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Cake day: Mar 18, 2024

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Right, there is little difference between them because they had the prior game in the series to build off of, but don’t just gloss over “and graphics”. The fidelity that we expect today is why you can’t just make the next Morrowind with 50 people, because people expect it to be better than Morrowind now that we’re 20 years removed from it. A smaller team than that made Dread Delusion; a larger one made Tainted Grail: The Fall of Avalon. From those, if they’re fortunate enough to have financial success, they can build on it just like Bethesda built on Morrowind’s bones. What Obsidian made with a similar team was The Outer Worlds, which kept the fidelity up but the scope small, and I think it was the right decision, because otherwise, you end up taking 7 years per game like Kingdom Come. Those are great games, but it took 15 years to get two of them.


There is, because we expect more fidelity now than we did in 2011, and Skyrim was built on some existing bones. When you’re trying to make a game like that in Unreal that you haven’t done in that engine before, it’s going to be smaller (if you’re smart). Baldur’s Gate 3 didn’t get to be that big without building on Original Sin 2, and the same can be said for Elden Ring; perhaps without a pandemic in the middle, those games might have even been made in more reasonable time frames than 5 or 6 years.


Not me, sorry. On desktop Linux, I’m always wired, and the bluetooth always just worked when I needed it on Bazzite or Steam Deck, connecting via the controller setup in the Steam menu, but maybe someone else here will know.


Yeah, Xbox controllers are pretty much standard. Comfortable, not overpriced, great compatibility with everything, no fuss. Newer ones, from the past several years now, will have Nintendo-style d pads, now that the patent has expired, and connect via bluetooth for wireless play or with a USB C cable to save on batteries. Speaking of batteries, it uses AAs, which means that you can actually swap them when they get low, as opposed to PlayStation controllers where batteries don’t last long and they aren’t really exposed for you to access them. I’m not going to tell you Xbox controllers are the be-all, end-all, but there’s a high chance it’s all you need.

EDIT: Even though I use Xbox controllers all the time, I forgot that the newest Xbox pads actually have d pads that are even better than Nintendo’s design. They look funky, but for my money, it’s the best d pad out there.


Well, I’d argue if there was no money to be made, then CNET wouldn’t have purchased GameFAQs.

I’ve heard lots about acquisitions of games media as they’ve nearly all gone independent lately, especially Giant Bomb, who was part of this family. CNET certainly believed it could make them money, but hardly any of this stuff made anyone any money as they changed hands multiple times. At the very least, it could benefit from economies of scale around securing ads in one deal and displaying them in multiple places, but advertisers paid out less for traditional ads on static web pages at the same time that video ad spending was increasing.

But the clean break idea that print guides existed and then GameFAQs came along and killed guides just doesn’t fit the timeline at all. It’s off by 5-10 years, at least.

It didn’t happen overnight, much like GameStop.


Alright, sure, a pivot to the collector’s market makes sense, but it makes sense in the same way that GameStop pivoted to Funko Pops, you know? Neither GameStop nor Funko is bankrupt yet, but it’s pretty clear what caused their decline.

FWIW, guides going back to paid professionals wasn’t as much due to video. Video is still crowdsourced for that stuff. It was visual guides in html with a bunch of images and reference, I think.

Emphasis mine, that’s exactly my point. Video is crowdsourced and leads to revenue, while GameFAQs crowdsourced guides don’t. When I look up a YouTube answer to a question about the game I’m playing, and they have 4 minutes of preamble describing the problem before they show me the solution so that advertisers like their video better, it sure seems to explain the A->B. Speaking for myself, embedding images in guides never made them that much more useful to me, and the era we’re in now where the likes of IGN are taking over text based guides just leads to far more of them being incomplete and never finished.


I’m not convinced the market for strategy guides was “booming” by the time we got to 360, even if some existed. That was the same time manuals started to disappear, and it was even the generation before that that the obtuse moon logic of older games was discarded, I’d wager due to GameFAQs.

I’d imagine the reason we went back around to gaming outlets handling guides again is that there’s still a desire for text-based guides, but video guides have a monetary compensation to them that text-based guides on GameFAQs don’t when they’re crowdsourced. I sure miss being able to go to GameFAQs whenever I need to look up anything for a game in the past ~7 years or so.


No one wants to scope their games back down either, especially when they’re met with complaints like The Outer Worlds.


I’m sure there were other sources before it ended up on GameFAQs, but it was a one-stop shop for all the stuff you would have found in magazines and strategy guides, and it was free. And that was the difference. The one kid on the playground who knew about GameFAQs would share, and internet adoption only went up over time. GameFAQs is almost solely responsible for strategy guides and hint hotlines becoming obsolete.


