Games Archive

Introducing Lynx SD Menu Loader version 2

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.

The SDK “Power Mac G5” for the Xbox 360

Many years ago (in 2015), I told you about my Xbox 360 development kit, based on a Power Mac G5. And I finally managed to make it work. Let’s summarize the story. We are in 2003 and Microsoft plans to release its Xbox 360 console in 2005. It is based on a new PowerPC processor (the Xenon, derived from the Cell but that’s another story) and an AMD graphics card. And initially, to provide test machines to the developers, Microsoft has an issue: the processor does not exist yet. The solution, quite pragmatic, to solve the problem while waiting for the first prototypes of consoles consists in using the most common mainstream PowerPC platform: a Macintosh. These PowerMac G5s used by Microsoft for Xbos 360 development couldn’t really be used for anything but running Mac OS X, since the Xbox 360 development software and operating system had all been wiped. As luck would have it, though, this software was released on the internet last year, including the Xenon OS. It also includes an early version of the Xbox 360 dashboard. An absolutely fascinating piece of history.

A developer is working on turning a Nintendo Switch into an Android tablet

The Nintendo Switch is Nintendo’s latest console/handheld, and it’s doing really well for itself in terms of sales and appeal. It also marks a change in attitude from Nintendo as well, as the device is not only powered by an Nvidia Tegra system-on-chip, but the company even reportedly wanted to employ the now-defunct Cyanogen Inc. to develop their operating system. Since the discovery of the Fusée Gelée vulnerability, Switch modding has really taken off in the community. Users have theorized for a long time now whether it would be possible to port Android to the Switch. After all, Linux has been ported to it and the device uses the Tegra X1 SoC for which there is documentation to refer to. All that’s left is the blood, sweat, and tears of developers interested enough in porting Android. One developer by the name of ByLaws is taking the challenge of turning a Nintendo Switch into an Android tablet. The Switch is such a perfect formfactor and device for retro gaming. It’s really too bad that such things break warranties and/or block device and game updates, because otherwise I’d get emulators running on my Switch in a heartbeat.

Linux gaming is on a life-support system called Steam

Fast-forward nearly six years. Steam Machines puttered out as an idea, though Valve hasn’t dropped its support for Linux. It maintains a Linux Steam client with 5,800 native games, and just last August, Valve unveiled Proton, a compatibility layer designed to make every Steam title run open-source-style. With Proton currently in beta, the number of Steam titles playable on Linux has jumped to 9,500. There are an estimated 30,000 games on Steam overall, so that’s roughly one-in-three, and Valve is just getting started. However, the percentage of PC players that actually use Linux has remained roughly the same since 2013, and it’s a tiny fraction of the gaming market — just about 2 percent. Linux is no closer to claiming the gaming world’s crown than it was six years ago, when Newell predicted the open-source, user-generated-content revolution. While that is undeniably true, it’s now at least definitely more viable to play games on Linux, even if it’s generally nowhere near the kinds of performance levels possible on Windows – assuming the titles run on Linux at all, of course.

Unity clarifies ToS changes, welcomes back “unsupported” SpatialOS

Days after a nasty public split with cloud gaming developer Improbable, Unity has reinstated the company’s license and updated its own terms of service to offer what it is calling a “commitment to being an open platform.” “When you make a game with Unity, you own the content and you should have the right to put it wherever you want,” Unity wrote in a blog post explaining the move. “Our TOS didn’t reflect this principle—something that is not in line with who we are.” The new terms of service allow Unity developers to integrate any third-party service into their projects, no questions asked. As a caveat, though, Unity will now distinguish between “supported” third-party services—those Unity ensures will “always well on the latest version of our software”—and “unsupported” third-party services, which developers use at their own risk. Negative publicity can definitely work.

Making a Game Boy game

Recently I got an internship doing back-end PHP and Python stuff for a website for my university. It’s a really nice job that I find fun and I’m thankful to have. But… at the same time, doing all this high-level web dev stuff has given me a big itch I need to scratch. That itch being the fun of low level bit fiddling. itch.io’s weekly game jam email came in my inbox and it announced the Mini Jam 4. It was a 48 hour (well, a bit more actually) jam where the restriction was to have graphics like a Game Boy. My perfectly logical and sound reaction to this was to make a Game Boy homebrew, because that seemed neat to do. The themes were “seasons” and “flames”. I’n not a programmer, but I can imagine old consoles like the Game Boy are great platforms to use to expand your programming skills.

Stories of harsh working conditions in the video game industry

For many people, the chance to make PS4 and Xbox games is a dream job - but the reality of working conditions in the video game industry can be six-day working weeks, 24-hour shifts and unrelenting stress. Sam Forsdick speaks to the employees who have experienced the dark side of the industry.

Nobody - from cleaner to programmer - should be working or should be expected to work these kinds of hours in these kinds of conditions. It's inhumane and should be illegal in any functioning modern society. This is barbaric.

