Games Archive

No Man’s Sky: a vast game crafted by algorithms

No Man's Sky is a video game quite unlike any other. Developed for Sony's PlayStation 4 by an improbably small team (the original four-person crew has grown only to 10 in recent months) at Hello Games, an independent studio in the south of England, it's a game that presents a traversable universe in which every rock, flower, tree, creature, and planet has been "procedurally generated" to create a vast and diverse play area.

"We are attempting to do things that haven't been done before," says Murray. "No game has made it possible to fly down to a planet, and for it to be planet-sized, and feature life, ecology, lakes, caves, waterfalls, and canyons, then seamlessly fly up through the stratosphere and take to space again. It's a tremendous challenge."

Minecraft comes to mind - obviously - but No Man's sky goes much, much further. You're looking at a procedurally generated universe with millions of individual, unique planets and individual, unique ecosystems, each evolving over time.

Win access to a game, then proceed to pirate it

Modern Combat 5 has been cracked and uploaded to multiple torrenting websites over the weekend. MC5 is a first person shooter for iOS, Android and Windows 8. The developer and publisher, Gameloft, ran a contest recently and invited players into the game early. One of those winners apparently cracked the game and began distributing it online.

Modern Combat's dev team is not pleased with the situation.

Horrible. You win a contest for early access, and then you turn around and stab them in the back like this. You must be a pretty terrible human being to do something like this.

Microsoft reaffirms that every Xbox One will be a dev kit

Another Xbox One communication failure by Microsoft - but this time, with a good outcome, sort of. At launch, the company promised that every Xbox One could eventually be used as a development kit, but comments by Microsoft's Martin Fuller earlier today made it clear that idea was dropped and not going to happen. Turns out, though, that Fuller was wrong.

"The comments today were inaccurate. We remain committed to ensuring the best possible solutions for developers and hobbyists to create games for Xbox One. We will share more details at a later date," said the Microsoft representative.

I would have liked a more resolute confirmation here - "best possible solutions" could be anything - but I'm hoping Microsoft persists with the idea of turning every Xbox One into a development kit. I'm sure it would lead to some amazing games that would otherwise never make it to the Xbox, and that's, after, what gaming is about.

Nintendo had another very bad year and it’s all the Wii U’s fault

Nintendo's reported a staggering loss of $456 million for the past financial year. The blame is being laid squarely at its relatively young console, the Wii U. Sales have slowed significantly: Nintendo sold 2.72 million Wii Us in the last twelve months. (Running totals for the Xbox One and PS4: five and seven million, respectively). In the last quarter, only 310,000 units were sold. Meanwhile, Nintendo's handhelds continue to sell more favorably: 12 million 3DSes were sold in the last financial year, meaning there's now just shy of 43 million sold globally. It remains third consecutive year of losses for Nintendo, but CEO Iwata claims that this incoming financial year will see a return to operating profit ($394 million, he reckons) and millions more consoles sold. Then again, he said similar things last year.

It's not looking good.

Virtual reality is going to change the world

Notch was working with the Oculus team to bring Minecraft to the Rift - and then the Facebook news hit. He immediately cancelled the project.

I definitely want to be a part of VR, but I will not work with Facebook. Their motives are too unclear and shifting, and they haven’t historically been a stable platform. There’s nothing about their history that makes me trust them, and that makes them seem creepy to me.

And I did not chip in ten grand to seed a first investment round to build value for a Facebook acquisition.

It seems like Notch sums up the general response to Facebook acquiring Oculus pretty well.

Facebook to acquire Oculus

Facebook today announced that it has reached a definitive agreement to acquire Oculus VR, Inc., the leader in immersive virtual reality technology, for a total of approximately $2 billion. This includes $400 million in cash and 23.1 million shares of Facebook common stock (valued at $1.6 billion based on the average closing price of the 20 trading days preceding March 21, 2014 of $69.35 per share). The agreement also provides for an additional $300 million earn-out in cash and stock based on the achievement of certain milestones.

What the heck does Facebook need this for? Great news for the Oculus men and women though.

BioWare’s Manveer Heir discusses stereotypes in games at GDC

BioWare developer Manveer Heir held a passionate talk about stereotypes in videogames, for a group of developers at GDC.

