Games Archive

Steam opens up with Steam Direct

When we consider any new features or changes for Steam, our primary goal is to make customers happy. We measure that happiness by how well we are able to connect customers with great content. We've come to realize that in order to serve this goal we needed to move away from a small group of people here at Valve trying to predict which games would appeal to vastly different groups of customers.

Thus, over Steam's 13-year history, we have gradually moved from a tightly curated store to a more direct distribution model. In the coming months, we are planning to take the next step in this process by removing the largest remaining obstacle to having a direct path, Greenlight. Our goal is to provide developers and publishers with a more direct publishing path and ultimately connect gamers with even more great content.

This is a big step for Steam, and will make it incredibly trivial for developers and publishers alike to publish games on Steam.

How a robot got Super Mario 64 and Portal ‘running’ on an SNES

With those out of the way, TASBot moved on to a similar total control run of The Legend of Zelda: A Link to the Past. After a few minutes of setup, the Zelda screen faded out, then faded back in on a bordered window with an ersatz logo for the "Super N64." Without any forthcoming explanation from the runners on stage, TASBot started apparently playing through a glitch-filled speedrun of Super Mario 64 on the Super NES, following it up with a similar glitch-filled speedrun through Valve's PC classic Portal. After that, the scene somehow transitioned to a Skype video call with a number of speedrunners speaking live from the AGDQ event through the SNES.

No one on the AGDQ stage acknowledged how weird this all was, leaving hundreds in the Herndon, VA ballroom and nearly 200,000 people watching live on Twitch temporarily guessing at what, exactly, was going on.

AGDQ (and its Summer counterpart, SGDQ) are some of my favourite events in technology, and I have the entire marathon streaming for the whole week. The TASBot block this year was, as the excerpt above describes, insane, and this article explains how they did it.

Nintendo unveils Switch release date, price, launch line-up

The Nintendo Switch will be released March 3 worldwide for $299, Nintendo announced today during a press briefing in Tokyo.

Nintendo will sell the Switch for 29,980 yen in Japan. In Europe, the price will vary by retailer. The Switch will be available in two configurations: one with gray Joy-Con controllers, and the other with neon red and blue Joy-Con devices. Otherwise, the hardware will be the same: 32 GB of internal storage with a 720p touchscreen.

I'm somewhat curious about the hardware, somewhat interested in the new Zelda they showed off, but I'm appalled at the pricing in Europe (you'll be plonking down around €400 for the console and a game), and disappointed in the weak launch line-up and pretty meagre collection of games they showed off for the coming year.

The Mario and Zelda franchises have basically become like Call of Duty - every year, we get pots, remakes, of a new game with a few new mechanics, and that's it. There's nothing wrong with that - if people enjoy them, they enjoy them, and that's great - but I feel like Nintendo could be doing so much more than this.

Searching for Half-Life 3

I don't think we'll ever see Half-Life 2: Episode 3, and the cliffhanger conclusion makes Half-Life 3 unlikely as well. The best chance of Half-Life getting a second wind will likely come if J. J. Abrams and Bad Robot can get the Half-Life film to screen. If that comes to fruition, and it doesn't bomb like almost every game movie before it, maybe, just maybe there's a chance of Gordon Freeman’s story continuing. Roll your eyes at the movie mention if you want, but how else will this franchise get a pulse again?

The interview you are about to read sheds some insight into how Valve works as a developer. Yes, someone at Valve could just say, "Let's make another Half-Life" and do it, but there are huge risks and hurdles involved in doing that. Prior to this interview, I was in the camp of, "Valve just doesn't get it." Now I'm in the camp of, "Valve is probably doing the right thing, but it's disappointing."

This interview opened my eyes to Valve's unique way of developing games, but also provided a bit of closure for someone who wants to see Half-Life continue. In the days before publishing this story, I reached out to Valve one last time for comment, but my request went unanswered. Without further delay, here's the interview.

This is a must-read.

Alienware on SteamOS lull: Windows 10 changed everything

Frank Azor explains to PC Gamer why SteamOS seems to have kind of... Faded away:

"Valve ran into some delays with the controller, and while that was occurring, Windows 10 was being released," Azor said. "I think Microsoft learned a very valuable lesson - a lot of valuable lessons - with Windows 8 and tried to correct those with Windows 10. It's more gamer focused, I would say. Every subsequent release has focused on gamers. Although their execution isn't perfect, it's definitely improved compared to Windows 8."

