Games Archive

YouTube’s assault on Twitch starts today

It's Day 0 of E3 2015. This is the time when all the giants of popular gaming make their big announcements, competing for your attention and future gaming dollars. Today is also a big day for YouTube, which doesn't make games, but will soon be introducing a dedicated YouTube Gaming service. It too will be competing for the attention of millions.

The goals of YouTube Gaming are as grand as YouTube itself. Google wants its new website and app to become "the biggest community of gamers on the web" and the destination for live-streamed game video, whether it comes from professional tournaments or amateurs playing just for fun. If that sounds exactly like Twitch, that's because it is. Having lost out to Amazon in the pursuit to acquire Twitch last summer, Google has spent the past year building up its own alternative, and that's what we have to look forward to in the coming weeks.

YouTube is well-positioned to compete with Twitch, since most streamers upload the VODs to YouTube anyway. Why not have it all in one place?

In any event, yet another case of competition breeding product improvements.

Steam Machines, Controller, Link hit 16 October

The first wave of Steam Machines, console-like computers designed to run Valve's Steam software and its thousands of PC games, will be in some pre-order customers' hands on Oct. 16 and in stores on Nov. 10, Valve announced today. The Steam Controller and Steam Link will also hit on Nov. 10.

Not sure what to make of SteamOS at this point - it's just a Linux distribution that launches Steam, and you can even close Steam to go to a desktop... On your TV - but the Steam Link is definitely interesting, so I pre-ordered one straight away.

Colorblind: On Witcher 3, Rust, and gaming’s race problem

You see the problem. When white gamers are forced to play people not of their race, it's "forced politics;" when I'm forced into the same scenario, it's business as usual. When you complain, you're making a fuss and being political. The argument is a bit scary when you break it down: The only way games can avoid politics in this situation is to pretend that people of color don't exist.

We should raise concerns about race, but it needs to be consistent. Race shouldn't only be an issue for gamers when some white gamers express concerns.

Outstanding article.

Why you should want a Nintendo Android console

Could Nintendo really switch to Android?

Japan’s most respected business newspaper, the Nikkei Shimbun, today raised the possibility that Nintendo’s mysterious upcoming system - codenamed NX - may be based on Google's Android operating system. The report is curiously sourced to a single anonymous insider, and takes the form of a column, not a typical news story; moreover, the Nikkei has a spotty record with Nintendo in particular.

But that doesn't make the proposition any less fascinating, and it's one I've been considering myself for some time. Although it would be an unusual move for the Japanese giant, which is famously hesitant to cede control over any aspect of its products, there are a lot of reasons why it might make sense - and why it wouldn't contradict Nintendo's own philosophy.

Would you buy a handheld gaming device in this day and age? If it could also make phone calls and run proper Android applications, would you ditch your other Android device for it?

I doubt it.

The web is not a post-racial utopia

Interesting experiment by the developers of Rust.

When the game was first opened up, all players were given the same default avatar: a bald white man. With the most recent update, Rust's lead developer, Garry Newman, introduced different avatars of different racial origins into the mix. However, they did so with a twist - unlike typical massively multiplayer online role-playing games, Rust does not allow players to choose the race of their avatar. Instead, they are assigned one at random.

Interestingly enough, the inability to choose skin colour only became a problem after a black skin colour was added to the game. I love experiments like this.

The first first-person shooter

The year was 1973. They were high school seniors in a work-study program with NASA, tasked with testing the limits of the Imlac PDS-1 and PDS-4 minicomputers. Their maze program flickered into life with simple wireframe graphics and few of the trappings of modern games. You could walk around in first person, looking for a way out of the maze, and that's about it. There were no objects or virtual people. Just a maze.

But Maze would evolve over the summer and the years that followed. Soon two people could occupy the maze together, connected over separate computers. Then they could shoot each other and even peek around corners. Before long, up to eight people could play in the same maze, blasting their friends across the ARPANET - a forebear to the internet. Two decades before id Software changed the game industry with Wolfenstein 3D and Doom, Colley, Palmer and MIT students Greg Thompson and Dave Lebling invented the first-person shooter.

Amazing story.

AMD: Nvidia GameWorks “sabotaged” Witcher 3 performance

While AMD seems to have made up with Slightly Mad Studios, at least if this tweet from Taylor is anything to go by, the company is facing yet another supposedly GameWorks-related struggle with CD Projekt Red's freshly released RPG The Witcher 3. The game makes use of several GameWorks technologies, most notably HBAO+ and HairWorks. The latter, which adds tens of thousands of tessellated hair strands to characters, dramatically decreases frame rate performance on AMD graphics cards, sometimes by as much as 50 percent.

