a long way from untangling its production snarls. Only the first orders are going out now -- thousands more Playdates are coming sometime later, though Panic hasn't said just when.
There's also good news for DIYers: iFixit's teardown says the gaming system is relatively easy to fix if you ever need to replace its battery or buttons.
Classic Games (Games)

What Chinese Scientists Learned Teaching Two Monkeys to Play Pac-Man (msn.com) 23

"What can scientists learn by teaching two monkeys to play Pac-Man?" asks the South China Morning Post.

"Quite a lot it seems, according to researchers at the Chinese Academy of Sciences." A team of neuroscientists from the academy said they used the classic video game to look at the way the primates made decisions. The result was the first study of its kind to show that monkeys were capable of formulating strategies to simplify a sophisticated task, they said. "To our knowledge, this is the first quantitative study that shows animals develop and use strategies for problem solving," Yang Tianming, corresponding author of the study, said on Twitter. The results were published in the peer-reviewed scientific journal eLife last month.

The scientists used artificial intelligence to come up with a statistical model to find out whether the monkey's behaviour could be broken down into a set of strategies.... The monkeys were then trained to use a joystick to manoeuvre Pac-Man around a maze to collect snack pellets and avoid ghosts. The monkeys received fruit juice as a reward instead of earning points. Yang and his colleagues found the monkeys understood the basic elements of the game because they tended to choose the direction with the largest local reward and knew how to react to ghosts in different modes.... More importantly, the researchers found that the monkeys adopted a hierarchical solution for the Pac-Man game by using one dominant strategy and only focusing on a subset of game aspects at a time.

The researchers said the study was significant because it was quantitative and examined complex tasks.... The study said the findings paved the way for further understanding of the neural mechanisms underlying sophisticated cognitive functions.

Plus, teaching monkeys to play Pac-Man sounds like fun.

Though I wonder how they feel about Donkey Kong....
The Courts

Activision Cooperating With Federal Insider Trading Probes (usnews.com) 9

An anonymous reader quotes Reuters: Activision Blizzard is cooperating with federal investigations into trading by friends of its chief executive shortly before the gaming company disclosed its sale to Microsoft Corp, it said in a securities filing on Friday.

It received requests for information from the U.S. Securities and Exchange Commission and received a subpoena from a Department of Justice grand jury, the maker of "Call of Duty" said in an amended proxy filing.

The requests "appear to relate to their respective investigations into trading by third parties – including persons known to Activision Blizzard's CEO – in securities prior to the announcement of the proposed transaction," it said.

Microsoft

Microsoft Is Building An Ad Program That Will Let Brands Advertise In Xbox Games (businessinsider.com) 19

Microsoft wants to let advertisers place ads inside free-to-play Xbox games. According to Insider, the company "is currently identifying adtech companies who can create the in-game inventory and work with ad agencies to place the ads." From the report: This new program will boost Xbox's limited ad inventory by adding more games that brands can advertise in and by allowing more developers to sell ad space. Those sources said those ads would show up as, for instance, digitally rendered billboards in a car racing game. Insider was unable to learn if Xbox will also offer other types of in-game ad units, like avatar skins or video ads that play in gaming lobbies. Insider was also unable to determine if Microsoft has pitched the Xbox offering to advertisers yet. Insider's sources expect this capability to be live by the third quarter.

The two sources said the tech giant did not seem intent on taking a cut of ad revenue, and that it seemed more interested in building out the Xbox ad network. Ad revenue will be shared by the game developer and the adtech company that places the ad, those sources believe. One of the sources speculated Microsoft isn't currently interested in collecting a cut of ad revenue because it wants to provide more money-making opportunities to developers who make free-to-play games.

Microsoft started talks to build an Xbox in-game ad network around 2018 or 2019, but that process accelerated thanks to the 2020 release of the latest Xbox, and the boom in free-to-play titles, the two sources said. Microsoft is worried inserting ads into Xbox games could irritate people who don't expect to see ads when playing on consoles, so it's moving cautiously and intends to create a "private marketplace," where only select brands can insert ads into games in a way that doesn't disrupt the gameplay experience, the two sources said. They also said Microsoft is concerned about securing its customers' data, so other companies can't use it.

Windows

Why Gamers Are Adopting Windows 11 More Slowly Than Windows 10 (arstechnica.com) 150

Ars Technica's Andrew Cunningham combed through Steam Hardware & Software Survey data "to see how Windows 11 is fairing with enthusiasts." An anonymous reader shares an excerpt from the report: Steam users are migrating to Windows 11 about half as quickly as they moved to Windows 10. Six months after its release, Windows 10 ran on 31 percent of all Steam computers -- nearly one in three. As of March 2022, Windows 11 runs on just under 17 percent of Steam computers -- about one in six. Three-quarters of all Steam computers in 2022 are still running Windows 10. It's easy to interpret these results as an indictment of Windows 11, which generated some controversy with its relatively stringent (and often poorly explained) security-oriented system requirements. At least some of this slow adoption is caused by those system requirements -- many of the PCs surveyed by Steam probably can't install Windows 11. That could be because users have an older unsupported CPU or have one or more of the required security features disabled; Secure Boot and the firmware TPM module were often turned off by default on new motherboards for many years. But there are other compelling explanations. Windows 11's adoption looks slow compared to Windows 10, but Windows 10's adoption was also exceptionally good.