He continued: "I think the need right now, for Steam Machines and for SteamOS, isn't as great as it was two years ago, and that’s contributed to the reason why the momentum has faded. We still offer SteamOS and the Steam Machine platform with the new version of the Alpha - the new Steam Machine R2 - and we still sell hundreds of units, thousands of units every month. But it's not a major initiative for us like it was two years ago because it's not necessary right now. We're in a good place with Windows."

Microsoft did better with Windows 10, and lest we forget: Valve totally botched everything they could possibly botch with SteamOS.

Microsoft refunds Call of Duty player because nobody’s playing it

Of course, it only works if you have other people to play with. A few gamers who bought Call of Duty: Infinite Warfare through the digital storefront built into Windows 10 have discovered they can only play with other gamers who also bought the game from Microsoft. Xbox One players can only play with other Xbox One players, and PlayStation 4 players can only play with other PlayStation 4 players. This has always been the case. The trouble is that this time not all PC players can play with other PC players. For unknown reasons, Windows 10 Store customers are segregated from customers who bought the game from Steam, which is by far the most popular platform on PC.

That's like buying a game from Target and learning you can't play with people who bought it from Best Buy. Call of Duty fans who made the unfortunate of mistake of giving Microsoft their cash are left sitting in lonely multiplayer lobbies waiting for games that'll never start.

However, it appears that Microsoft is giving out refunds.

Only two people were looking for a multiplayer game.

NES Classic Edition impressions: a tiny, retro joy to plug-and-play

In a few hours of testing, I haven't seen any noticeable problems with the graphic or sound recreation on the NES Classic Edition. Even the flickering and slowdown issues that were a forced part of that original NES game design seem to be captured accurately.

Colors are rendered brightly and accurately (unlike similar NES emulation on the Wii, Wii U, and 3DS), with big, sharp pixels by default. So far, I'm really enjoying the CRT filter, which adds a pleasant fuzziness to the edges of the sprites without being distracting.

Sounds like a winner. Too bad the device doesn't include the ability to install additional games.

A new impossible coin in Super Mario 64

I show that there's yet another impossible coin in the game, located in the huge version of Tiny-Huge Island. Specifically, there's a coin spawner there that's intended to spawn 5 coins in a horizontal line on the ground. However, this coin spawner's located under the ground, causing the most uphill coin to not load properly. In particular, this coin spawns about 49 units below the ground, triggering a failsafe that causes the coin to immediately unload. Currently, there's no known way to collect this coin.

This video is just all around great. No ifs and buts - just great.

Nintendo unveils its new console: Nintendo Switch

Nintendo just unveiled its new gaming console - it's called the Nintendo Switch, and it allows you to play both on your TV and while on the go, with the same console and controllers. The introduction video shows very well what the console can do, and I have to admit - it looks pretty awesome.

As both a console and a portable device, the Nintendo Switch will use cartridges known as Game Cards. The portability is one of the system's most important features; Nintendo's trailer showed people using the Switch in handheld mode on a plane, in a car and on a city rooftop. Nintendo said that people can bring multiple Switch units into the same place for "local multiplayer face-to-face competition."

No information on pricing yet, but it should be available March 2017. It's powered by Nvidia hardware, but that's about all we know about its capabilities. I'm quite curious to see if the device takes a performance hit once you undock it and use it on the go.

Past, present, and future of League of Legends studio Riot Games

It's the tale of an extremely difficult, user-unfriendly game reaching untold heights of success. It's the story of a company that has remained committed to listening to and interacting with its fans even as it at has grown exponentially. More than anything, it's the story of two best friends who liked playing video games and decided one day to make their own.

Riot is celebrating its 10th anniversary this year, but to really know how one of the world's biggest development studios got started, you need to go back to Los Angeles in the early aughts. You need to find two University of Southern California business students who formed a bond unrelated to their studies.

More than a hundred million people play League of Legends every month now. For a game as uninviting and complex as this, that's an absolutely astonishing number of people. It's also quite amazing to compare the early years of League to today, and see just how much the game has changed over the years. I don't think many people realise just how different today's League is to that of only a few years ago.

I play League pretty much every day, as a great way to unwind after a day's work. I'm not always happy with every single change Riot implements - anyone remember the tank meta? - but when push comes to shove, I think the company is doing quite a good job of keeping League fresh with interesting new content, gameplay changes, and balance adjustments. They failed spectacularly in the area of communication these past few years, but they seem to have turned that ship around in the second half of this year, with more openness and better communication about the state of the game, their choices, and their reasoning - and, of course, they are finally fulfilling some long-standing player requests and their own promises.