GameFAQs was definitely responsible for anyone knowing the fatalities in Mortal Kombat games for a while. I was using it plenty in the mid 90s.


I had a great time with that game with the difficulty turned up a few notches. It really makes you use the tools in your tool belt, plan ahead for weaknesses, and lay traps. Without that stuff, I likely would have found it to be a generic open world, too. The story will always be ridiculous, but even taking itself seriously, there’s a payoff toward the end of the game where taking itself so seriously is still satisfying and makes sense, even with a world filled with absurd robot dinosaurs.


I leaned toward games that came highly recommended that I actually played.


Souls games didn’t make sense to me until I saw Giant Bomb play through Demon’s Souls. Mechanics that I didn’t know were there were explained in plain English, and then I could better understand where I went wrong when I died.


Yeah, I liked that one more than its reputation as well. In some ways, I liked it better than the 2 remake.


I haven’t played any 3.5e proper, but I understand Pillars of Eternity 1 is largely based on it, and I’ve played a handful of the 2e games. I dig a lot of the changes in 5e. I wouldn’t say the power is so flat that the differentiation only comes down to role play; I’d say a lot of it comes from the apples and oranges comparisons between classes, like things beyond to-hit roles. Your fighter has no AoE attacks like the wizard has but has Second Wind and Action Surge, for instance. The advantage to flattening the differences a bit more is that your character’s role is less preordained (“you are playing class X, so you must be responsible for Y”) and that you are less hamstrung by the absence of one particular role, which scales better to small parties.


You know, one man’s trash is another man’s treasure. I’d say Clair Obscur: Expedition 33 is worth playing for a lot of reasons, but I think it’s got huge fundamental issues in both its combat and narrative design; it’s still on the short list for most outlets’ game of the year awards this year. Hades just got a sequel, and I didn’t even care for the first one. For many people, those two games are just about the only roguelikes or -lites they’ve ever played, but I don’t think they’re even good ones of those; the level generation is so limited that you’ll have seen all their permutations quite quickly, and the bonuses from boons just about all feel superfluous and interchangeable. Hollow Knight holds this legendary status among metroidvanias, and Silksong followed suit. I thought Hollow Knight was just fine, but I was surprised to find that this was the game with that sort of following. When facing the possibility of playing Silksong this year or about 5 other video games that came out this year, I don’t think Silksong is making the cut.

But your mileage will absolutely vary. These games have hype for a reason: a lot of people love them. You might, too.


In a lot of cases, the people who enjoyed it will have already said what they wanted to say about it, and then the detractors can just yell out the loudest. There’s a perception that BioShock Infinite was only praised because of release hype, and a lot of people look back at it unkindly for one reason or another, but I’ve seen a number of people experience it for the first time in just the past couple of years, unaware of any reputation it might have, and they loved it like we all did at launch.



Well, it keeps getting pushed back, not forward, so that helps.


I’d take GTA 4 or 5 over San Andreas, easily. And at this point, a large part of the appeal is GTA Online for a ton of folks; not me, but a ton of folks.


At this rate, the PS6 will be out by the time this game is ready.
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Which thumb? If your left thumb is still functional, when I had a hand injury in middle school, I got to be really good at Super Monkey Ball 1 and 2. If your dominant/mouse hand is still functional, anything mouse-driven ought to do, and that covers a wide range of genres from CRPGs to adventure games to 4X games and more.


I don’t know what they were testing, but if your output is text, it will be a lot easier for the AI to know it’s correct than any of the plethora of ways that video games can go subtly wrong, and that’s where my lack of faith comes from. Even scraping text from the internet, my experience is more often that AI is confident in its wrong answer than it is helpful.


It also only works as long as the AI can actually competently do the QA work. This is what an AI thinks a video game is. To do QA, it will have to know that something is wrong, flag it, and be able to tell when it’s fixed. The most likely situation I can foresee is that it creates even more work for the remaining humans to do when they’re already operating at a deficit.


If you’ve never had a gaming computer before and you’re on a budget, look up how to set up Heroic Games Launcher and make accounts with Epic and GOG. They give away free games all the time, and almost all of them will work on Steam Deck.



It’s a random statistical sample. They know that approximately 3 people for every 100 are on Linux, but it doesn’t matter which 3.


It’s a good game, but at least in RtwP, it could be a real endurance test. Most of my combats that went wrong did so because I had decision fatigue from having to march through so many enemy mobs.