I got bitten by this just the other day. I'm currently enjoying my time with The Witcher III - go out and buy it, it's worth your money - but the first few hours of the game were troubled with lots of stutter and sudden framerate drops. I was stumped, because the drops didn't occur out in the open world, but only when the head of the player - a guy named Geralt - came close to the camera, or was in focus in a cutscene. It didn't make any sense, since I have one of the fancier Radeon R9 270X models, which should handle the game at the highest settings just fine.

It wasn't until a friend said "uh, you've got NVIDIA HairWorks turned off, right?" Turns out, it was set to "Geralt only". Turning it off completely solved all performance problems. It simply hadn't registered with me that this feature is pretty much entirely tied to NVIDIA cards.

While I would prefer all these technologies to be open, the cold and harsh truth is that in this case, they give NVIDIA an edge, and I don't blame them for keeping them closed - we're not talking crucial communication protocols or internet standards, but an API to render hair. I do blame the developers of The Witcher for not warning me about this. Better yet: automatically disable and/or hide NVIDIA-specific options for Radeon owners altogether. It seems like a no-brainer to prevent disgruntled consumers. Not a big deal - but still.

Castlevania: Symphony of the Night is forever

The strangest thing about Castlevania: Symphony of the Night is how it's over a decade and a half old and I'm not sick of it. I don't just mean it's old but I still like it: I mean I still play it regularly. I don't think I ever really stopped. I can hardly remember when I didn't play it. I have no idea how many times I've finished it.

Castlevania: Symphony of the Night is one of the best games ever made, and the very pinnacle of the 2D pixellated era. The textures, the animations, the level backgrounds, the monster design - it's the best that era had to offer, and as far I'm concerned, it's never been topped. While I understand some consider Super Metroid to be the better of the two, I strongly believe Symphony of the Night is the better of the two.

Luck would have it, then, that its creator, Koji Igarashi, just managed to get its spiritual successor funded via a Kickstarter campaign. Big name studios were not interested in helping him build it, so he decided to do it on his own. Castlevania composer Michiru Yamane is also on the team, as is the studio behind several Mega Man games, as well as several other big names.

We're living in a great era for gaming right now. Thanks to crowdfunding, we're already in the middle of a great renaissance for the classic isometric RPGs, with brand new, successful titles such as Pillars of Eternity, Wasteland 2, Divinity: Original Sin, and many others rekindling the glory of games like Baldur's Gate and Planescape Torment, and many other genres no longer deemed interesting by the big players are now seeing new games thanks to crowdfunding. I can't stress how thrilled I am that the man behind Symphony of the Night will finally be able to make the successor he always wanted, but that the big names wouldn't let him.

Debugging old Nintendo games

Have you ever played a video game and wondered what rules you could bend? What's behind the flagpole in Super Mario Bros, can you skip a dungeon in Legend of Zelda or beat the BubbleMan with his own gun?

Sometimes the game authors themselves leave cheat codes that implement interesting game rules like flying, all weapons etc. Game genie codes and glitches like cartrigde tilting can also provide a ton of fun. But what if the game you like has no exotic codes, and the only game genie codes you can find online give you infinite ammo? You break the game yourself, of course!

Truecraft: an open-source implementation of Minecraft Beta 1.7.3

A completely clean-room implementation of Minecraft beta 1.7.3 (circa September 2011). No decompiled code has been used in the development of this software.

I miss the old days of Minecraft, when it was a simple game. It was nearly perfect. Most of what Mojang has added since beta 1.7.3 is fluff, life support for a game that was “done” years ago. This is my attempt to get back to the original spirit of Minecraft, before there were things like the End, or all-in-one redstone devices, or village gift shops. A simple sandbox where you can build and explore and fight with your friends. I miss that.

Only the server component is implemented at the moment, so they're still using the official Minecraft client (hence the textures). Interesting project nonetheless.

Valve removes paid mods feature

We're going to remove the payment feature from the Skyrim workshop. For anyone who spent money on a mod, we'll be refunding you the complete amount. We talked to the team at Bethesda and they agree.

We've done this because it's clear we didn't understand exactly what we were doing. We've been shipping many features over the years aimed at allowing community creators to receive a share of the rewards, and in the past, they've been received well. It's obvious now that this case is different.