Booting the final GameCube game

Every single GameCube game can at least boot in Dolphin 5.0. Except one. Star Wars: The Clone Wars and its complex way of using the PowerPC Memory Management Unit rendered it unplayable in Dolphin up to this day. But finally as of Dolphin 5.0-540, this challenge has come and gone: Dolphin can finally boot every single GameCube game in the official library.

So what makes Star Wars: The Clone Wars so special? To truly understand what's going on, you need to have some knowledge on how the PowerPC's processor handles memory management and how Dolphin emulates it.

Some light reading for the Tuesday morning.

Ode to ASCII games

Computing old timers remember a world where computer games were decidedly lo fi. Linux Links has a list of the 21 best open source ASCII games, with screenshots and descriptions, for your nostalgic pleasure.

Latest beta update makes PS4 software feel more like a real OS

Unlike the last major update, which added support for remote streaming to Macs and PCs, the 4.00 firmware beta (codenamed Shingen) is mostly focused on tweaking the PS4’s user interface. One of the biggest changes is the ability to create folders to organize your games and apps, instead of relying purely on Sony’s existing organizational tools. Another is that instead of taking over the whole screen, the Share and Quick menus will open as windows that don’t entirely cover your current game or app, and you’ll be able to add and remove items from the Quick menu to customize it.

How sky-high hype formed a storm cloud over No Man’s Sky

There's a lot of words being written about the release of No Man's Sky, a long-awaited video game set in a procedurally generated universe with an effectively endless number of planets and lifeforms. The game has been in development by a relatively small team of developers for years, and the hype around the game reached epic proportions - to a point where it just became insane and crazy, with people clearly expecting way, way more of the game than it could ever deliver.

Ars has taken a look at the course of the hype train, and this is the key paragraph for me:

When Murray and Hello Games (as well as console publisher Sony) actually did show and talk about No Man's Sky, though, they were actually relatively restrained and realistic about what they were promising. Unlike Spore and Black and White - both of which saw saturation PR campaigns that promised revolutionary and industry-changing gameplay features that mostly didn't end up working out - it's hard to find many concrete promises made by No Man's Sky's developer and publisher that haven't ended up being true (with the possible exception of the multiplayer issue discussed above).

And that's all she wrote, for me. I've been following the development for this game for years, and it's always been crystal clear for me what this game would offer: collecting resources, discovering new worlds and species, expanding the basic capabilities of your ship and tools, rinse and repeat, until eventually reaching the centre of the universe. That's what the developers promised, and that's what I'm expecting tomorrow when the PC version unlocks.

All the additional hype around No Man's Sky comes from people themselves, and from stupid journalists hyping the game through the stratosphere without ever having played it. Had you stuck to what the developer and publisher have said over the course of the past number of years, instead of letting yourself get strung along the hype train by the press and Reddit, you'd know exactly what to expect tomorrow.

When Nintendo wanted to bring gambling into American homes

As another installment in a somewhat ongoing series on obscure console history, let's talk about the expansion port on the Nintendo Entertainment System or NES. In case you've never turned over your NES: there's a little door underneath your NES, which covers up a small raised piece of plastic that's (relatively) easily removable. Underneath the raised piece of plastic sits an expansion port on the NES' motherboard. That's my NES, and since I've already taken it apart to look at what's under the raised cover, I had no need to remove it.

Common wisdom is that the NES expansion port was never actually used for anything, but that's not actually true. Modeled after the Family Computer Network System for the Japanese version of the NES (the Famicom), through which the NES could display weather, stock information, partake in gambling, and so on, the Minnesota State Lottery and Nintendo tried to bring a similar device to the United States:

The three parties planned to sign up 10,000 homes for the trial, and while Nintendo handed out free modems, in an even sweeter deal, Minnesota also handed out free NES consoles to those involved who didn't already have one.

For a monthly subscription fee of $10 (remember, that's 1991 money), users would also get a special cartridge for the NES that let them access the lottery, after which they could play every game that month, right up to and including the big jackpots.

The program ultimately flopped and never made it to the official production or availability stages, and since Nintendo never tried to do anything with the expansion port after this initial test, it would remain unused for the entirety of the NES' lifespan. Today, though, you can buy a homebrew expansion board that taps into the port.