It can be a slow transition, but I did the same. I had equal space for Windows and Linux in 2017, predating the Proton years. When I built a machine in 2021, I saw how much I was using each OS, and it ended up being 1.5TB Linux and 500GB Windows. Whenever I build my next PC, I’m quite confident I won’t have any reason to use Windows at all, seeing as I haven’t even booted that partition in about a year. If there is some odd use case, like a firmware update utility for a peripheral that requires Windows or something, I’ll just install Windows briefly on a cheap mini PC I’ve got and then set it back to Bazzite when I’m done.


Pillars 2's turn based mode was such a great addition that it propelled me through the game a second time after I'd already finished it in RtwP. Pillars 1 didn't have that option when I played it, but from Pillars 2, I'm quite certain it will be the better way to play the game from now on.
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Outside of delisted games, I always encourage people not to, but yes.


It’s possible, but it’s also possible that they already had that offline segregation built into the code to support the Switch version, and that it was trivial to enable.


THPS offline mode is the same version as elsewhere, but it magically allows itself to operate offline when it thinks it’s running on a Steam Deck, which you can do with a launch parameter. Baldur’s Gate 3 actually has a native Linux version that is only officially supported for Steam Deck, and that might be closer to what you’re referring to.


You’re on Lemmy, a site people use when they don’t like reddit. You don’t see any reason why there might also be a ton of people here who use Linux, an operating system you use when you don’t like Windows?


Who else has an incentive to do so other than Valve? Even when you buy a pre-built with Windows today, those things are subsidized by bloatware that’s already installed on the machine.


Free Windows 10 support ended for most people this past month, and the trend line of Linux usage has been quite clear leading up to this, as people prepared for the inevitable. An increase in Linux usage is also correlated to a drop in Chinese players, which did happen this month a little bit, but Linux usage is also trending up when filtering for English only. It's worth noting that for all the official support Macs ever saw in gaming, they never represented anything better than about 5% of the market.
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They kept the original title from the video, which is typically ediquette. The long and short of it is: from the perspective of someone who wants access to all of these games on modern platforms in an official capacity, especially for online play, it’s not a good package. There’s a lot of input delay, and the online experience is missing a lot of crucial features, not to mention some audio issues as a result of the emulation methods.

At the very least, this is the case on PlayStation. This same company put out the Street Fighter 30th Anniversary collection, and it had a lot of the same problems on consoles. The input lag in particular was less of a problem on PC. To my eyes/ears/hands, the input lag isn’t a problem in SF 30th on PC, but I haven’t measured it scientifically, nor am I so familiar with those old games that I’d notice something is off; on PC though, it passes the sniff test. It’s possible the same is the case for this collection on PC, which would still suck for console players, but it would at least mean that one of these versions is still good. Also, in the years after SF 30th, Digital Eclipse has focused on the documentary aspect of their work, and Max Dood doesn’t really mention this or care much about it at all, but it is a major factor in the appeal of DE’s collections.


I certainly thought I wanted to play Enter the Matrix but as Neo, but I felt Path of Neo jumped the shark with things like MC Escher, fire ants, and giant Smith.


Your list here and the one above it are all full of great examples, and we didn’t even mention Batman: Arkham Asylum.


Better than nothing. Thanks! Steam’s DRM has reared its head more often thanks to, ironically, the Steam Deck and playing on the go in places without internet access.

EDIT: Although, the results thus far are a little disappointing. I went to the store pages for a few known offenders and didn’t see what I’d hope to see. Dragon Ball FighterZ, for instance, has no DRM mentioned by the extension, but that one was one of the most finicky for launching in offline mode. I brought it to a fighting game major on a mini PC, and if you didn’t authenticate it online on the same boot, the game would refuse to launch. I’m guessing it’s just the bog standard Steam DRM, and this extension seemingly only lists third party DRM.


Is there a tool you can use to check that against your own library? I never got the sense it was anywhere close to a majority of my library, but years ago, I was just cross checking my then-small library against a hand-maintained list.


Heroic has gone pretty well for me. I’ve found a few exceptions that are solved by the same trick though. If you’re running a game like The Thaumaturge, and it doesn’t boot on the GOG version, take a look at SteamDB. SteamDB’s entry for the game has a “depot” for VC 2019, VC 2022, and DirectX 2010. If you run winetricks on The Thaumaturge via Heroic and install those three dependencies, it works.


As it relates to gaming, no. This is a large company who thought they could muscle their way into a very competitive market and then found that they very much could not.