Heir backed up his ideas with research throughout the presentation. To begin, he cited a 2009 study, The Virual Census Representing Gender, Race and Age in Videogames, which analysed the primary and secondary characters of a large set of games and found that the elderly, children, black, hispanic and female characters were all uder-represented compared to the social makeup of the United States at the time. Heir also looked at the top 25 metacritic games of 2013. While half let players play as a woman, or an ethnic minority character, none facilitated both.

I always play as a female character if the game gives me the option. In fact, if a game does not allow me to play as a female character for no discernible reason, I will not buy it. This is not some sort of holier-than-thou quest; it's just my preference. I really want game developers to move beyond the generically handsome early-thirties shaven-head five o'clock shadow American. It's boring, it's lazy, it's pandering to the lowest common denominator.

This is one of the reasons why the Saints Row games have always appealed to me. Want to be a short, fat Asian woman wearing construction jeans and a fishnet halter top? Go head. Want to play as a cross-dressing thin giant with huge pink Bambi eyes and flaming red hair? No problem. Games that allow its players this kind of freedom are relatively rare, and that's a shame.

Heir's speech got a lot right, however. It was an important and powerful moment this year because, ultimately, it wasn't about storming barricades or attacking individuals. It was a message from one developer to a room of developers, asking everyone to go away and raise the issue with colleagues in their respective organisations. It was a well-reasoned, well-researched and impactful, and took pains to avoid falling into some familiar traps. It wasn't a drum-banging speech for those already in complete agreement. It didn't, as these things sometimes do, reflect more on the author than the issue. The anger behind Heir's words made it an energising listen, but the speech didn't accuse or condescend, and didn't draw battle lines. That's exactly where the debate needs to go. Nothing changes if everyone digs trenches.

Hopefully they take something away from this.

Oculus, Sony lead virtual reality push

The second version of the Oculus Rift development kit is similar to the Crystal Cove prototype in terms of features, but the fit and finish is much closer to what we’re likely to see in the retail virtual reality headset.

Also, last night:

The VR system is currently codenamed Project Morpheus, and will work with PlayStation 4. While still in prototype form, Yoshida says that Morpheus is the "culmination of our work over the last three years to realize our vision of VR for games, and to push the boundaries of play." The headset uses a 1080p LCD, offers a 90-degree field of view, and will integrate with the PlayStation Camera for tracking and PlayStation Move for motion control. It connects via HDMI and USB; while the current prototype uses a 5-meter cable, Sony would like to make it wireless. The company says the headset doesn't put weight on your nose or cheeks, and its design allows for airflow without the lenses fogging up.

I'm not particularly interested in this - it feels like the Pong days of VR. Give this 10-15 years, though, and I'm sure the headsets will not be the size of refrigerators. The future looks quite interesting.

Science, onwards to the holodeck!

GOG.com to add Linux support

We're initially going to be launching our Linux support on GOG.com with the full GOG.com treatment for Ubuntu and Mint. That means that right now, we're hammering away at testing games on a variety of configurations, training up our teams on Linux-speak, and generally getting geared up for a big kick-off in the fall with at least 100 Linux games ready for you to play. This is, of course, going to include games that we sell which already have Linux clients, but we'll also be bringing Linux gamers a variety of classics that are, for the first time, officially supported and maintained by a storefront like ours.

...and the Linux gaming news just keeps on coming. I remember how dismissive many people were back when Valve announced its Steam Machine initiative, stating Microsoft's hold would never ever be broken.

Makes them sound like Nokia and BlackBerry during the iPhone's launch, doesn't it?

Pixel processing problems: on the road to pixel perfection

The GameCube GPU is a complex, tight-knit piece of hardware with impressive features for its time. It is so powerful and so flexible, it was used unmodified within the Wii architecture. For a comparison, just imagine a SNES running with an NES's graphics system. This is completely unheard of, before or since. The GameCube is a remarkable achievement of hardware engineering! With its impressive capabilities, emulating the GameCube's GPU has been one of the most challenging tasks Dolphin has ever faced.

Fantastic in-depth look at specific parts of the GameCube/Wii GPU, written by the developers of the Dolphin emulator.

Flappy Bird creator Dong Nguyen speaks out

But the hardest thing of all, he says, was something else entirely. He hands me his iPhone so that I can scroll through some messages he's saved. One is from a woman chastising him for "distracting the children of the world." Another laments that "13 kids at my school broke their phones because of your game, and they still play it cause it's addicting like crack." Nguyen tells me of e-mails from workers who had lost their jobs, a mother who had stopped talking to her kids. "At first I thought they were just joking," he says, "but I realize they really hurt themselves." Nguyen - who says he botched tests in high school because he was playing too much Counter-Strike - genuinely took them to heart.