Windows 8 and 8.1 were not well-loved, to put it mildly, and Windows 10 was framed as a response to (and a fix for) most of Windows 8's user interface changes. And people who were still on Windows 7 were missing out on some of the nice quality-of-life additions and under-the-hood improvements that Windows 8 added. You can see that pent-up demand in the jump between July 2015 and September 2015. In the first two months of Windows 10's availability, Windows 8 hemorrhaged users, falling from around 35 percent usage to 19 percent. Virtually all of those users -- and a smaller but still notable chunk of Windows 7 users -- were moving to Windows 10. Windows 11 also got a decent early adopter bump in November 2021, but its gains every other month were much smaller.

In contrast, Windows 11 was announced with little run-up, and it was replacing what users had been told was the "last version of Windows." Where Windows 10 replaced one new, unloved OS and one well-liked but aging OS, Windows 11 replaced a modern OS that nobody really complained about (Windows 10 ran on over 90 percent of all Steam computers in September 2021 -- even Windows 7 in its heyday couldn't boast that kind of adoption). It's also worth noting that Microsoft didn't try to re-create that initial burst of adoption for Windows 11. Following some turbulence after early Windows 10 servicing updates, Microsoft began rolling updates out more methodically, starting with small numbers of PCs and then expanding availability gradually as problems were discovered and ironed out. Windows 11 only entered "its final phase of availability" in February, ensuring that anyone with a compatible PC could get Windows 11 through Windows Update if they wanted it.

China

Tencent To block Chinese Gamers' Access To Foreign, Unapproved Games (reuters.com) 2

Tencent said it will shut down a service that allowed Chinese gamers to access overseas platforms to play unapproved foreign games, in a sign of tightening compliance as Chinese regulators more closely scrutinize the industry. From a report: The country's largest social and gaming firm said late on Wednesday it will on May 31 update its games speed booster mobile and desktop apps to new versions that would only support games operating in China. The new versions will no longer allow users to access foreign games. Tencent first launched the apps in 2018. Such apps, which other companies like NetEase also offer, act as network acceleration tools that help users boost their internet speeds. Unlike most countries, gamers in China are only allowed to play titles approved by the government and are not allowed to play with foreigners on foreign servers.
The Courts

'Club Penguin Rewritten' Allegedly Shut Down By Disney, Website Seized By London Police (techcrunch.com) 62

"Club Penguin Rewritten," a popular remake of Club Penguin enjoyed by thousands of gamers, has been seized by the City of London Police, with three people in connection with the site's shuttering reportedly arrested for allegedly distributing copyrighted material. "Over 140,000 users were members of a Discord server for the game until today, when every message on the Discord disappeared," reports TechCrunch. From the report: In 2007, Disney purchased Club Penguin -- the children's RPG that served as my first introduction to online fandom -- for a whopping $700 million. Even then, as a child with little context about tech industry acquisitions, the purchase seemed foreboding (at least my friends thought so on the Miniclip forums, where I fraudulently claimed to be 13). But eventually, those of us who were dedicated fans of virtual sledding games and dance parties grew out of it, and after once boasting 200 million users, the game was shut down due to lack of interest in 2017. Disney tried to shuttle remaining players to a new mobile game called Club Penguin Island, but it only lasted for a year. But ever since the end of Club Penguin -- when the iceberg finally tipped in a strangely emotional moment -- there have always been remakes out there for nostalgic adults to relive their days of collecting puffles, dancing in the pizza shop and speed-running bans.

Only one message on the Discord remains, posted early this morning by an admin: "CPRewritten is shutting down effective immediately due to a full request by Disney," the admin said. "We have voluntarily given control over the website to the police for them to continue their copyright investigation." TechCrunch reached out to the City of London Police and Disney to verify these claims but did not hear back before publication.
In 2020, Disney shut down "Club Penguin Online," another copy of the game that acquired over a million new players during the pandemic.
Role Playing (Games)

Dungeons & Dragons Owner Hasbro Is Buying D&D Beyond (polygon.com) 50

An anonymous reader quotes a report from Polygon: The parent company of Dungeons & Dragons developer Wizards of the Coast, Hasbro, announced Wednesday it is acquiring D&D Beyond, one of the franchise's most popular officially licensed digital toolsets and online storefronts. Wizards said on its official website it has "no plans to stop supporting D&D Beyond," and all purchases made by consumers will be honored going forward.

D&D Beyond is the creation of Curse, and launched in 2017. The platform is, at its core, a web application and mobile app that provides players and Dungeon Masters (DMs) with the tools they need to play D&D in person or online. Features include a character builder, a character sheet, and a digital dice-rolling function. For DMs, it allows users to purchase official campaign books and other materials digitally for use inside the app. Prices for D&D books are traditionally more or less the same on D&D Beyond as they are on Amazon, Barnes & Noble, and at your local game store. D&D Beyond was purchased by Fandom in 2018 and, according to Hasbro, the relationship has been very lucrative since that time.