Oh, and turns out New World, Amazon's one reasonably-sized success in gaming, is shutting down in 2026, and development is ending imminently.
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> “For quality games media, I continue to believe that the best form of stability is dedicated reader bases to remove reliance on funds, and a hybrid of direct reader funding and advertisements. If people want to keep reading quality content from full time professionals, they need to support it or lose it. That’s never been more critical than now.” The games media outlets that have survived, except for Gamespot and IGN, have just about all switched to this model. It seems to be the only way it survives.
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There's a paywall, but you can sort of read most of it before they tell you that you need a subscription. Also, reloading the page a handful of times seems to get by it? > The current Xbox dev kit is moving from $1,500 to $2,000, a 33 percent jump in price. “The adjustment reflects macroeconomic developments,” says Microsoft in an announcement to Xbox developers, seen by The Verge. “We remain committed to providing high-quality tools and support for your development efforts.” I asked Microsoft to comment on the price rise, but the company didn’t respond in time for publication.
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Yes, yes, 2XKO just launched, but I'm not installing a rootkit on my computer to play a fighting game, and this game looks more interesting anyway. This guy looks cool, and having no familiarity with the source material, I also understand that in the lore, he's just a normal dude, so I like the help they let him call in to raise him to the power level of the super powered folks. Unless something stops me, I think I'll be able to get hands on with this game tomorrow, and I'm excited. EDIT: I got to play it, and I remain excited.
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Cancelled because a black man killing the Klan, after all the morons complaining about Yasuke, was going to be too controversial of a video game in our (Americans') "unstable" country.
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Featuring Control, Astro Bot, Donkey Kong Bananza, Red Faction: Guerrilla, Teardown, The Finals, and more.
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They're trying to soften the blow by adding new features to each tier, but it's still just to disguise a price hike. More games are coming to the $15 tier, but it still won't be day and date releases. First party games come to the $15 tier "within a year", but that's even excluding Call of Duty.
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In a deal involving a company owned by Jared Kushner, a company that is basically just the Saudis, and $20B of debt.
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Electronic Arts nears roughly $50 billion deal to go private, WSJ reports
> A group of investors including private-equity firm Silver Lake and Saudi Arabia's Public Investment Fund could unveil a deal for the publisher best known for its sports games as soon as next week, WSJ said.
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It's true. Reviewers rave about a game, I pick it up and play it, and they're raving about a new one before I've finished that last one. I've got a list of 20+ games that came out this year that I still haven't gotten around to. I might get through 5 of them before the new year. And you know, if wouldn't hurt my ability to play more games if more of them were shorter. EDIT: I provided this anecdote as a reason contributing to the problems that the industry is experiencing. The article is about the trouble the industry is experiencing as a result of too many competing games being released in a given year. It is not about how I feel about trying to play through many of the ones I found interesting. Apparently Schreier had the same problem on BlueSky with people answering what they think the headline says rather than what the article is about.
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If you miss old network multiplayer games, or would like to try them with your friends for the first time, may I suggest setting them up via SoftEtherVPN?
Hey, folks! A lot of us here are pretty down on live service games for all sorts of reasons, but there are a number of great games that will always be playable thanks to DRM-free copies and low-latency VPNs that simulate a LAN. It's been so, so long since a shooter was made for me, and a number of my friends are quite dissatisfied with the market as well, that I decided to put in a little effort and make it happen. ## Disclaimers: - I am not an expert on this stuff. Some stuff I researched for this project, and some I just remember how to do from the old days. - There is an easier way to do this, using free services like Hamachi or similar. I have found that, in rare cases, Hamachi just didn't work for some LAN games for reasons I couldn't discern; and services like these also tend to impose limits on how many users you can have for free. I went with SoftEther because it is still developed in the modern era, works on Linux and Windows, and I can be in control, so that the terms of service will never change. If you don't want to go through setup for SoftEther, a free service like that one will likely work, too. ## Setting up SoftEther VPN I mostly followed the instructions in [this guide](https://www.youtube.com/watch?v=6TB6VR7rx04) to set up SoftEther. I'm hosting the server locally on my Ubuntu desktop machine though, so I made the following changes: - I downloaded the install files with a regular GUI rather than the terminal web browser - I did NOT set the server to start up with my computer, so that I can control when friends can connect to my VPN - Port forwarding is done via my regular router UI, which I'll cover later You'll need a VPN client as well as the VPN server. On Windows, your client is a regular GUI, and you can follow the instructions in the