It's refreshing to see a company openly admit this strongly that they made a mistake. Kudos to Valve.

Steam charging for mods: for and against

It used to be that the only way to make money from a mod was a) make a standalone sequel or remake b) use it as a portfolio to get hired by a studio or c) back in the pre-broadband days, shovel it onto a dodgy CD-ROM (and even then, it almost certainly wasn't the devs who profited). As of last night, that changed. Mod-makers can now charge for their work, via Steam.

It's far too soon to know the long-term outcome of Valve offering the option for mod creators to charge for their work, which went live yesterday using Skyrim as a test case. Everyone has an opinion, and I'll try to cover the main angles below, but first I simply want to express simple sadness. Not fatalistic sadness - I'm genuinely curious as to how this will play out, and there's high potential for excitement - but End Of An Era sadness.

The backlash Valve is facing over this whole thing is immense. Every gaming website, and sites like Reddit, are swamped with people lashing out against this new Valve policy. This kind of universal backlash is incredibly rare, and it's kind of interesting to see it unfold. Whatever goodwill Valve had with PC gamer - they managed to throw it all away in a day. Absolutely amazing.

As for my personal opinion on this matter - I'm used to mods being free, but considering some of the insane amounts of work people have put into incredibly complex, vast, and terrific mods for games like Skyrim, it does seem more than reasonable to give mod makers the possibility to charge for their work. And let's be absolutely clear here: Valve is forcing nobody to charge for their mods - mod makers choose to make their mods for-pay themselves.

That being said, introducing money into an previously pretty much money-less scene is bound to have a lot of negative results - for instance, free mods from Nexus are being offered for sale on Steam; not by their authors, but by pirates. As a result, mod makers are removing their content from Nexus to prevent others from profiting off their work.

It's a huge mess right now, and it'll be hard for Valve to regain all the goodwill they threw away in just a day.

A new documentary asks: will e-sports ever go mainstream?

A work-in-progress cut of All Work All Play, a documentary that focuses on the rise of e-sports and some of the best competitive teams in the world, just premiered at the TriBeCa Film Festival. All Work All Play profiles a few professional League of Legends teams as well as the programming director of the Electronic Sports League, Michal "Carmac" Blicharz. The film attempts to bring the viewer into the world of competitive gaming while constantly making comparisons to other professional sports by highlighting team changes, grandiose spectacles, intense crowds, and broadcasters.

I watch a lot of let's plays on YouTube, and as far as e-sports go, I only watch the various League of Legends championships, most notably the European and North-American leagues. The idea of watching other people play games is easier to explain if you dig back into your gaming childhood, which for me, meant playing games on the NES, SNES, and PC with friends. A large portion of the time, you would not be the one playing; you'd be one of the people watching.

I have a feeling the surge in let's plays and e-sports has its roots in that. There's something relaxing - and in the case of e-sports, exhilarating - about watching other people play the games you love.

How Cities: Skyline took a great big slice from SimCity

The day Mariina Hallikainen received a communique detailing first day sales stats for Cities: Skylines, she was very happy.

The numbers were wildly ahead of all projections. She decided to splurge on a decadent and indulgent treat.

She ordered a strawberry cream cake.

It's amazing that a small team from Finland managed to build the SimCity EA could not. Cities: Skylines is completely and utterly worth it, and the best city builder currently available, by a huge margin.

On a related note, an artist who used to work on SimCity for Maxis/EA is currently earning a decent buck through donations because he's designing a lot of additional buildings for Cities: Skyines and releasing them to the community for free. Amazing.

After a hit game, indie developers struggle to replicate success

Bithell has become one of a growing number of prominent indie game developers known by name after releasing a hit game. New platforms like Steam and iOS have made it easier than ever for a single developer to create a successful game, and sometimes those games really blow up - developers like Minecraft creator Markus "Notch" Persson have become fast millionaires solely off of a single title. But after the elation of a hit game comes a sudden realization: you need to make another one.

This is pretty common among artists; the second album is always the hardest.

Nintendo finally commits to making mobile games

Nintendo finally confirmed today it will be making the leap to mobile game development as part of a new partnership with DeNA.

According to a statement released by the companies today, new Nintendo IP will be developed for smart devices and specifically optimized for this platform. In other words, rather than porting games created specifically for the Wii U or the Nintendo 3DS you can expect entirely new titles on mobile.

I'm interested to see what Nintendo can do to cope with the inherent limitations of touchscreen gaming.