I've been reading up a lot on these kinds of stories, so if you have anything interesting - feel free to submit it. Since I grew up with Nintendo (and PC), that's where the focus has been so far, so I'd be quite interested in stories about competing companies such as Sega or Atari.

Unique SNES-CD prototype fixed

Back in the early '90s, a number of game consoles of the time got CD-ROM based add-ons, such as the the Mega-CD for the Mega Drive (or Sega CD and Genesis, respectively, in North-America). Nintendo wanted in on this trend as well, and in cooperation with Sony - which already made several of the SNES' chips - Nintendo explored the idea of a CD-ROM based add-on for the SNES. The plan was for the device to be connected to the SNES using the 28-pin expansion port located underneath the SNES.

The device - called the SNES-CD or Nintendo Play Station - eventually morphed into a single unit capable of playing both SNES games and new disc-based games, all in a single package. It never made it to market, though, and only 200 or so prototypes were ever made, which all seemingly were destroyed, or so the story goes. Sony took what it learned during its stint with Nintendo, and in 1994, unveiled the PlayStation.

Until in 2015, Terry and Dan Diebold by pure luck stumbled upon one of the presumed lost prototypes - probably the rarest console in existence. The SNES part of the device was in working condition (mostly), but the CD-ROM part was void of any signs of life. It seemed like the Nintendo Play Station would continue to hide its secrets.

That is, until now - Ben Heck has managed to fix the SNES-CD, and get it back into working order. The entire process is chronicled in two videos. In the first video, Heck takes the SNES-CD apart and analyses its insides, trying to figure out what each chip and component does. In the second video, the real magic begins - fixing the device.

I'm not going to spoil why, exactly, the device didn't work - it's too good of a story and too much of a fun surprise to spoil upfront. Grab something to drink, and enjoy an hour of delicately poking at the insides of one of the rarest pieces of technology.

Nintendo unveils NES Classic: new NES with HDMI, built-in games

Relive the 80s when the Nintendo Classic Mini: Nintendo Entertainment System launches in stores on 11th November. The classic NES is back in a familiar-yet-new form as a mini replica of Nintendo's original home console. Plugging directly into a high-definition TV using the included HDMI cable, the console comes complete with 30 NES games built-in, including beloved classics like Super Mario Bros., The Legend of Zelda, Metroid, Donkey Kong, PAC-MAN and Kirby's Adventure.

The Nintendo Classic Mini: Nintendo Entertainment System comes packaged with an HDMI cable, a USB cable for powering the system*, and one Nintendo Classic Mini: NES Controller. And whether it's rediscovering an old favourite or experiencing the joy of NES for the first time, the fantastic collection of NES classics included with each and every system should have something for all players.

It's a tiny little NES! A tiny little NES! With games built-in! Yes, I know there are tons of clones and emulators out there, but nothing beats a trustworthy product from the actual manufacturer. There's still a ton of things we don't know - is it an ARM chip with an emulator? An actual NES miniaturised? Does it have the ability to load new games? Is it hackable? - but this is a 100% instabuy for me.

This thing is just too much of an adorable steal not to buy.

Dolphin 5.0 released

The long awaited Dolphin 5.0 release is finally here! After nearly a year of bug-hunting and handling the release process, everything has come together for our biggest release yet! The three previous releases followed a very distinct pattern: sacrifice performance, hacks, and features in exchange for higher accuracy. As such, Dolphin 3.0, 3.5, and 4.0 progressively grew slower. But thanks to the cleanups put forward throughout those releases, Dolphin 5.0 is the fastest Dolphin has ever been! By removing all of those hacks and outdated features while cleaning up the codebase, Dolphin has reached a new level of efficiency, powered by a revitalized dynamic recompiler. On the GPU side, OpenGL and D3D11 have seen tons of optimizations and accuracy improvements, and have been joined by a brand new D3D12 backend for huge performance gains. If there's a CPU or GPU extension that can make Dolphin faster, we take advantage of it.

Dolphin is an incredibly impressive project - not just from a technological standpoint, but also from an organisation one. They post regular, detailed development updates, have in-depth release notes that are still entirely readable for laypersons such as myself, and you always learn a ton of new stuff following the project's progress.

A great example of how to run a project like this. Don't forget to check out the release video with tons of side-by-side examples of the long list of improvements.