Google launches test for its game streaming service

Streaming media has transformed the way we consume music and video, making it easy to instantly access your favorite content. It's a technically complex process that has come a long way in a few short years, but the next technical frontier for streaming will be much more demanding than video.

We've been working on Project Stream, a technical test to solve some of the biggest challenges of streaming. For this test, we're going to push the limits with one of the most demanding applications for streaming - a blockbuster video game.

Google's trying their hands at game streaming - in the case of this test, Assassin's Creed Odyssey (which I happen to have just started on my PS4 Pro). If one company has the hardware to actually pull this off properly and consistently, it's Google.

The making of Total Annihilation

Total Annihilation came out when games, and RTS games in particular, were quickly evolving. By the mid-Nineties, PCs were capable of capturing the necessary scale of battles, and online gaming was about to become a phenomenon. And it was that world Total Annihilation creator Chris Taylor was waiting for. We caught up with Chris and asked him about the game's origins.

Total Annihilation was such an amazing game that kind of seemed to have gotten lost between the much more popular Command & Conquer and Warcraft games of its time. Which is a shame, because it had quite a few revolutionary elements for its time.

Ars Technica’s Xbox Adaptive Controller review

Microsoft's newest game accessory, the Xbox Adaptive Controller, probably isn't for you. That's just an odds game, when counting the percentage of people who fall into the "limited mobility" camp that this strange, unique controller is aimed at.

But that's the incredible thing about the XAC: that it's targeting a particularly fractured audience. Limited mobility is a giant, vague category, after all, with so many physical ailments to account for (let alone psychological ones). And previous answers in the gaming sphere have typically been specialized, one-of-a-kind controllers for single hands, feet, heads, and more.

XAC wins out in an odd way: by leaving some major work in users' hands. This $99 lap-sized device is truly incomplete on its own, as it's designed from the ground up to require add-on joysticks, buttons, and more. As a result, there's no way to fully review the possibilities Microsoft's XAC opens up for disabled gamers. Still, we've put a retail unit through its paces to see what kind of accessibility canvas this revolutionary "controller" opens up - and exactly how it works - to help limited-mobility gamers and their caretakers decide if its functionality, ease-of-use, and practical cost is right for them.

This is one of the most amazing products Microsoft has ever created. This must've taken a considerable amount of research, development, time, and money - and all that for what is a relatively small group of underserved people in the videogame community. I love how every little detail about this product - from packaging to the final product - is designed solely for people with limited mobility.

PlayStation 2’s repair services end after almost 20 years

18 years ago, Sony launched what would become one of the biggest icons in the gaming industry, the PlayStation 2. The level of popularity of the console is still unmatched to this day, and it remains at the top spot as the best-selling gaming platform of all time.

Perhaps because of that tremendous popularity, Sony kept the PlayStation 2 around for a long time. It was only in 2013 - not long before the PlayStation 4 made its way to the market - that the company decided to stop manufacturing it. Now, it's time for the final nail in the coffin. After a whopping 18 years of providing support and repair services, Sony Japan will no longer service consoles that arrive at the PlayStation Clinic after September 7. Back in June, the company had warned customers that they would have to make any support requests before August 31, and it seems that this is the last week for consoles to be serviced.

I hope my bright pink PlayStation 2 Slimline doesn't break down any time soon.

wideNES: peeking past the edge of NES games

Well, it's been over 30 years since the NES was released, and while those classic games have aged well, the same can't be said for the hardware they ran on. With a screen-resolution of just 256x240, the NES didn't give games all that much screen real-estate to work with. Nevertheless, intrepid game developers squeezed amazing, iconic worlds into NES games: the maze-like dungeons of The Legend of Zelda, the sprawling planet of Metroid, or the colorful levels of Super Mario Bros.. And yet, due to the NES's hardware limitations, gamers only ever experienced these worlds a single 256x240 viewport at a time...

Until now.

Introducing: wideNES. A new way to experience NES classics.

What an awesome and innovative project to add an extra dimension of gameplay to old NES classics.

An oral history of ‘GoldenEye 007’ on the N64

The Nintendo 64's GoldenEye 007 - or GoldenEye 64, as it's often known - is seen as one of the system's all-time classics. Aug. 25, 2018, will be the game's 21st birthday (allowing Bond to finally taste one of his revered cocktails), so we reached out to the people who played, reviewed and created the game to see how it all came together, way back in 1997. From the multiplayer being added as an afterthought to the game almost having every Bond actor ever, the game you and your buddies logged hours on - paintballing in the Stack or shooting Boris in the balls - was almost something very, very different.

I, too, played this game a lot when it came out - specifically, the multiplayer. It's one of those games that defined a console generation.