video; basically, you're just right-clicking and creating a new connection with the account that you set up with the server. On Linux, for some reason, we only get a command line client, and you can find instructions [here](https://github.com/bgilmer77/SoftEther-VPN-Client-Setup-on-Linux/blob/master/softether-linux-howto.md). Note that, on Linux, you do need to separately request an IP address from your VPN, as it isn't done for you as part of connecting to the VPN. ## Port Forwarding The newest game I'll mention in this post came out in 2008. That was 17 years ago. Someone reading this post may not have been born in an era where they ever had to port forward to play an online game. These days it's abstracted behind services like Steam or a game's official servers, but if you're hosting the server yourself, you need to port forward. The gist is that your router's IP address is the only thing visible to the outside world, so if you want people who are looking for your VPN server to find it on your computer, you need to tell your router, "Whenever someone comes to your IP address on *this port*, send it to my machine." When friends are trying to connect to your VPN, you give them the IP address that you find on whatismyip.com, and it gets forwarded to your computer on your local network. When people connect to your VPN, they can then just find your hosted game via LAN. You can actually sidestep the entire VPN part of this process if your game can directly connect to a given IP address, which some but not all games allow for. I personally find the VPN easier than trying to find this information for each game. The ports that you need to forward are found in the server setup video that I linked above. I also forwarded port 22 for the SFTP section below. ## The SFTP Server Using Filezilla on Windows or a generic SFTP setup on Linux, I can host any files that my friends need. I can host the client installer for the VPN, so there's no chance we're ever on different versions of the software. I can host mods for Star Wars: Episode I - Racer that fix the network play and add better support for modern controllers. I can host full on installers for delisted games like Unreal Tournament and Battlefield 2; I found one of these to be difficult to even pirate, but fortunately there was an *archive* somewhere on the *internet* that I was able to find. ## The Games GOG has been great for this. They do lots of work to old games, and you can just about always be sure that you've got the latest version compared to installing games off of your old discs. Here's what I've tested so far, all from GOG: - Crysis Wars - F.E.A.R. Combat (didn't work; the GOG version returned a CD error, which I reported to support; allegedly, a mod can fix this) - Red Faction - Star Wars: Battlefront II, the good one (you can't mix and match the Galaxy/Heroic version with the offline installer version, I found out; the Galaxy/Heroic version is one of the few in this list that still has functioning online in the wake of GameSpy's death) - Star Wars: Episode I - Racer - XIII (classic) I still have yet to test (but expect them to work): - Battlefield 1942 (not from GOG) - Battlefield 2 (not from GOG) - Flatout - Flatout 2 - Unreal Tournament (now delisted) - Unreal Tournament 2004 (now delisted) ## Some observations, thoughts, and room for improvement... As I said above, I'm not an expert. There are some things I'd like to improve if I knew the way to get there. 1. Transferring files over that SFTP seems to be limited to about 1.8MB/s per file. If you're downloading multiple files, that's all well and good, but I'm not sure why there's this speed limit there, nor if it's the fault of my server or my friends' clients. 2. Similarly, when my friends connect to my VPN, they're getting about 2/3 access to my entire bandwidth of 300mbps. All traffic from their machine, once connected, is sent through mine before it hits the wider internet, including our Discord call. Fortunately, neither Discord nor online games require a ton of traffic, but it would be nice to have *only* the LAN traffic go through LAN. I've found a number of sources suggesting ways to maybe achieve that, some on the client side, some on the server side, but my friends only have so much availability and tolerance to go through these sorts of tests with me. It's fine for now, when we play in small groups, but if I ever find myself in a situation where we want to get a 16 player game of Battlefield 2 going, which is unlikely but possible with my friend group, this setup might not scale well with my bandwidth limits. 3. For some reason, while we can run LAN games over this VPN setup, I can't ping my friends' VPN IP address directly. This doesn't harm anything, but pinging is a pretty routine troubleshooting step that for some reason just doesn't work for me. 4. When I go into the server manager and check the DhcpTable, I can see every one of my friends' computers' names except my own. I suspect because my Linux client isn't reporting my PC name. I don't know why this is. I'm the only one in the group on Linux, so I know I'm the one with a blank host name, but I found it odd. ## Conclusion There is something that just hits right about some of these old games, when you're just playing them for fun rather than some extrinsic reward like a battle pass skin. Allowing me to be an old man for a second, maybe we added too much to some of these games and genres, and it would be nice to see some more games come out that retain what these games had going for them, knowing that they won't retain an audience for more than a few months. That used to be okay.
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FYI: full of spoilers for both Wolfenstein games that Machine Games made. Includes comments about continuing the series.
