Ng Wai “Blitzchung” Chung is a professional Hearthstone player who supported the protests happening in Hong Kong against China during a post-win interview for the Hearthstone Grandmasters tournament on Sunday. Hearthstone publisher Blizzard Entertainment responded with a harsh punishment, banning Blitzchung from the digital card game’s esports for a year and taking his prize money from Grandmasters. Blizzard also says it will no longer work with the two casters who covered the event, who literally ducked behind their desk when Blitzchung voiced his support for Honk Kong’s protest. Usually, players are banned from Blizzard esports for cheating. But Blitzchung did not cheat. Blizzard is partially owned by the Chinese company Tencent, and the Chinese market is hugely important for the game maker – as such, it does not want to offend the Chinese government. Like the NBA, yet another American enterprise subjected to Chinese censorship.
Taneli Armanto doesn’t like to tell people he changed the world. In fact, unless you’re a family friend, I’d bet you haven’t heard of the guy. He never usually mentions his greatest achievement, but of course his kids will take any opportunity to brag about it. After all, their dad created Snake. I played so much Snake during high school.
Kyle Orland at Ars: When it comes to emulator design, there’s something to be said for trying to capture the workings of the original system as accurately as possible, warts and all. But there’s also something to the idea that emulators can improve on the original hardware, smoothing problems like frame rate slowdown that plagued the underpowered processors of the day. That brings us to the latest update for storied, accuracy-obsessed SNES emulator bsnes, which adds the ability to overclock the virtual SNES processor. While bsnes is far from the first SNES emulator to allow for simulated overclocking, it does seem to be the first that does so “without any framerate or pitch distortion, and without harming compatibility in 99% of games,” as bsnes programmer byuu puts it.
Spitfire on the Channel F is like the plane mode in Atari’s Combat, except with the option to play it alone against the machine. Also, I found an easter egg in it, which might (might) be the world’s first easter egg in a videogame (maybe idk). That’s one hard to find easter egg.
The vertical scrolling effect in the original “The Legend of Zelda” relies on manipulating the NES graphics hardware in a manner likely that was unintended by its designers. Writing to a particular PPU register while a frame is being drawn can result in graphical artefacts. The Legend of Zelda intentionally causes an artefact which manifests itself as partial vertical scrolling. This post gives some background on NES graphics hardware, and explains how the partial vertical scrolling trick works. Game developers on these older, constrained systems had to resort to some very clever thinking to work around said constraints.
Cities: Skylines is a city simulation game that is complex enough to build universal logic gates in it. Using universal logic gates it is possible to construct any circuit including Turing complete machines. So, just like in Minecraft one can build a computer inside Cities: Skylines. However, it would be very complicated to build a fully fledged computer using these gates, so I will demonstrate a 4-bit adder instead. Everything is done in the vanilla version of the game, no mods or add-ons are required. I’ve played a lot of Cities: Skylines, but I never thought something like this would be possible.
Eve Online is unique among spacefaring games — not just for its complexity, but for its structure. The galaxy of New Eden is composed of nearly 8,000 star systems, each one placed into the virtual firmament by the hand of its creators at CCP Games. Some are easy to find, while others are hidden. Few players have actually visited all of New Eden’s known star systems. Fewer still have visited the thousands more that are hidden from view. But only one has visited all of them without losing a single starship. The journey took 10 long years. That’s quite an amazing achievement, especially considering Eve Online is incredibly boring.
Artifact is a mess. 101 players are in game at the time of writing, with the 24 hour peak being only marginally better at 124. Valve hasn’t said anything about the game since 29th March, when the company announced the team will “be heads-down focusing on addressing these larger issues instead of shipping updates”. The most action Artifact has seen on Twitch in recent months was when people decided to stream full length movies and porn in the game’s section. Artifact, at least for now, is a dead game, and arguably Valve’s most spectacular failure to date. “It was a couple of weeks before the Artifact launch, and I was like, they can’t really launch it like this can they?” Sean “Swim” Huguenard tells Eurogamer. Valve can’t even release a game store client that isn’t slow and buggy garbage, so it doesn’t surprise me one bit they can’t make a card game either. Did anyone really expect Artifact to be any good?
A lot of contemporary video game players take online communications for granted—after all, online services have been a standard feature in consoles for nearly fifteen years at this point. However, before the ubiquity of the internet there was a time when some clever cartridges let gamers run up to the bleeding edge of technology and peer into the future. Today, let’s close out our cartridge series by taking a look at a few cartridges that offered some form of connectivity for otherwise isolated consoles. As always, this isn’t a comprehensive list of everything that existed—it’s just a brief survey at some of the more notable or interesting high points. I really miss the days of whacky console addons.