Valve forks Wine to Proton

n 2010, we announced Steam Play: a way for Steam users to access Windows, Mac and Linux versions of Steam games with a single purchase. More than 3000 of the games that have been added to Steam after that point have included Linux support, with more titles being added every day. Since then, we've continued to look for ways to make more titles easily accessible to Linux users.

So, two years ago, we started an effort to improve the quality and performance of Windows compatibility solutions for Steam games. A lot of our work has been in the form of supporting Wine and other existing compatibility projects. We have also been integrating these tools into the Steam client to provide the same simple plug-and-play experience offered by regular Linux games.

As a result of this work, today we are releasing the Beta of a new and improved version of Steam Play to all Linux users! It includes a modified distribution of Wine, called Proton, to provide compatibility with Windows game titles.

Proton is available as open source on GitHub.

Inside the culture of sexism at Riot Games

Riot Games, founded in 2006, has become one of the biggest companies in gaming on the back of its sole release, League of Legends, which had 100 million monthly players in 2016. With 2,500 employees across 20 offices, Riot is a powerhouse. In 2013, Riot was named one of Business Insider's 25 best tech companies to work for. Two years later, it made $1.6 billion in revenue. Its Los Angeles campus is cushy in the way you'd expect a money-bloated tech company's offices to be. It's got a gym, a coffee shop, a cafeteria with free food, a LAN cafe. Employees often stay late to grind out competitive skill points in League of Legends with their Riot family and are communicating on Slack well into the night. Women who don't fit in with Riot's "bro culture"- a term I heard from over a half dozen sources while reporting this story - say these amenities help make the job bearable for only so long.

Over the course of several months, Kotaku has spoken to 28 current and former Riot employees, many of whom came forward with stories that echo Lacy's. Some of those employees spoke on the record; most spoke anonymously because they feared for their future careers in the games industry or they were concerned that League of Legends' passionate fanbase would retaliate against them for speaking out. Many of those sources painted a picture of Riot as a place where women are treated unfairly, where the company's culture puts female employees at a disadvantage. Other current employees, speaking on the record, disputed that account, with some top female employees telling Kotaku they had not personally experienced gender discrimination at Riot.

A very detailed and well-researched article, with ample room for both sides of the story. It covers the experiences of both women and men with regards to harrassing behaviour, but also relays the experiences of people who never felt any sense of harrasment, while also allowing senior leadership and the company itself to properly respond to the claims made.

To go along with this story, there's the experiences written down by former Riot employee Meagen Marie, which are quite chilling. This retelling is obviously of a lot more personal nature, but it does seem to align with Riot having a deeply sexist culture.

The second coming of No Man’s Sky

No Man's Sky is back in the number one position on Steam after yesterday's successful launch of No Man's Sky latest update, called "Next", and a 50 percent off sale on the PC version of the game. It has also launched, for the very first time, on Xbox One. Amazon has it listed as the number one best-seller on the Xbox platform as of this morning.

It feels like a corner has been turned in the game's story, both in terms of the game itself and the drama surrounding it.

I've been playing the new update, and it really does feel like a different, more complete game. Sad it had to take two years, but at the same time, props to the studio for sticking to it with regular substantial updates - instead of running away after the storm of incredibly nasty "criticism". Sure, some of the criticism was deserved, but obviously not the nasty, harassing comments (and more!) the developers received.

Xbox Adaptive Controller’s accessible packaging

Twist ties that bedevil. Thick plastic requiring scissors to break open. Tape that gets wrapped around fingers. Those cursed strips known as zip ties.

Packaging can be annoying for any consumer. But for people with disabilities, it often creates yet another challenge in a world riddled with them, an unnecessary obstacle that leads to frustration and a delay getting to the object inside.

Recognizing that reality, Microsoft's Packaging Design team faced a unique challenge in creating a box for the new Xbox Adaptive Controller, designed to accommodate gamers with limited mobility. The box for the device, which will be available for $99.99 in September through the Microsoft Store, needed to be as accessible as what was inside. It had to enable gamers with limited dexterity, who might be using just one hand or arm, to easily open the box and remove the controller. And it had to be as high-quality and aesthetically appealing as any other Xbox packaging.

This is an incredibly well thought-out product. Bravo to Microsoft for this product.

Riot’s approach to anti-cheat

Combating cheats is an ever-evolving arms race. The scope and complexity of cheat development grows every year along with the stakes in online gaming. The pressure is on for game studios to level up when it comes to detecting and preventing bad actors. I'm Michael "Perma" VanKuipers, and I used to be one of those bad actors; I spent over a decade developing cheats for various games and earned the ire of at least one large game studio in the process. These days I work on Riot's Anti-Cheat team, helping secure League of Legends from scripts, bots, and exploits. In this article, I'm going to show you some of the details and strategies behind our latest anti-cheat initiative, including a technical overview of the steps we took to mitigate certain types of cheating.

I've been playing League of Legends for six years, and I may (I wasn't sure) have seen cheating once or twice. Riot's work seems to be paying off.