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To paraphrase Jeff Grubb, there's been more smoke lately indicating a console than VR, but "frame" implies glasses implies VR headset. It could go either way or both, where the console and VR are complementary. Or neither! But I think smart money is on Valve announcing new hardware imminently, and personally, I think it's a console like a Steam Machine but with the library problem now solved. There were leaked specs for hardware that Valve was testing that could theoretically retail between $500 and $700, but that is analysis and inference only, not an announcement. Separately, there were leaked designs of a new Steam controller that was supposedly on its way to the production line for mass production. Valve also has ties to Keighley and the Game Awards, where Alyx was announced back in 2019 before a March release in 2020, so there could be something like that again. Another reminder that the next Half-Life game is also rumored to be imminent, so it would make sense to pair these things together like Alyx and the Index.
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This could just be the vestiges of E3's ghost creating a bad demo, but I was pretty unimpressed by this. If Hitman allowed you to be as freeform as Crysis, this demo looked like Crysis 2, highlighting all the specific options that they crafted for you to use, and there are only maybe three of them rather than allowing you to get creative and come up with your own answers to things. But that's only based on what they showed. Then, regardless of the quality of the game, I still don't trust IO Interactive after the online shenanigans they pulled in those last Hitman games. But hey, I figured I'd share this reveal here, as it is in fact video game news.
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‘Perfect Dark’ Developer Lays Off Staff After Funding Deal Falls Through
Take-Two almost took over the project and seemingly wanted to take over the franchise, but Microsoft didn't agree to the terms, hence the Crystal Dynamics layoffs. I still doubt that this game would have turned into anything other than the most generic form of whatever FPSes are these days, which I'm not enthused about, but it's moot anyway, because the project is dead and these people are out of a job.
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Featured in this video: Blizzard doing exactly the shitty thing that we suspected they were doing, and a Ubisoft developer using an example where they can point to a law on the books to stop their bosses from doing shitty things.
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It would be nice to see some more IPs liberated from Ubisoft, since they're not using them anyway.
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"And at least part of that plan involves AI", reads the subtitle. To be clear, not an endorsement from me. Some of this reads very strangely to me, but this is boots on the ground reporting from Gamescom of developer sentiment. > ...having spent the past four days dashing between appointments with CEOs and developers, there is one sentiment that has remained consistent among almost everyone I spoke to. We need to make games quicker. Amen. Twenty years ago, 3 years was a long dev cycle, and most games were churned out in 12-18 months. It also relied heavily on crunch, but maybe we could get back to 3 year dev cycles that don't, and that can be considered somewhat "normal". > Of course, it's one thing to say you want to make games more quickly, and quite another to actually do it. More to the point, *how* do you do it? Well, I, for one, would start with the bloat that made its way into mainstay series. The icon barf of Assassin's Creed. Turning series open world that have no business doing so. Making a huge game as the first outing in a series instead of seeing if there's even an appetite for the premise in the first place. > One option is to make games that look worse. Given how super-detailed graphics seem to be far less important to a younger generation raised on Roblox and Minecraft, this would seem like a fair enough strategy. ... Yet there seemed to be little appetite for this strategy among the people I spoke to at Gamescom. Perhaps it's an unwillingness to fly in the face of conventional wisdom in an industry where frame rates are often fetishised. Perhaps it's more about simple pride in the craft. So are we refusing to do what's actually necessary to keep people's jobs sustainable, or...? > So what's the alternative? One option is to use AI to speed up the development process. And it's an option that more and more studios are taking up. ... AI is the games industry's dirty little open secret – the majority of people I spoke to said they were using AI in some form or another. And this is where I know a lot of people would like to stop reading, but I'd encourage you to continue anyway. > Utilising AI to generate snippets of code was a popular choice. To date, this is the only use I've ever heard, as a programmer, as something that might be useful for my job. Not that I've done it. I can still come up with snippets quickly enough just from old fashioned documentation most of the time. But sometimes it's written so generic that it takes hours of your day or more to actually learn it. And that's not the most common thing in the world that I run into that. I do wish the author broke down how much, and which pieces, of this came from developers compared to executives/managers/owners. I'm glad to hear that everyone agrees that shorter dev cycles are a goal worth pursuing. I'm not convinced AI gets us there, and I wonder how many programmers really feel it's speeding them along in their day-to-day such that it can reduce a development schedule by literal years.
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If you ever had an interest in Guilty Gear Strive, thanks to the new ranked matchmaking, there’s never been a better time to play!