Sony and Microsoft, bitter rivals in the video game console wars, will team up in on-demand gaming to better compete with newcomers like Google as the industry’s main battlefield looks poised to shift to the cloud, Nikkei learned Thursday. During a recent trip to the U.S., Sony President and CEO Kenichiro Yoshida signed a memorandum of understanding with Microsoft CEO Satya Nadella on a strategic tie-up. While details have yet to be hammered out, the partnership will center on artificial intelligence and the cloud, according to an announcement by Microsoft early Friday Japan time. They must be quite worried about Google Stadia to actually work together to try and counter it. Enemy of my enemy and all that.
Senator Josh Hawley (R-MO) today announced a bill that would ban loot boxes and pay-to-win microtransactions in “games played by minors”, a broad label that the senator says will include both games designed for kids under 18 and games “whose developers knowingly allow minor players to engage in microtransactions”. Loot boxes are clearly gambling, and ought to be treated as such. I’m by no means enough of a lawyer to determine if this specific proposed bill does enough – or possibly too much – to curtail the predatory practices in games, but it’s a good sign people are paying attention. We sure won’t be able to count on Google or Apple, since both of them profit greatly from these predatory practices.
Because Red Dead Redemption 2 seems to offer to let you stop and smell the roses, but there are a thousand roses with five buttons to hit every time, and it won’t tell you that you were only supposed to smell the yellow roses until you’re finished with the task. It’s a game that constantly tries to explain a complicated approach to things that are simple in every other game I’ve played. Rockstar spent a surreal number of man-hours to get the light to glisten just so as it hits a realistically rendered horse scrotum, but it couldn’t figure out how to create equipment menus that I could understand after dozens of hours of practice. It’s a game that requires the self-punishing dedication of a hardcore gamer without actually being a hard game or giving me any sense of accomplishment. It’s a story. One whose writers ultimately knew what they wanted to say, but who also piled on so many of these same ideas over and over that it begins to feel meaningless. In short, it’s a game that wants to pull itself out of the tar pit with its face. This is probably one of the best – if not the best – reviews of a video game, or any other product for that matter, I’ve ever read. It is incredibly long, detailed, and manages to ask – and answer – a ton of very pertinent questions about not just Red Dead Redemption 2 itself, but the gaming industry as a whole. I’ve played Red Dead Redemption 2, and I consider it to be a bad game. The controls are a convoluted mess, the story lacks pacing and is all over the place, and the game forces so much pointless, meaningless, and repetitive busywork on the player I just got frustrated and bored. Parts of this particular review go into great detail regarding these matters, and it’s refreshing to see someone pay so much attention to these things other reviewers and players just ignore because shiny visuals. It’s a long read, and I’m sure many RDR2 fans and players will disagree, but don’t let that stop you from reading this.
The Verge has an article about a very unusual and rare Game Boy accessory. But the link cable was just the beginning of the Game Boy’s wild, bizarre experimentation with the future. In the late ‘90s, Japanese game company Hudson Soft eventually came up with a more radical idea to bring wireless connectivity to the handheld. It would use infrared — built directly into game cartridges. That way, you could transfer data between two games, or even download data from the internet, directly onto the game. And for some inexplicable reason lost to time, I convinced my parents to buy the one and only Game Boy Color game sold in North America to feature this technology. The system itself was called GB Kiss, named after the awkward physical dance two players would have to perform to bring the cartridges close enough to one another to initiate the infrared data transfer. For Hudson Soft, it was a remarkably ambitions idea, a leftover from its attempt nearly a decade prior to crack the home console market through its partnership with NEC Home Electronics on the TurboGrafX-16, a device that failed to gain traction but nonetheless spawned a dizzying number of wild accessories and mods. Few things fascinate me more than rare, unique, and obscure console accessories and expansions from the ’80s and ’90s, so this is right up my alley. I had no idea this ever existed.
This is a Commodore 64 port of the 1985 game SUPER MARIO BROS. for the Famicom and Nintendo Entertainment System. It contains the original version that was released in Japan and United States, as well as the European version. It also detects and supports a handful of turbo functionalities, and has 2 SID support. Impressive and fascinating work.