Fascinating interview with the Flappy Bird creator. I like this guy - he seems to have his priorities straight.

CryEngine adds full, native Linux Support; Valve open sources ToGL

Two loosely related news items.

During presentations and hands-on demos at Crytek's GDC booth, attendees can see for the first time ever full native Linux support in the new CRYENGINE. The CRYENGINE all-in-one game engine is also updated with the innovative features used to recreate the stunning Roman Empire seen in Ryse - including the brand new Physically Based Shading render pipeline, which uses real-world physics simulation to create amazingly realistic lighting and materials in CRYENGINE games.

Second, Valve has released ToGL as open source, a Direct3D-to-OpenGL translation layer, which the company itself uses for Dota 2.

Why games should enter the public domain

A few days ago I inadvertently caused a bit of a fuss. In writing about GOG's Time Machine sale, I expressed my two minds about the joy of older games being rescued from obscurity, and my desire that they be in the public domain. This led to some really superb discussion about the subject in the comments below, and indeed to a major developer on Twitter to call for me to be fired.

I wanted to expand on my thoughts.

Fascinating article on Rock Paper Shotgun from John Walker on why he thinks software copyright (and possibly other kinds too) should come with a much shorter shelf life. Although ostensibly about videogames, much of it could be said to apply to recent events in mobile OS development too.

How in-application purchases have destroyed the industry

I don't like writing negative articles that don't include a solution to the problem, but in this case, there is no solution. The state of in-app purchases has now reached a level where we have completely lost it. Not only has the gaming industry shot itself in the foot, hacked off their other foot, and lost both its arms ... but it's still engaging in a strategy that will only damage it further.

Why are these gaming studios so intent of killing themselves?

Because massive application stores created a race to the bottom - as well as a huge pile of crap to wade through. Ten to twenty years from now, we won't look back favourably upon the App Store or Google Play.

Honest Android games

Every game that is featured on this site is either completely free with no advertising, has a one time up front cost or one time IAP to unlock the full content ad free. All screenshots are from a Nexus 7 2013, full sized and un-cropped.

For your game to be considered please make sure the game is aesthetically pleasing and controls well on a touchscreen (no ports that were originally designed to be played with controllers). Games must also support proper full screen scaling (no letterboxing) and HD graphics for tablets.

With mobile gaming torn to shreds by scummy in-application purchasing, this is a great initiative.

Valve listens to feedback, tweaks Steam Controller further

Valve has been listening to the feedback they've been getting, including the complaints people have had about the lack of a proper digital, 4-way pad, and now they are set to replace the touchscreen on the controller with a set of 8 individual buttons. (source: Gamespot).

In other news, Valve's Anna Sweet tried to alleviate the concerns various parties have expressed and confirmed that their plan is to bring music, TV and movies on the platform in a streaming form, making it suitable for more than just gaming.

The gaming press and Steam Machines

Polygon:

A Steam Machine is a PC that can do fewer things, and run fewer games, than the system you have in your home right now.

That's the marketing challenge that’s in front of Valve and its partners, and the fact that Valve had a rare CES press conference was interesting, but there were precious few details about what the platform adds to the world of gaming.

The cold and harsh reality is that six of the top ten games on Steam run on Linux/SteamOS - and with Steam having such a huge base of active subscribers, that's a lot of users covered with just those six games. On top of that, there's almost 300 more Linux games on Steam. In the meantime, the PS4 and Xbox One combined have like 10 games, most of which are available on the Xbox 360/PS3 as well, and the remainder are rushed titles nobody gives two rat's asses about.

The Xbox One and PS4 are sold not on what they offer now, but on what they will offer in the future. I see absolutely no reason why Steam Machines ought to be treated any differently.

Reality check: right now, spending $499 on a Steam Machine gets you access to a lot more games and a lot more functionality than the Xbox One and PS4 offer combined. Of course, a Windows PC will offer even more games (not functionality, Linux has that covered just fine) - but that applies just as well to any console.

I've been baffled these past few days about the attitude of the gaming press towards Steam Machines. The gaming press' reviews of the new consoles was full of "just you wait until the actually good games arrive!/new functionality is added, but here's a 9/10 anyway on that promise!", but for some reason, the same sloppy reviewing is not applied to Steam Machines.

There's a word for that.