For four years, we had to deal with the "tower". Even if it functioned properly all the time, which it frequently didn't, it was a miserable experience. They've now got a standard matchmaking and ranking system, which makes it so much easier to keep playing this game that has largely always been excellent once you actually got into a match. The one gripe I have with it is that the ranked matches are first-to-2-wins, or best 2 out of 3, and this game is always played first-to-3-wins, or best 3 out of 5, in any other circumstance. If you have any questions, feel free to ask. I haven't played quite so much for the past year, because having to deal with the tower was quite a deterrent, but I'd still say I have a pretty good understanding of the game, its systems, and how to turn you into a better player. At one point, on the unofficial ranking sites that are now suddenly obsolete, I climbed as high as 1700 Elo as Goldlewis.
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Splitgate 1 Lives on Through Peer-to-Peer Support
They explicitly mention Stop Killing Games discussions from their customers as a large contributing factor to the work they did on this, which is awesome. Less awesome is the things that this announcement leaves to the imagination. It sounds like it will just shift to using the platform's multiplayer services for finding peer-to-peer games rather than letting you point your client at any server IP address you wish. This is absolutely better than nothing, but if I assume that they're doing the minimum required to achieve what this post says they're doing, then there's still more to be done.
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I'll be honest: I think matchmaking is just a better experience for how I like to play FPS games. I never got a sense of "community" from sticking with a given server; I would come to find something like it via Discord years later but not just from frequenting a given game server. My server browser experience was mostly that I'd join a game in a progress, as other people come and go from a game in progress, and I wondered what the point of the match was if the teams weren't even the same at the end of the match as when they began. Most people's default when running a server was to turn player numbers to max and, in Battlefield's case, "tickets" needed to win as well, but just because the numbers are bigger doesn't mean that it's better pacing for a match, for instance. Matchmaking sets the defaults and ensures a pretty consistent experience from start to finish of each match. This comment from the developer is true, too. > "Matchmaking servers spin up in seconds (get filled with players), and spin down after the game is over," Sirland wrote in a thread on X last week. "That couple of seconds when servers lose a lot of players mid-game is the only time you can join, which makes it a tricky combination (and full of queuing to join issues). My preference for the matchmaking experience is reflected across the audience they cater to, and it contributed to an industry focus on matchmaking and the end of server browsers. But we still need real server browsers. If we bought a game, we should be able to do what we want with it, including running those max player/max ticket servers that run 24/7 on one map. We should be able to do it without DICE/EA's permission, on our own if we so choose, without salaried staff running master server operations, because one day the revenue this game brings in will not justify the costs to keep it going. We should be able to deal with cheaters by vote kicking them from the server rather than installing increasingly invasive mandatory anti cheat solutions that don't even fully solve the problem anyway, because it's unsolvable.
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This is interesting for a couple of reasons. One is that this is about as much market share as Mac ever had at its peak, and almost twice as much as it has currently. Another is that, if you click the link for the site's Steam Linux Data Tracker, you can see that English-only Linux market share (a crude way of filtering out the ebbs and flows of Chinese players on largely-identical hardware and operating systems) is more than 6%, up from under 2% just 5 years ago. A lot of people are unhappy with Windows in general, and especially 11, and Windows 10 is about to force the issue in just a few months as it loses official support. I have a friend whose computer is still in decent shape for gaming but with TPM settings that don't meet the minimum spec for Windows 11; at some point, he'll lose compatibility and have to throw out an otherwise perfectly functional machine, so it's good that some other OS is shaping up to be a good enough option for many people. This has been an upward trend since *slightly before* the release of the Steam Deck, as you can see on the graphs, and I've come across YouTube videos from both James Lee Animations and PewDiePie about how they got to be so sick of Windows (and Adobe) they both switched to Linux with middle fingers raised at their old workflows. Folks like them making videos like that can have real effects on the market. Linux has been my daily driver for gaming for about 8 years now, and it's matured so much in that time that I've hardly booted to my Windows partition for any reason. It's not perfect, but if I'm choosing between the quirks that Linux has by accident and the deficiencies that are in Windows on purpose, I'll take LInux every time, and it seems like more people are coming to that same conclusion. No doubt the biggest remaining frontier is live service gaming with kernel level anti-cheat, but if Linux becomes a larger user base, as it's doing right now, the developers making those games will have to solve that problem to reach that addressable market, and everybody wins.
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Evo Las Vegas 2025 wrap-up