There’s a war brewing in the video game industry, and it’s getting uglier by the day. Steam, the longtime leading digital distributor for the PC platform, is facing a significant challenge from an equally large and powerful player: Fortnite creator Epic Games, which launched its own PC games store last year. The ensuing competition has morphed into a console war-like debate for a modern generation of players who grew up under the unhindered dominance of Steam, a platform now facing its first real form of competition since it arrived on the scene nearly 15 years ago. I’m glad we’re seeing more and more competition in this space. Steam is a hot mess, both the store and the application itself, and the more competition Valve has to deal with, the better. I’m tired of Valve approving every single garbage reskin “indie” title, leading to an endless stream of terrible “games” that makes it incredibly hard to find the few gems among the pile of feces, and I’m tired of the Steam client being a huge, slow behemoth of an application that regularly crumbles under its own sheer bloat (on Windows – let’s not even get started on the Linux and Mac versions). Valve has had this market all to itself for far too long, and they’ve grown complacent. I welcome the competition from GOG, Epic, Humble, and all the others.
Two bits of related news; the 4.0 release of GlideN64, the most-compatible High-Level-Emulation graphics plugin for N64 emulators: but more interestingly, this story about the struggle to reverse-engineer the GPU microcode used in Indiana Jones and the Infernal Machine and Star Wars Episode I: Battle for Naboo that have eluded developers for decades.
The video game industry is richer than it has ever been. Its revenue in 2018 was $43.8 billion, a recent report estimated, thanks in large part to hugely popular games like Fortnite and Call of Duty. These record-breaking profits could have led one to think that the people who develop video games had it made. But then the blood bath began. The video games industry is a cesspool.
This account of Anthem’s development, based on interviews with 19 people who either worked on the game or adjacent to it (all of whom were granted anonymity because they were not authorized to talk about Anthem’s development), is a story of indecision and mismanagement. It’s a story of technical failings, as EA’s Frostbite engine continued to make life miserable for many of BioWare’s developers, and understaffed departments struggled to serve their team’s needs. It’s a story of two studios, one in Edmonton, Alberta, Canada and another in Austin, Texas, that grew resentful toward one another thanks to a tense, lopsided relationship. It’s a story of a video game that was in development for nearly seven years but didn’t enter production until the final 18 months, thanks to big narrative reboots, major design overhauls, and a leadership team said to be unable to provide a consistent vision and unwilling to listen to feedback. Perhaps most alarming, it’s a story about a studio in crisis. Dozens of developers, many of them decade-long veterans, have left BioWare over the past two years. Some who have worked at BioWare’s longest-running office in Edmonton talk about depression and anxiety. Many say they or their co-workers had to take “stress leave”—a doctor-mandated period of weeks or even months worth of vacation for their mental health. One former BioWare developer told me they would frequently find a private room in the office, shut the door, and just cry. “People were so angry and sad all the time,” they said. Said another: “Depression and anxiety are an epidemic within Bioware.” This makes two incredibly high-profile BioWare flops as a result of severe mismanagement and gross negligence by executives, harming the lives of countless hardworking developers in the process. Once, BioWare was one of the greatest game development studios, but now, it’s barely a shadow of its former self, a running internet meme, and a studio whose upcoming games are not met with anticipation and excitement, but with rolling eyes and distrust. I’m deeply worried about the studio’s future.
In case you’re out of the loop, Stadia follows last year’s Project Stream test, which Google views as a resounding success. In essence, Stadia is Project Stream, delivering a similar game-streaming service, but done bigger, better, and with more features. Like Project Stream, Stadia will allow you to play AAA games at super-high settings, with silky smooth framerates, at up to 4K resolutions — at least, to start. It works remotely, with the actual game being hosted on Google’s remote servers, as it’s streamed to your home. This all comes without a major investment in specialized gaming gear, too. Google is taking this project quite seriously, as it even relies on custom hardware: Google’s expanded its data centers to better provide an optimized experience, for even “the most demanding games,” and that includes fresh new hardware in those data centers. Stadia’s stack, revealed on the Stadia.dev site, includes a custom 2.7GHz x86 CPU, custom AMD GPUs (rated at 10.7 teraflops), 16GB of RAM, and SSD cloud storage. If there’s one company capable of building the infrastructure capable of making game streaming a reality, it’s Google. However, I remain skeptical for now, and will adhere to the mantra of seeing is believing.
The RetroHQ Lynx SD cartridge for the Atari Lynx lets you play homebrew games and backed up ROMs on your Lynx simply by copying them to an SD card, plugging it into the Lynx SD cartridge and then plugging that into your Lynx. It’s a great idea and follows on from many similar EverDrive type units on other retro consoles. The only gripe with the Lynx SD has been its very functional, but simplistic menu loader. Well that’s no more. Atari Gamer has created a whole new menu loader system with many exciting features that will blow the original loader out of the water. This new loader will be the default shipped with all future preorders too! So let’s check it out. It’s remarkable how active the communities around old hardware really are. I never would’ve guessed people are still hard at work on the Atari Lynx, of all mobile consoles.