"Over the last three years, the royalty paid to Hasbro by D&D Beyond has represented a significant contribution to the fastest growing source of revenue for Dungeons & Dragons," Hasbro said. That is undoubtedly true, as financial disclosures show that Wizards -- and its attached digital properties, including Magic: The Gathering Arena -- earned more than $1 billion for the first time in 2021. [...] Wizards' new president, Cynthia Williams, has bigger goals in mind. "The strategic acquisition of D&D Beyond will deliver a direct relationship with fans, providing valuable, data-driven insights to unlock opportunities for growth in new product development, live services and tools, and regional expansions," Williams said in a news release. "As part of Wizards, the brand's leadership will soon be able to drive a unified, player-centric vision of the world's greatest role-playing game on all platforms."

PlayStation (Games)

Some Videogames Suddenly 'Expiring' on Classic PS3, Vita Consoles (kotaku.com) 70

"Digital purchases are mysteriously expiring on classic PlayStation consoles," Kotaku reports, "rendering a random assortment of games unplayable."

The glitch is "affecting users' ability to play games they ostensibly own." Upon re-downloading the PSOne Classic version of Chrono Cross, for instance, Twitter user Christopher Foose was told the purchase expired on December 31, 1969, preventing him from playing the game on both PlayStation 3 and PlayStation Vita. GamesHub editor Edmond Tran described a similar issue. Trying to boot up Chrono Cross on PlayStation 3, Tran said, gave him the same expiration date and time, only adjusted for his location in Australia. Tran did mention, however, that he was able to download the PSOne Classic from his library and play just fine on Vita despite the game's apparent delisting from the handheld's store.

While at first this felt like an attempt at encouraging Chrono Cross fans to purchase the new Radical Dreamers remaster, Kotaku quickly found evidence of this same problem occurring with different games. Chrono Cross worked just fine for content creator Words, but not its spiritual predecessor Chrono Trigger, the license for which somehow lapsed 40 years before the game was added to the PSOne Classic library.

Steve J over on Twitter asked PlayStation directly why the expiration date for his copy of Final Fantasy VI was changed to 1969, but never received a response....

The only potential explanation I've seen for this issue thus far involves what's known as the "Unix epoch," or the arbitrary date early engineers designated as the beginning of the operating system's lifespan. Some bug or glitch on Sony's backend may be defaulting PlayStation game license expiration dates to the Unix epoch, essentially telling them they can't be played after midnight UTC on January 1, 1970.

Movies

'Sonic the Hedgehog 2' Sets New Record: Biggest Opening Ever for a Videogame Movie (engadget.com) 27

Sonic the Hedgehog 2 "shattered early box office projections," reports the Los Angeles Times, bringing in $71 million in its opening weekend. That makes it the biggest first-weekend for a Paramount movie in at least four years — more than Terminator: Dark Fate ($29 million) and Mission: Impossible — Fallout ($61.2 million).

You can watch its trailer here — but here's how the Times summarizes its plot. "The titular furry blue protagonist (voiced by Ben Schwartz) faces an equally fluffy new threat, Knuckles the Echidna (Idris Elba), who has joined Dr. Robotnik's (Jim Carrey) ongoing quest conquer Earth."

Engadget calls this the best opening weekend ever for a videogame movie. The previous record-holder was Sonic the Hedgehog 1, a movie which Paramount+ now "plans to expand into a cinematic universe" — or at least, expand into a spin-off TV series. Before the pandemic shut down theaters throughout the U.S, and other parts of the world, the first Sonic film went on to gross $319 million globally. Sonic the Hedgehog 2 is currently on track to beat those earnings having grossed approximately $141 million globally.

As with the first movie, timing appears to have been a significant factor in Sonic 2's early success. Its main competitor at the box office was Sony's much-maligned Morbius, which saw a drastic 74 percent drop in ticket sales from its opening weekend last Friday. It only earned $10.2 million in additional domestic revenue after a $39 million debut.

Businesses

Activision Blizzard To Convert All US-based QA Workers To Full-time Positions (polygon.com) 48

Activision Blizzard will convert all its U.S.-based temporary and contingent quality assurance (QA) positions to full-time jobs, the company announced Thursday. Nearly 1,100 workers will become full-time Activision Blizzard employees, upping pay to at least $20 an hour and allowing QA workers access to bonuses and full benefits. From a report: Activision Publishing chief operating officer and Blizzard Entertainment head Mike Ybarra shared the news with staff Thursday. "Across Activision Blizzard, we are bringing more content to players across our franchises than ever before," an Activision Blizzard spokesperson said in an statement emailed to Polygon. "As a result, we are refining how our teams work together to develop our games and deliver the best possible experiences for our players. We have ambitious plans for the future and our Quality Assurance (QA) team members are a critical part of our development efforts." The conversion of all U.S.-based QA staff to full-time employment increases Activision Publishing's total full-time workforce by 25%.

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