Another year, another Evo. While there were no stories quite like Hayao and "Evo Moment 38" this year, there were still plenty of great tournaments to be had. I'm quite partial to Guilty Gear Strive, and top 8, as usual, was full of inventive uses of the game's systems and characters to come up with clever plays that surprise even the likes of me, with hundreds of hours in the game. Marvel vs. Capcom 2 had its largest tournament to date, and Capcom vs. SNK 2 was in the extended lineup. It's great to see those passionate communities still playing those games 25 years later, even with plenty of new blood, though I will admit that both games fall into a situation where the top tier characters are so dominant that you don't get a lot of variety in character selection in top 8, which can dampen the excitement a bit. I also had a great time watching Killer Instinct top 8 in the extended lineup, and at least until Invincible Vs comes out, there's no other game out there with the kind of mind games it employs around combo breakers. In Mortal Kombat 1, SonicFox won to become an 8-time Evo champion (across 6 different games), just 1 win behind the record held by Justin Wong. Somehow, even though every hit in Mortal Kombat does chip damage, lots of those final matches came down to a "magic pixel" of health left, and that's very rare for that game. I'm not much of a Tekken fan, but even I know that Arslan Ash is a force to be reckoned with, and including his Evo Japan wins, he now holds 6 Evo wins. GO1 got his second Evo win, this time in Fatal Fury: City of the Wolves, [and his opponent sure had some feelings about it](https://bsky.app/profile/evo.gg/post/3lvjlt5m7cs25). I don't know how much of this was a bit and how much was genuine, but it was funny regardless. I wasn't in attendance myself, but some of the better photo ops trickled through social media, [like this man who (speaks softly and?) brought a big stick](https://bsky.app/profile/devilrei.bsky.social/post/3lveagltozc2b). Also, here's Daigo Umehara, famous for "the Daigo parry" and "Evo Moment 37", [sitting down at the Moment 37 Experience](https://bsky.app/profile/evo.gg/post/3lvf23il4ns2y). Plus, we got plenty of reveals. [Here's a list courtesy of Jason Fanelli at GameSpot](https://www.gamespot.com/gallery/evo-2025-everything-announced-at-the-annual-three-day-fighting-game-fest/2900-6841/). Highlights include the first showing of Virtua Fighter 6 gameplay in a training room, a teaser for C. Viper, and the character trailer for Lucy in Guilty Gear Strive. They also teased a Guilty Gear Strive 2.0 patch for next year. I'm a big Strive fan, and I have no idea what this means; even my guesses aren't very convincing. Marvel Tokon got a closed beta announcement for September on PlayStation 5, and a lot of new gameplay came out for it. Most of my concerns (hitstun decay, incentives to tag characters, etc.) were alleviated from watching it, and now I'm quite excited for this one! Except it will still probably require PSN, so I doubt I'll be able to play online. Hopefully I'm wrong though! Even more exciting for me is the upcoming Invincible Vs, made by the team that originally made Killer Instinct 2013 for Xbox One. It will have similar combo breaking mechanics, and it looks much faster paced than the likes of Marvel Tokon or 2XKO. They announced that they're adding motion inputs to it, to accommodate people who felt like 8 buttons was too many, but hopefully they don't add some sort of drawback to using the standard inputs, like so many other games do; I want a motionless game that I'm excited about to not functionally make the motions mandatory by way of making them more optimal. Anyway, Omni-Man was announced as a playable character for the game; I know nothing about Invincible's source material, but even I knew that he was required to make the core roster, so no real surprise there. Anything you'd like to add? Put it in the comments! I might have to go to Evo next year; I haven't been since 2022. We could have somewhere between 3 and 5 tag fighters on the official roster next year, which would be wild, and between those and Guilty Gear, I'll have plenty of games to sign up for and compete in.
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Some interesting analysis from Mat Piscatella about the state of the industry. - Exclusives aren't driving console purchases anymore, as evidenced by Forza Horizon 5 most of all. - Nintendo would likely benefit from this too, but they're unlikely to do so anytime soon. - It's too early to predict any sort of success for Switch 2, as the numbers they're seeing right now may be little more than the supply being great enough to reach their biggest fans. - Overall demand for gaming hasn't gone down and has stabilized. Those dollars won't be distributed evenly, but the enthusiasts are showing up. **EDIT**: And now Sony has [a job listing](https://job-boards.greenhouse.io/sonyinteractiveentertainmentglobal/jobs/5587289004) for someone to head an initiative to bring more games to other platforms, including Xbox and Nintendo.
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You know that personal film project they claimed one of the founders was distracted by? It was a Subnautica film they asked him to make.
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Not actually cancelled but "back to the drawing board". It's weird how 4 or 5 years between entries actually feels short these days.
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An additional post on BlueSky from Danny O'Dwyer indicates that NoClip was actively in the middle of filming a documentary about the making of this game.
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The end of Stop Killing Games [Accursed Farms]
* The EU Citizens petition to stop killing games is not looking good. It's shy of halfway where it needs to be, on a very high threshold, and it's over in a month and change. * paraphrasing a little more than a half hour of the video: "Man, *fuck* Thor/Pirate Software for either lying or misunderstanding and signal boosting his incorrect interpretation of the campaign." * The past year has been quite draining on Ross, so he's done campaigning after next month. * It will still take a few years for the dust to clear at various consumer protection bureaus in 5 different countries, and the UK's seems to be run by old men who don't understand what's going on. * At least The Crew 2 and Motorfest will get offline modes as a consolation prize?
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